Kuro 'Archer'
|
2. Fast Casting - N/A
3. First Step - Move after the druids (0 AP)
4. Standard Spellcasting - N/A
5. First Attack - Refrains
6. First Half Movement - Continues after the druids (1 AP)
7. Second Attack - Refrains
8. Second Half Movement - moves to catch up (1 AP)
9. Remaining Attack(s) - Refrains
10. Final Spellcasting - N/A
11. Final Actions - talk and move (1 AP)
Kuro stare's as his arrows take the life of the closest bombard team, their leader falling into the deep depths of the volcano. He tsk's to himself however when he still see's the other three still operational. Before he can ready his third volley, a magical fog blocks his vision, cast by the...Ahem...shorter woman. That thought is enough for the crimson archer to lose his grip on his 'Steel' and come back to his normal plane of thought.
Kuro glances down at the only platform he can see, the one with the sacrificial human on it. Then notices many of his party heading up after the mysterious druids. seeing as he can't make any shot's like this, Kuro head's after them. But not before urging anyone still on this cliff to follow as well.
"we must move, now! Those contraptions will most definitely fire upon us if we don't move!"
Kuro then dashes up the path, cowl falling behind him and letting his bleached white hair cascade in small spikes over his head.
| Sebecloki |
Kethe follows Pak'cha, Misra, and Dalman as they climb the switchback path to an unknown destination. Seeing what the bombards were capable of, she is loathe to remain in one spot for long, even with the cover of the fog cloud. Her steps are hastened by her magic, allowing her to easily catch up with the others.
** spoiler omitted **
Up top, she examines the hieroglyphics and the chariot, trying to make sense of them.
[dice=Knowledge Engineering/history]1d20+9
[dice=Knowledge Arcana]1d20+12
Knowledge(Engineering/History)
Fail
Knowledge(Arcana)
Based on Kethe's own deep, and hard-won knowledge of her people's traditions, this strange contraption situated at the center of the calendar-like circle of hieroglyphics is a clearly depiction of Sleipnir, the eight-legged táltos steed of the ancient dwarven high god ōs Óðinn the All Father, He of the 170 Names. Its presence here is a curiosity, suggesting that the ancient Kalidnayans were not the first to exploit the riches of the diamond mines.
The lore of Kethe's people does encompass distant Green Age records of far-flung settlements later devoured by the encroaching sands, and so the supposition that an ancient dwarven settlement might have preceded that of the human city state governed by the now awakened sorcerer-queen Kalid-Ma is not an impossibility by any measure.
The wheel of runes that ornament the dais upon which stands the elaborate depiction of the half-forgotten deity's many-legged steed are in fact ancient dwarven futhark rún letters rendered in a slightly odd, Kalidnayan style.
Nevertheless, the object is clearly identifiable as some variety of conveyance that imitates the motion of the All-Father's mount bearing the sun through the courses of the heavens.
It is clear that only a dwarf can operate the mechanism, in a manner similar to the storied regalia of the dwarven kings, such as the Axe of the Dwarven Lords.
The sun disk in the chariot of the vessel channels positive energy through the Quasielemental Planes of Lightning, Mineral, Radiance, and Steam.
Activated, it should allow an expeditious transport between the high platform upon which the company is now stationed, and the cliff-fortress below, where the company of the 'chimeras' still loads their remaining bombards.
| Sebecloki |
Misra, should I ready another platform as a backup or do you wish for my aid above?
Did anybody bot Rokan while I was gone, or does he need to submit *both* rounds 1 & 2 of actions? Whatever is needed, I'll look at the map when I get home (~1hour) to see current enemy positions and submit one or both.
No one botted you. Feel free to post for the last two rounds, it will be easy to catch things up.
| Rokan the Ascetic |
1. Free Actions - n/a
2. Fast Casting - n/a
3. First Step - n/a
4. Standard Spellcasting: manifest Energy Missile (augmented 1pp, 4d6+4 cold damage per each of five missiles, fort DC17 for half, Psionic Breach: If psionic resistance is in play, he gets to roll twice to overcome it and take the higher roll, Mythic Surge: If psionic resistance is in play, he'll use mythic power to add a surge die to the roll to overcome). Missiles directed first at intellect devourers, then other remaining foes, then doubled up on intellect devourers. Rolls:
Missile 1 cold damage: 4d6 + 4 ⇒ (6, 3, 6, 1) + 4 = 20
Missile 2 cold damage: 4d6 + 4 ⇒ (5, 4, 5, 6) + 4 = 24
Missile 3 cold damage: 4d6 + 4 ⇒ (4, 2, 6, 1) + 4 = 17
Missile 4 cold damage: 4d6 + 4 ⇒ (6, 2, 2, 4) + 4 = 18
Missile 5 cold damage: 4d6 + 4 ⇒ (5, 4, 5, 4) + 4 = 22
5. First Attack - n/a
6. First Half Movement - n/a
7. Second Attack - n/a
8. Second Half Movement - n/a
9. Remaining Attack(s) - n/a
10. Final Spellcasting - n/a
11. Final Action - n/a
After projecting his question to Misra, Rokan diverts his attention long enough to manifest bolts of cold energy to spray at the remaining foes in the ceremony.
1. Free Actions - n/a
2. Fast Casting - n/a
3. First Step - Move after the druids (0 AP)
4. Standard Spellcasting: - n/a
5. First Attack - n/a
6. First Half Movement - Continues after the druids (1 AP)
7. Second Attack - n/a
8. Second Half Movement - moves to catch up (1 AP)
9. Remaining Attack(s) - n/a
10. Final Spellcasting - n/a
11. Final Actions - Movement (2 AP)
Hey then begins moving up the path to follow the druids and convene with them more closely on their potential path across the caldera.
| Sebecloki |
** spoiler omitted **
After projecting his question to Misra, Rokan diverts his attention long enough to manifest bolts of cold energy to spray at the remaining foes in the ceremony.
** spoiler omitted **
Hey then begins moving up the path to follow the druids and convene with them more closely on their potential path across the caldera.
I'll update the damage tomorrow -- it makes more sense to try to take out another tower; unless I'm ready this wrong, the intellect devourers have all the wound/vigor capacity of their hosts when they're wearing them like meat puppets, and that's just like a set of armor you have to get through before you can inflict any damage on the critter itself. You might incapacitate a tower with that barrage, but you'll barely scrape the devourers even if they all hit.
| Kethe Cinderfell |
Does Kethe know how to operate the device, or does she still have to figure that out?
| Sebecloki |
Yes, basically -- it is a semi-sentient machine that is moved by positive energy filtered through the four positive Quasielemental Planes. The disk is a dimensional filter that sequentially opens small portals to the four Quasielmeental Planes. The presence of a dwarf divine caster stirs the mysterious intelligence that resides within the conveyance.
As Kethe moves closer to the marvelous statue, she begins to feel a strange warmness move within her breast, as if some long-sleeping, mute, but munificent intelligence has stirred towards the eons-absent presence of a distant daughters of its ancient makers.
| Canaan Ghajar |
Yes, that is exactly what I saw.
Canaan climbs the steps leading to behind the console and waits for the others to catch up after she reached her destination. When Kethe's presence causes the contraption to stir, she stares in awe.
Final action will be talking, moving to the console and step onto the lift if someone operates it.
| Rokan the Ascetic |
Rokan the Ascetic wrote:I'll update the damage tomorrow -- it makes more sense to try to take out another tower; unless I'm ready this wrong, the intellect devourers have all the wound/vigor capacity of their hosts when they're wearing them like meat puppets, and that's just like a set of armor you have to get through before you can inflict any damage on the critter itself. You might incapacitate a tower with that barrage, but you'll barely scrape the devourers even if they all hit.** spoiler omitted **
After projecting his question to Misra, Rokan diverts his attention long enough to manifest bolts of cold energy to spray at the remaining foes in the ceremony.
** spoiler omitted **
Hey then begins moving up the path to follow the druids and convene with them more closely on their potential path across the caldera.
if possible I agree, I didn’t realize they were within range of the power
| Sebecloki |
Sebecloki wrote:if possible I agree, I didn’t realize they were within range of the powerRokan the Ascetic wrote:I'll update the damage tomorrow -- it makes more sense to try to take out another tower; unless I'm ready this wrong, the intellect devourers have all the wound/vigor capacity of their hosts when they're wearing them like meat puppets, and that's just like a set of armor you have to get through before you can inflict any damage on the critter itself. You might incapacitate a tower with that barrage, but you'll barely scrape the devourers even if they all hit.** spoiler omitted **
After projecting his question to Misra, Rokan diverts his attention long enough to manifest bolts of cold energy to spray at the remaining foes in the ceremony.
** spoiler omitted **
Hey then begins moving up the path to follow the druids and convene with them more closely on their potential path across the caldera.
One of the towers is closer to you than any of the three intellect devourerers, so that's what we'll do. I'll update later.
| Malkaer Illuvinar |
1. Free Actions - n/a
2. Fast Casting - n/a
3. First Step - Move after the druids (0 AP)
4. Standard Spellcasting: - n/a
5. First Attack - n/a
6. First Half Movement - Continues after the druids (1 AP)
7. Second Attack - n/a
8. Second Half Movement - moves to catch up (1 AP)
9. Remaining Attack(s) - n/a
10. Final Spellcasting - n/a
11. Final Actions - Movement (2 AP)
With little to do on the platform, Malkaer ran after the druids. For an elf of his speed it was not the hardest of propositions. But, he did not want to outpace them. There was safety in numbers. He ran next to Roman, keeping his speed steady. When the time was right he would charge forward, hopefully catching the foe by surprise by the chance of speed.
| Kethe Cinderfell |
"This is..." Kethe seems to struggle to find her words, and emotions pass over her face in quick succession - wonder, sorrow, determination.
"Unexpected." she finishes. "I can operate this chariot, if you would like to try this avenue of approach."
| Sebecloki |
"This is..." Kethe seems to struggle to find her words, and emotions pass over her face in quick succession - wonder, sorrow, determination.
"Unexpected." she finishes. "I can operate this chariot, if you would like to try this avenue of approach."
A strange presence arises as the diminutive druid approaches the odd vehicle. The peculiar alloy of which it is composed appears, though perhaps this is only the chance product of the moon's passage, or the strange play of the recently-kindled fortress's illuminations, to glisten with a difficult to describe quantity of interior light. This newly detected radiance renders somehow, at once, the distinct impression of both warmth and cool, metallic, icy light. It is a blossoming of illumination curiously both intensely vital, almost animalistic, and at the same moment sterile, like a mirror glint refracted from a sheer, geodesic plane.
Similarly, its nature presents a mystery, Indeed, whether it comprises more a force or real personality, an individual or a collective, is far from clear to Kethe's awareness of the new manifestation. Nevertheless... there is no question that some, previously undetected... or un-awakened... presence has now made itself known, and only to Kethe. For a brief, tense space, a predatory species of silence descends upon the druid's mind. Surely, it is unknowable whether this sudden manifestation, this force, or whatever kind, is friend or foe.
Before she can consider the matter with any real attention, a strange stupor falls upon Kethe's consciousness... something like a dream or a vision, images conveying a story, but absent words...
Thousands of years ago, at the close of the tumultuous events that ended the paradise of the Blue Age, the elemental strongholds of the world's primary substances were forever changed. A striking, almost overpowering image of the vast world ocean of the Blue Age unfolds, reaching out, at once sheer and sublimely beautiful and terrible, in every direction of the horizon. The stangely-colored azure sun of this age gutters powerfully in the heavens, illuminating with its rays a conglomeration of immense step pyramids errected upon an archipelago of marshy islets. Somehow, Kethe understands that this incredible site would one day form the mountainous dunes that surround the ruins of Kalidnay.
Diminutive figures hurry too and fro upon the carved expanses of the ziggurats, their every surface ornamented with glyphs and representations of unknown beasts. In the same manner as the other revelations of this vision, Kethe becomes aware that some of the figures are halfing elemental clerics fleeing their corrupted brethren, who have turned to the forbidden powers of the sinister elemental lords, the para, and the quasi-elemental planes. These corrupted rhulsti war alongside the naturebenders to sieze the ancient halfling civilization from the power of the Glassmakers and their 'emissaries', the enigmatic 'gralyings' -- the slender, beady-eyed entities known as the Fraal. Their ancient communes, including this island retreat, are now threatened by the sinister power of the Stoneburners and their servants.
The servants of the waters, employing the wondrous powers of the Glassmakers, divert the power of the blue sun through the strange machines housed in the pyramids, and crack the boarders of the elemental holds, diverting energy from a place of light through them. This desperate act, though in time lessening the primacy of water, balances on a cosmic scale a similar dimensional breach created by the corrupted halflings, who opened within the planes a door to a place of darkness and the abolition of light. Later, these would be recognized as the positive and negative energy planes, and though the occasion would be lost to time, this conflict represents the origins of the quasi elemental planes.
The enigmatic light of the plane of life streams in a brilliant and terrible pillar from the blue sun, through the summit of the ziggurats, and lifts into the sky strange vehicles of war, all inconceivably grander than the present object, which proceed to destroy the forces of the halflings who have been corrupted by the stoneburners.
The scene dissolves into a image of the Green Age, though the location appears to be the same. The world ocean has been replaced by an endless jungle, but the step pyramids remain. Somehow, Kethe knows that these are the remnants of the halflings that opened the gate to the positive energy plane, and that they have taught their secrets to the dwarves, a race that emerged from the exposure of certain rhulisti to these new elemental powers. The ancient halflings decline, eventually forming nothing but a small, esoteric cabal, and then only the inhabitants of ancient tombs venerated for untold millennia by their dwarven successors.
An image of a dwarven priest, lifting a steaming censor in some ritual of adoration over the immense, carved capstone of a halfling sarcophagus, the smoke disappearing into a high vault consumed in shadows, briefly interrupts the vista of the Green Age, passing over it like a cloud's shadow over the waxing moon.
The dwarves create a vibrant civilization in these fertile jungles, including on the mountain that would one day become the diamond mines. Their teeming cities employ many ancient Glassmaker arts handed down from the halflings, many of which involve channeling the power of life through various minerals and crystals. These are of less power than the ancient wonders of the halflings, but still sufficient to secure a place of prominence for the dwarves among the vibrant civilizations of the Green Age. Kethe absorbs brief images of ore-processing machinery, as well as the chariot before her eyes. The latter is a ritual conveyance, used by the high priests of the dwarves to travel throughout the mountain complex when performing the esoteric rites handed down from the halflings. An image of an ancient dwarf priest riding the chariot now arises, the wheel in its carriage spinning as it draws positive energy through a set of four elemental filters situated within the quasi elemental planes. This alien power lifts the vessel upon its circumambulation of the ancient mountain, as the workings of the ancient wonders have become a matter of mystery and liturgy as their makers vanish gradually from memory.
However, the legacy of the Stoneburners has not entirely passed from the world, and the deeps of the ancient marsh, though covered over with earth and many years, continued to fester with malignant energy. Though the corrupted halflings and the Thaal, the villainous brothers of the Glassmaker's Fraal servitors, were defeated, their legacy slumbered uneasily... until it was, in time reawakened.
A new image arises, a vast army of chariot-riding nomads under the direction of the sorcerer-queen Kalid-Ma, descends upon the dwarves. The human host, directing a vast legion of undead comprised of the tari slaughtered by Rajaat's command, quickly seals the dwarves within their fastnesses. A siege ensues, only broken when the sorcerer-queen awakens some ancient Stoneburner evil from within the depths of the earth, an ocean of black oil that gushes from the depths of the earth, consumes the dwarves in a tidal wave of death, and cracks the defenses of the ancient mountain tombs. These tombs are now defiled by the sorcerer-queen's followers, who proceed to rend its diamonds from the earth with terrible power. The former caretakers of the mountain join their halfling progenitors, though in a haphazard mass grave at the bottom of the volcanic pipe, instead of stately tombs tended by careful wardens. The combined voices of the fallen ring hollowly in the shrieking winds that sour within the narrow defile.
The unknown intelligence within the vehicle stirs to new life in the long-absent presence of one of its shapers' descendants.
| Sebecloki |
** spoiler omitted **
After projecting his question to Misra, Rokan diverts his attention long enough to manifest bolts of cold energy to spray at the remaining foes in the ceremony.
** spoiler omitted **
Hey then begins moving up the path to follow the druids and convene with them more closely on their potential path across the caldera.
Morlocks on watchtower Fortitude Check DC 17: 4d20 ⇒ (6, 15, 15, 13) = 49. One harrier wiped out, and thus that crew is disabled. They retreat from the tower.
Rokan's violent powers split the night sky, exterminating one of the 'chimera' operating the immense bombard. Their crew now insufficient to continue loading the vast machine, the rest of the company disperse into the fortress, leaving only two towers, those nearest the western approach occupied by T'lam T'listillit and company, still operational.
| Sebecloki |
The other two towers spend the entire round reloading.
1. Free Actions: reload heavy bombard (3 AP).
2. Fast Casting
3. First Step
4. Standard Spellcasting
5. First Attack
6. First Half Movement
7. Second Attack
8. Second Half Movement
9. Remaining Attack(s)
10. Final Spellcasting
11. Final Actions
intellect devourers
1. Free Actions
2. Fast Casting each devourer uses at-will power of invisibility (0 AP).
3. First Step
4. Standard Spellcasting: each devourer casts globe of invulnerability on themselves (1 AP).
5. First Attack
6. First Half Movement
7. Second Attack
8. Second Half Movement
9. Remaining Attack(s)
10. Final Spellcasting: 2 devourers cast cure moderate wounds on the injured morlocks. The sorcerer Itzpapalotlilamatecuhtli casts cone of cold on the elemental summoned by T'lam T'listillit.
11. Final Actions
| Sebecloki |
elder air elemental
1. Free Actions
2. Fast Casting
3. First Step
4. Standard Spellcasting
5. First Attack: Slam morlock harrier on tower (1 AP).
6. First Half Movement
7. Second Attack: slam morlock harrier on tower (1 AP).
8. Second Half Movement
9. Remaining Attack(s): slam morlock harrier on tower (1 AP).
10. Final Spellcasting
11. Final Actions
Attack Rolls: 3d20 ⇒ (8, 14, 6) = 28
Damage Rolls: 6d8 + 27 ⇒ (4, 8, 3, 2, 6, 5) + 27 = 55
morlock harrier save vs. massive damage or dies: 1d20 ⇒ 14saves.
morrlock harrier constitution check DC 10 to avoid falling unconscious: 3d20 ⇒ (19, 13, 17) = 49saves, but takes 3 more damage = 58/64.
| Sebecloki |
T'lam T'listillit
1. Free Actions
2. Fast Casting
3. First Step
4. Standard Spellcasting: lightning blast (electricity) (1AP). shock arc (electricity): 10d6 ⇒ (4, 3, 1, 5, 4, 2, 4, 4, 2, 3) = 32. Harrier dead. 3rd tower disabled.
5. First Attack
6. First Half Movement: gets out of the way of bombard (1AP).
7. Second Attack
8. Second Half Movement: gets out of the way of bombard (1AP).
9. Remaining Attack(s)
10. Final Spellcasting
11. Final Actions
| Sebecloki |
About three weeks ago, in the City State of Raam…
It is the second third day of the Month of Breeze, known as Fifthover in the Merchant’s Calendar, immediately following the Five Day Festival of the Cooling Sun, the chief observance of the Season of the Sun Descending, which lies under the zodiac of Hortle the Spider.
Raam, storied city-state of the sorcerer-queen Abalach-Re, 5th Champion of the Warbringer Rajaat, the Orc-Plague, the Grand Vizier of Badna, Kaghan of the Temüjin, the Dark Lady, and the Queen of Shadows, has upon difficult times.
The once-famed mines of the city have run dry, and the fields are now unable to support the metropolis’ burgeoning population.
Chaos is only held at bay by the tyrannical rule of the Grand Vizier, Abalach-Re. On every crowded street-corner, her cruel will is enforced outwardly and covertly by the combined efforts of the Grand Vizier’s street enforcers, the scimitar-wielding manṣabdāri, as well as the assassins known as the kuotagha or hashâshīn, who lurk in the shadows.
Yet, in time, even this shall not be sufficient to avert disaster…
Taalik Amun enjoys the brief respite from the intense oppression of the midday sun offered by his audience in the House M’ke compound, the chief headquarters of the Raam’s primary merchant house situated precipitously top an acropolis. The step-sided tell upon which the residences of House M’ke constructed is made up of ancient ruins from the city’s early days, and sits in the threatening shadow of Jebel al Hashâshīn, the Mountain of Assassins in the Bedouin desert tongue of the horse lords who conquered this city for the Grand Vizier some millennium or more in the now ill-remembered past.
The compound is one product of the Grand Vizier’s savage conquest of the city. Though its origins are obscured somewhat by later renovations, the site was originally one of the Mandirā Rāvaṇa, the many temples of the ogre-king Rāvaṇa worshipped by the population of humans or Desi who founded Raam. Both the deity Rāvaṇa and the other yakṣas, the ogre-magi who once rule the native humans, as well as varanas, elves, dwarves, nagas, and others who formed the diverse population of the city, were struck down by Abalach-Re’s conquest. This temple was pulled down by the horse warriors, the Temüjin, and a new structure, an elaborate palace and kārvānsarāy, a way stop for the merchant palace’s many outgoing and returning caravans. It is now known as the Apadāna M’ke, the Palace of M’ke (outside view).
Even given these turbulations, past and present, the halfling druid finds himself enjoying the shade offered by one of the many audience halls of the M’ke compound (interior view).
This reverie is quickly disrupted by Zahiriddin Babur, chief procurator of House M’ke, speaks in an inviting tone to his guest,
”We are most glad for the willingness of your associates in the Brahmasuchra,” he refers to the
Devanāgarī name, the tongue of the Desi people who built the city, for the ‘guardians of purity’, the druid order to which Taalik is affiliated, ”to spare a representative for this important venture. Should we succeed in reopening the diamond mines of ancient Kalidnay, we might restore the beleaguered economy of this city, and gain the favor of our queen…”
Zahiriddin’s high turban, egg-shell white and brilliant even in the dissipated rays of the sun which enter the audience chamber, appears in form like the many onion domes of the vast city. It bobs slightly as his features assume a felicitous aspect, seeking Taalik’s approval,
”It is said that the sorceries of the mine are connected with those of your estimable order, and perhaps you will be able to assist in plumbing their mysteries.”
He then gestures towards two other figures, a pair of muscular muls, fitted with long, open-chested vests and baggy pants. Their twin sabers each mark them as members of the queen’s manṣabdāri, specifically the ‘born eunuchs’ who functions as a special caste of enforcers.
”Azam and Hidr are… on retainer from the nobles of House Altantsetseg, the House of the Golden Flower, and favored of the Grand Vizier. They will ensure your safe arrival at the diamond mines of Kalidnay, as well as the other mineral and gem deposits it is hoped this expedition will be able to exploit for the betterment of our fair city’s current sorry fortunes.”
The two muls betray nothing but an amused grimace, and the collection of some dozen other M’ke functionaries gathered in their shadow, at the back of the audience hall similarly remain silent as Zahiriddin dismisses them….
------------------------------------------------------------------------
Three days ago… approaching the mountain in which rest the diamond mines of Kalidnay…
The past weeks have largely passed without event, the small caravan wending its way gradually south through the often formless expanses of the Great Alluvial Sand Wastes.
That is until three nights past when, Taalik is awakened by the tortured screams of his compatriots.
The bruised and bloodied bodies of several House M’ke operatives are strewn upon the sand at the feet of the creatures that have replaced the two mul manṣabdāri of House Altantsetseg on loan to the M’ke expedition. In their place are two reptilian creatures who quickly silence the screams of the surviving caravan members.
”Know that we are the Second Born of the Scale, servants of Great Dregoth, the Sleeping King of the City of Silt, and that your lives have been taken in hand by the power of the Lord of Ten Thousand Corpses. The rule of the Grand Vizier draws to a close as our lord awakens to avenge his ancient defeat, and you shall play a small part in putting right that ancient injustice. The ruins of Kalidnay have stirred, and opened the way to a vast power which our lord must possess to triumph over his betrayers. You shall all have the honor of serving as offerings to the keepers of the mines, so that we may pass below and seek the treasure desired by the Sleeping King.”
The reptilian creature continues to speak in a threatening tone,
”Know that there is no escape, and no other path open, you who have been chosen.”
The remaining days are a blur, the drugs and magics administered by the mysterious creatures incapacitate Taalik and his compatriots.
Fevered memories alone remain, dim recollections of pale-skinned creatures and their curious speech as his assailants deliver their offerings to those who now rule the ancient mines.
Taalik is surprised to find himself suddenly released from his bonds, the heavy chains dropping in concert with a thunderous crash. His head is still obscured by the covering placed over eyes by the robed ritualist, but otherwise the halflings movements are free. It remains for him to take advantage of some unexpected disruption in the horrible sacrifice to which he had been committed by his captors….
| Taalik Amun |
Taalik's mind has been a horrid mix of drug and magic induced thoughts, tormenting his very soul. Raam had been a city of unimaginable scale, beyond anything his people cultivated in the Jungles to the south. And the motives of these individual power players, all seeking might and manipulation for themselves... should I go back home, if I ever get free?
Yet in a strange twist of fate, Taalik feels the bonds on his wrists release, and taking a moment to clear his focus, draws in a deep breath and pulls the hood from his face, allowing him to take in his surroundings and affect some escape.
Perception: 1d20 + 15 ⇒ (10) + 15 = 25
1. Free Actions:
2. Fast Casting:
3. First Step: Remove hood, perception check (1 AP)
4. Standard Spellcasting:
5. First Attack:
6. First Half Movement: Full move action to flee (2 AP)
7. Second Attack:
8. Second Half Movement:
9. Remaining Attack(s):
10. Final Spellcasting:
11. Final Actions
| Sebecloki |
The moment the sandpaper-like folds of the thick canvas hood lift over the halflings eyebrows, a striking scene arrests his still re-awakening perceptions. He is perched on the edge of a steep cliff, the precipitous edge of which overlooks a funnel-shaped depression, the central shaft of which descends into impenetrable blackness.
It is quickly evident that a terrible carnage has disrupted the ritual proceedings. An immense platform composed of some alien alloy, enlongated in shape like some odd amphibian, something like a tad pole in shape, and bearing twisted spines has seemingly descended from the ill-lit skies above, utterly annihilating the twisted creatures that had once held Taalik's bonds(image).
Beneath its massive hulk, a steaming, misshapen, nigh indistinguishable mass, the brutalized remnants of shattered bone and distended sinew and spilled blood ooze onto the sheer rock of the cliff, eventually cascading over the edge in an eerie avalanche of gore.
The strange wheel, laden with candles, which the white-skinned creatures had placed around his head as seemingly a culminating element of their ritual, continues to strangle somewhat his newly-released breath.
It seems that, for the moment, the creatures' ritual has been halted -- though the corpses of several of the crushed enemies seem to now stir again to life, as if some awful force directed their movements like a puppet.
Taalik stands before a massive gate, the main entrance in a fortress wall that extends almost to the edge of the cliff, a barrier further reinforced by four large watchtowers. Sentinel lights illuminate the space above their peaks, and some dolorous engines of war grind upon their heights. In the space of a few moments, cries are heard from the tops of these lookouts, as if they were subjected, themselves, to an artillery assault.
In the midst of his confusion, another memory of his recent ordeal arises again in Taalk's mind,
Two or three days ago, in the depths of the diamond mines of Kalidnay...
Taalik and the other prisoners have been confined to a cave-like prison. The stalagmites and stalactites which form a natural barrier in a number of small caves surrounding a high vaulted chamber of ruddy rock have been reinforced by the ingenuity of this complex's builders with bars of bone. The visual effect is of being trapped within the alien, multi-segmented orifice of some horrendous beast.
Within the central, high-roofed chamber which serves as the central focus of the many prison cells, a commotion suddenly stirs the heretofore quiet mountain vault.
The languid guards stir into motion as a high-pitched voice hisses to them in an unknown language.
It is impossible to deny the immediate effect which the appearance of the cowled figure has on the guards and other attendants, all of which bow reverently, bending their knees in supplication. They then increase their obeisance by prostrating completely on the jagged floor of the prison.
A measured, silken voice, speaking in the common tongue of Raam, "Well, I'm not sure why exactly it is you considered this an acceptable trade, but I suppose it's more trouble than it's worth at this juncture to retract our part in the negotiations with the dray. Just don't be otherwise helpful -- I've only recently gained knowledge of this Dregoth, and I already dislike him immensely. His servants may pass, but we have no interest in their attaining whatever power it is the dead one believes these ruins hold. I don't particularly see what use this one would be above the servants I already have who can open the gates of the Aerie. Surely, he doesn't have any idea deeper knowledge of the ancients' wonders." The face of the speaking being is still hidden from view, and concludes with an exaggerated, theatrical sigh, "Ah, well feed him to my pets I suppose, and don't make any such decisions without consulting me directly in the future." The enigmatic entity then blasts one of this attendants with a powerful bolt of infernal energy, and, as its screams erupt, the vision fades...
| Kethe Cinderfell |
Sethe blinks rapidly, as if awakening from a trance. She squeezes her eyes shut, rubbing them with one hand, the other still resting on the controls of the chariot. She shakes her head sharply, then turns to the others, a grim determination in her face.
"Shall we use this chariot to reach those below? We seem to have the upper hand at the moment, we should press this advantage."
She clenches one fist as she gazes at the group below, the prisoner seeming to have gotten free but still orienting himself. This mountain needed to be cleansed of the taint of these Stoneburner inheritors, no doubt about it.
| Rokan the Ascetic |
If you can operate it, then yes, let us rejoin the battle more directly. We seem capable of defeating these foes from afar, but that... slave down there may need more direct help from us.
Kuro 'Archer'
|
Kuro look's at the chariot and shake's his head
"I think I would be more of use to you up here..." He mention's, staring down at the many still living beings.
| Kethe Cinderfell |
Kethe nods. "Very well. Prepare yourselves, I don't know how fast, or how bumpy, this ride will be."
With that said, the dwarf attempts to activate the controls and command the chariot to navigate to where the group with the prisoner is located, hopefully still reeling from their initial attack.
| Sebecloki |
IMAGE of the dawn chariot
The strange vehicle begins to pulse with some species of inner energy, a powerful admixture of heat, light, and force, as Kethe approaches the massive carved steed at the front of the vehicle. As she approaches, the druid implicitly understands that she is intended to mount the alloy-borne stallion, and that this position is the means by which the craft is steered and otherwise manipulated.
Upon assuming the seat at the crest of the statue's back, it seems as if the depression as miraculously molded itself to the contours of its new rider's body, her calves and the posture of her gait settling flawlessly into the howdah. Kethe suddenly perceives a peculiar, instinctual sensation if becoming one with beast, as if their bodies have joined in some non-physical dimension, for her senses of the immediate surroundings are still sufficient to know that she has not, in fact, merged with the vehicle.
The remainder of the party also begins to perceive the inner light pulsing through the object, particularly the solar disk at the rear of the contraption. This disk begins to spin slowly, and emit a lone-toned pulse. The remainder of House Vordon's emissaries then begin to dissipate, their bodies wafting in a misty stream of brilliant light into the wheel, whose revolutions continue unabated.
Their minds soon collectively experience the sense of being present within a vast space, as large as an entire world, a strange landscape that must be somehow the inside of the wheel. It is as if their persons have been reconstituted in a diminished form, or that the interior of the disk contains a space vastly greater than any could have imagined. A great flat expanse seems to move with a slow, but steady rhythm, as if the company stood upon a slowly drifting sheet of silt hundreds of thousands of miles in diameter. The sky and the plane are of the same metallic hue, and appear to be sheer surfaces that extend forever into the horizon.
The only interruption in this bizarre vista are four massive gate-like structures that loom in each of the four cardinal directions. These appear to be each many miles tall. Powerful gusts of elemental substance, admixed with an intense stream of light, pours in from each, consecutively, and then dissipates in the slightly chill atmosphere.
Though this landscape is experienced for several hours by the majority of the delegation, Kethe's smooth direction of the vehicle to the gates of the fortress commanding the caldera's opposite face occupies but a minute or two in her awareness.
As the chariot descends, the party manifests again bodily, reconstituted again as strangely as they were drawn into the device.
| Rokan the Ascetic |
Rokan scans with his mind's eye to see if he can tell where the voice is coming from.
manifest detect psionics
knowledge (psionics): 1d20 + 12 ⇒ (14) + 12 = 26
It's probably one of the creatures that turn these bodies into puppets. Don't listen to them! Misra, do you know where Slavathras has slinked away to?
| Misra Ha-Hannah |
Rokan scans with his mind's eye to see if he can tell where the voice is coming from.
manifest detect psionics
[dice=knowledge (psionics)]1d20+12It's probably one of the creatures that turn these bodies into puppets. Don't listen to them! Misra, do you know where Slavathras has slinked away to?
The intellect devourers' invisibility is listed as a magical power, not a psionic one. This campaign doesn't assume psionics and magic are the same thing for the interface issue (I don't think that makes any sense in the context of Athas, do you?), so I don't think detect psionics will help here unless I'm missing something
What are you trying to detect with the Knowledge check?
"I don't see where he has gone, it appears as if the bard has simply vanished."
| Slavathras of the Deadlands |
"Never fear my over-zealous associates, I am still here, and I assure you that I will divulge, once again, my presence once these creatures have been dealt with -- since you lot began this troublesome melee, I invite you to conclude it, and speedily!"
"Know that I walk where, when, and how I please, and I was not boasting by any means when I assured Nalcaros that his ill intentions towards my person would have no effect, as my powers are beyond either his, or your ken."
| Itzpapalotlilamatecuhtli |
Rokan scans with his mind's eye to see if he can tell where the voice is coming from.
manifest detect psionics
[dice=knowledge (psionics)]1d20+12It's probably one of the creatures that turn these bodies into puppets. Don't listen to them! Misra, do you know where Slavathras has slinked away to?
"No! Listen slaves of the serpent-spiders, the Aerie's master may free you. His treasures are greater than those of your masters. You should parlay with we who speak for the master who are before you."
| Rokan the Ascetic |
Rokan the Ascetic wrote:Rokan scans with his mind's eye to see if he can tell where the voice is coming from.
manifest detect psionics
[dice=knowledge (psionics)]1d20+12It's probably one of the creatures that turn these bodies into puppets. Don't listen to them! Misra, do you know where Slavathras has slinked away to?
The intellect devourers' invisibility is listed as a magical power, not a psionic one. This campaign doesn't assume psionics and magic are the same thing for the interface issue (I don't think that makes any sense in the context of Athas, do you?), so I don't think detect psionics will help here unless I'm missing something
What are you trying to detect with the Knowledge check?
"I don't see where he has gone, it appears as if the bard has simply vanished."
They are psionic creatures though, so I thought I could identify them that way at least.
| Pak'cha |
Pak's mandibles clack in shock, "Safe passage?
These creatures seem vile and predatory in nature seeking to sacrifice yon slave to summon a creature from some nether region.
We have the advantage, we should not let them recover!"
| Rokan the Ascetic |
it sounds like we want to keep striking at them. do we reset initiative or proceed with prior rolls?
| Sebecloki |
Misra Ha-Hannah wrote:They are psionic creatures though, so I thought I could identify them that way at least.Rokan the Ascetic wrote:Rokan scans with his mind's eye to see if he can tell where the voice is coming from.
manifest detect psionics
[dice=knowledge (psionics)]1d20+12It's probably one of the creatures that turn these bodies into puppets. Don't listen to them! Misra, do you know where Slavathras has slinked away to?
The intellect devourers' invisibility is listed as a magical power, not a psionic one. This campaign doesn't assume psionics and magic are the same thing for the interface issue (I don't think that makes any sense in the context of Athas, do you?), so I don't think detect psionics will help here unless I'm missing something
What are you trying to detect with the Knowledge check?
"I don't see where he has gone, it appears as if the bard has simply vanished."
You have access to the bestiary entry for intellect devouerers. Additionally, you are aware that they are rumored to possess vast realms under the crust of Athas, alongside other psionic creatures such as psurlons, neogi, and gith.
| Rokan the Ascetic |
”They wish to parlay. Blood might not be spilled this day. I too run where I will, and I know that it is easier to run when it is not into hostile Spears. Let us see if our force of arms has bought us an invitation of safe passage.”
Parlay? These are intellect devourers and they are chaotic aberrations. They'll adopt your body and turn you mindless the same as these others if you give them the chance.
I didn't see any more votes for talking
| Kethe Cinderfell |
It takes Kethe a moment to recover after the disorienting experience of merging her essence with the chariot.
"Let us not forget our objective here. I do not trust these being in the least, and they must relinquish their captive if any non-violent solution is to be found to this conflict, but please think of why we came here in the first place. If we expend our strength on fighting these, with who knows how many more inside that fortress, we may not be able to accomplish our goal."
She pauses in her thoughts, glaring at the creatures. "If they attempt treachery, by all means, let us slay them, but I do think it would be wise to attempt a different way first."
Another vote for talking, but I'm also ok with fighting.
| Pak'cha |
Pak clacks once more as Kethe seconds Malkaer, "Parley and fight if they do not concede?"
He sighs an odd whistling sound, "Very well then. Perhaps my ire is too powerful due to my dislike of these foes in particular".
| Rokan the Ascetic |
Mine is more caution than ire. These creatures can put up the appearance of cooperation and lull our guard. Enter this with your eyes open, leaving no room for good faith on their part.
Rokan twitches nervously at the psionic creatures they’re letting be, watching carefully for a physical or psychic ambush.
Very well...
| Itzpapalotlilamatecuhtli |
Mine is more caution than ire. These creatures can put up the appearance of cooperation and lull our guard. Enter this with your eyes open, leaving no room for good faith on their part.
Rokan twitches nervously at the psionic creatures they’re letting be, watching carefully for a physical or psychic ambush.
Very well...
Their invisibility is still functioning, along with their protective shields -- all anyone is hearing is their telepathy, neither Rokan nor anyone else can see them.
"Yes, excellent thoughts. Tell, one of you, then, to me, this one mind of Itezchuacan the Thinking Towers, how the serpent-spiders have possessed you, so that the Master of the Aerie may know of the bonds his might must undo."
| Malkaer Illuvinar |
Malkaer shouted out ”Slaves we are not! We are beholden to no master. You have a conflict, it seems, that requires your full strength. You have seen what but one of our number can do with his arrows. Know that to fight us means destruction. If not at our hands, then at that of your rival who will strike when you are weakened. Allow us safe passage through these lands and neither us nor you need suffer for it.”
Diplomacy: 1d20 + 13 ⇒ (13) + 13 = 26
| Itzpapalotlilamatecuhtli |
The thought-voice of the abomination now assumes a more hesitant tone, as if this answer from the elf were unexpected,
"Not servants of the serpent-spiders? Not soldiers of their war against the Aerie?"
It seems as if its probing retreats for a brief moment for it to recollect its powers, and determine a new course forward in the unfolding detente,
"Then why have you trespassed these sacred stones, and cut down our good ministers? Who are you then, and how have you come into the domain of the Master?"
Kuro 'Archer'
|
"We have come on the behalf of our own employer, and have noticed one of my own kind ready to be killed and sacrificed" Archer drone's in his head for all to hear, Inwardly pondering the locations of the walking brain's. "...If there is something we don't understand about this situation, feel free to inform us please..."
| Malkaer Illuvinar |
Malkaer nodded. My compatriot speaks...thinks...the truth. We were hired for mercantile pursuits. The expansion of trade routes and the collection of goods worth trading. Right now we merely wish not to be foes, and to travel and explore. In tube future, should our blades be clean, our reports might lead to more resources for *you* in *your* conflict.
Diplomacy: 1d20 + 13 ⇒ (12) + 13 = 25