A Tiny Part Of The Dimension Wars (Interdimensional Spy Follies

Game Master GM Hansj

Back in Sigil, decompressing


6,601 to 6,650 of 6,972 << first < prev | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | next > last >>

Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Arlo stares the spectre down.
"You know what I can do with this sword!" The dwarven paladin bellows. "Stand down and I don't have to use it again on you!"
Intimidate: 1d20 + 24 ⇒ (3) + 24 = 27


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

Well... we definitely shouldn't let them get their hands on these... Terexaltherin states once he and Azzim figure out what they're looking at. Shall we stash them in my library? That's probably safer than here...


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

::Can't leave something like that just lying around, that's for certain! A thought though, perhaps we should make a show of stashing it in the honeypot?:: Azzim replied over the hive mind.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

We could stash the contents in my library and then hide the box in the honeypot?


The phantom retreats as Arlo menaces them. Arlo is able to intimidate the phantom group back into the recesses of the stacks and away from the South Wing proper. But the threat remains.

Still, the activity dies down, at this point Dzitizim and Aran tell Terex the various factions have united "For the first time in fifty years, it's remarkable what a common threat can do." and they are gradually getting things under control. He asks if the Terex has any tactics to suggest - currently they're just detect undead to unmask the traitors.

Meanwhile, the Party is preparing and fortifying the honey pot; an old warehouse in the common district. You've made a show of seeming to hide Poinifaxsis and his family and you suspect there's a Dark Trader scout observing the place from a distance. Showing the chest as you enter would be the next step...

If you can manage, describe spells and other preparations for the honey pot ... as well as other actions.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

Well, now that we have some breathing space, we should determine likely targets and how to defend them, Terexaltherin replies to Dzitizim and Aran. Where are the most important points for controlling the library, physically or magically? You mentioned the phantoms are actually constructs, is there any sort of control room or perhaps somewhere command words for them would be stored? How well-fortified against teleportation is the library?

As he gets answers, the little dragon suggests places to put traps, things in the library that could be used as traps, and he starts searching for a way to bring the 'phantoms' under control.

Knowledge (Arcana): 1d20 + 23 + 1d6 + 3 ⇒ (17) + 23 + (4) + 3 = 47 If this is any help searching for that, Knowledge (Planes) is also the same bonus if that's more appropriate.

I'm probably going to be busy here for a while, he informs the others. I probably need to stay here and continue coordinating the defense of the library while you set up our trap outside. They may be suspicious of us and split their forces.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

The honey pot required expensive materials that had to be fetched from Sigil. The core of the honeypot Azzim designed was a greater veiled mindscape, which looked like a regular townhouse but with more rooms than it should have given the exterior size and a chapel to the god of the city. The designated way out of the mindscape that Azzim had chosen was to drink some holy water in a font that he had blessed. To prevent planar travel he'd placed a forbiddance over the entire area along with a Hallow spell keyed to a death ward.

Over the hive mind, Assim responded to Terex ::Sounds good. By the way, are there any surprises you recommend I set up in the honeypot?::


With Arlo and Terex' efforts, the library staff enchants, traps and fortifies the doors of the South Wing. The phantoms retreat and seem to be biding their time and the party turns it's attention to the honey pot...

I'll wait and see what other ideas occur to you folks here...


So, the party quickly works to finish the honey pot, sending a message to The Organization requesting materials. The requested ingredients arrive, along with Greater Rod of Meta-magic Spell, Threnodic with a note from Ari Shadowfire, "Azzim, your plan was so close to perfect, it was worth scouring Sigil for this final item. Good Luck".

With materials and spells in place, Arlo and Azzim make a show of moving the chest into the "Town House" for the bat-like shadow you have noticed recently watching the area.

Within an hour, a "welcoming party" of ten figures step from the shadows and approach the "Town House", obvious Dark Traders dropping their disguises. 20 feet from the entry way, the strengthen themselves with unholy fire, literally blast through the front door of the mansion, charge into the entryway and activates the Mindscape upon passing through the inner door at the end of this antechamber as Azzim secretly observes...

So let me know what happens, what exact qualities the mindscape has, what creatures you direct, what the means of escape is (see spell description)...


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

Terexaltherin isn't too enthusiastic about leaving the library, but with how strong the opposition is, he reluctantly decides to join in at the honeypot.

All right, while they're trapped in the mindscape, we can start picking them off one by one! Their bodies should be unaware, right? Azzim, can you clue us in to which ones aren't in view of the others? That way they won't know what's happening.


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

"That's all I needed to hear", Arlo snarls as the dwarf drawing his holy sword.


So the mindscape needs to be specified in some detail here... Azzim asked for input so others could add some conditions...

The dark figures in a disoriented manner...

But at the minimum, everyone but Azzim gets at least one round to attack. Azzim in the mindscape, organizing it...


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

The mindscape Azzim constructed was of a large townhouse richly decorated in the style of the city with dark oak panelling and thick sumptuous carpets. The grand foyer opened up onto a long corridor with many side doors. Larger inside than out it was a maze of rooms and corridors surrounding a big central square room containing a shrine to the God of the city. A subtle property of the mindscape was that no matter which path you took you always ended up at the shrine in the centre. In addition except for party members this property was designed to waste their time, taking them on a circuitous route. The party members could travel to the center directly.

Azzim had placed a number of programmed illusions inside, first was that of a faithful servant who would run away from intruders, he would always appear to be just ahead of them but out of reach teasing them with occasional glimpses. To slow them down he would slam doors in their path and appear to lock them. The locks could be picked normally with moderate difficulty or be battered down without huge effort.

In the shrine Azzim had set up programmed illusions of Pontifax and family who would cower behind the alter in the central shrine and pray for their salvation.

The shrine room itself had a high vaulted ceiling and was lit with a soft starlight radiance just bright enough not to impare vision. A large stone holy water font from which one had to drink from to exit the mindscape was to one side of the altar. The holy water itself was real having been blessed by Azzim. Various treasures were on display in trophy cabinets lining the walls including the orichalcum seal destroyer.

Azzim was seated on a balcony high above the shrine floor, there was no route up to him other than to fly.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

Terexaltherin looks at the Dark Trader agents from where he's hidden in the real townhouse. Azzim, which one isn't being observed by the others in the mindscape? he asks.

Once he has a target, he decides to try one of his new spells. He summons up four burning shurikens and sends them flying at his chosen target.

Touch attack: 1d20 + 21 ⇒ (1) + 21 = 22
Fire damage: 1d8 ⇒ 2 Sneak Attack damage: 5d6 ⇒ (2, 6, 1, 3, 1) = 13
Touch attack: 1d20 + 21 ⇒ (15) + 21 = 36
Fire damage: 1d8 ⇒ 1 Sneak Attack damage: 5d6 ⇒ (5, 4, 5, 5, 3) = 22
Touch attack: 1d20 + 21 ⇒ (7) + 21 = 28
Fire damage: 1d8 ⇒ 1 Sneak Attack damage: 5d6 ⇒ (3, 6, 6, 6, 2) = 23
Touch attack: 1d20 + 21 ⇒ (9) + 21 = 30
Fire damage: 1d8 ⇒ 8 Sneak Attack damage: 5d6 ⇒ (3, 5, 5, 2, 2) = 17


Perception: 1d20 + 26 ⇒ (1) + 26 = 27
Perception Laurna: 1d20 + 21 ⇒ (16) + 21 = 37

From his vantage point Azzim tries to see if he can figure out the answer to Terex's question, but it was Laura who answered ::That one in the back Terex!::


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Arlo draws The Arlosword, intensely waiting for the Dark Traders to notice them.


Once they enter the townhouse (and the mindscape), the dark clad posse charges through the first two rooms and then stop. Looks are exchanged (and presumably silent communication). The lead figure intones, in a thin, threatening voice "Poinifaxsis, we are here for you, you will find what befalls those who betray the lords of death... at which point the group drops their dark guises and comes to resemble more glowing skeletons in rich robes, cossacks or armor. This leading figure then stretches out a finger, from which springs a gray ray that blasts one wall, perhaps to speed up the journey but when the group goes through this hole, they find themselves in yet another mysterious antechamber, from which a servant runs screaming, somehow evading jets of fire from the group. At point, the group apparently decides to split up...

... and after further wandering and curses, the lead figure stumbles into the center room, alone, And can be attacked ... while Terex begin picking off stragglers... But nothing destroyed yet...

Azzim, yon basically can have to group enter at a pace of your choosing. And you have more "believable monsters" left and even a stone golem or two or eight would be easily believable at this point. Also, you can set the mindscape to impede evil magic and death spell btw...


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Oops meant to reply before now. Yes Azzim absolutely would have set the mindscape to impede evil magic and death spells.

Watching from above, Azzim directed the programmed illusion of Pontifaxis to cry "Raise house defenses! Protocol OMEGA!"

The sound of a great brass gong rang out through the building, and suddenly there was an angelic presence guarding the shrine as a Solar appeared to gate in!

To do this convincingly Bluff: 1d20 + 20 ⇒ (9) + 20 = 29

To know what a Solar looks like and how they behave.
Kn: Planes: 1d20 + 25 ⇒ (15) + 25 = 40


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

A wash of fury crosses Arlo's face. he's been ready to deal some righteous vengeance for years!


Gift Elan-Ascendant-Psion [Move/TP/flight 40'r][AC25+7^ TAC25+7^ FF-- ] CMD 24/+6CMB|F+14/18* R+17/21* W+21/25*|HP92/92|Init+3|Per+36|SM+24|PP253/262|[Conceal Thoughts/Barred & Hidden Mind] See Invis/Empathy/360 Mindsight 60' [HIDDEN MIND]

Gift stayed with the real Pontifax,

"The dark ones have arrived within our space, my team is dealing with them now, you are safe with me"


Having emerged, the glowing, robed skeletal leader leaps off the ground and flies to looping path to land directly in front of Poinifaxsis The Solar and Arlo each get an attack of opportunity. "Even this trick won't save you..." and breathes a cloud of foul, magic gas from his mouth ... that stops short without effect (the death effect ... impeded, the creature coughing, momentarily)

Meanwhile, three of the remaining five figures appear where the leader first appeared (evidently teleporting in using a description transmitted mentally). The party can tell that the remain figures, those in armor, are still struggling to find their way through the maze-like mansion. Terex can attack either of these from hiding in the mansion - neither of these were first target however.


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Attack of Opportunity
The Arlosword: 1d20 + 19 ⇒ (1) + 19 = 20 Dammit!
Dmg.: 1d8 + 4 + 4d6 ⇒ (4) + 4 + (1, 3, 6, 2) = 20


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

I suspect you could also get your full attack in after the AoO for your round, Arlo.

Terexaltherin continues darting about, attacking the stragglers and then vanishing again. This time he goes with his wand.

Scorching Ray: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 4d6 ⇒ (6, 1, 3, 4) = 14 Sneak Attack: 5d6 ⇒ (3, 5, 4, 5, 3) = 20
Scorching Ray: 1d20 + 21 ⇒ (4) + 21 = 25
Damage: 4d6 ⇒ (2, 6, 6, 6) = 20 Sneak Attack: 5d6 ⇒ (4, 3, 2, 1, 6) = 16
Scorching Ray: 1d20 + 21 ⇒ (1) + 21 = 22
Damage: 4d6 ⇒ (3, 4, 6, 3) = 16 Sneak Attack: 5d6 ⇒ (1, 2, 4, 4, 1) = 12
Crit confirm: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 4d6 ⇒ (2, 3, 2, 6) = 13


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim was a little surprised when the traders managed to bypass his forbiddance spell and teleport in. He briefly considered how they might have done that.
Kn: Planes: 1d20 + 25 ⇒ (12) + 25 = 37

He didn't take long to consider however, he focused on the ensuing battle. The solar begins the fight by uttering a holy word of power, which caused a protective golden aura to surround Pontifaxis and family. Azzim was fairly certain the traders would recognise this spell and perhaps waste resources trying to deal with it.

It 'cast' holy aura.

Spellcraft to know what the Holy Aura spell looks like and how it behaves: 1d20 + 24 ⇒ (4) + 24 = 28
Bluff to make it convincing: 1d20 + 20 ⇒ (10) + 20 = 30


Gift Elan-Ascendant-Psion [Move/TP/flight 40'r][AC25+7^ TAC25+7^ FF-- ] CMD 24/+6CMB|F+14/18* R+17/21* W+21/25*|HP92/92|Init+3|Per+36|SM+24|PP253/262|[Conceal Thoughts/Barred & Hidden Mind] See Invis/Empathy/360 Mindsight 60' [HIDDEN MIND]

When the dark ones got there, there was Poinifaxsis looking at them from inside a psychokinetic-sphere

The darkone spoke and as he did Poinifaxsis shifted into the form of Gift. The family was gone, not there, why? She had used power to hide the family inside herself. They were now psionic tattoos on her body.

hidden-body

Blue psionic power started to arch around Gift.

"THRETINING ME! BIG MISSTAKE!!"

And a blast of shockwave hits the space he is in.

A ray concussive-onslaught RTA TH 1d20 + 11 ⇒ (15) + 11 = 2622d6 ⇒ (3, 1, 2, 6, 4, 6, 4, 1, 2, 2, 1, 6, 4, 3, 3, 6, 6, 5, 3, 6, 5, 2) = 81

Intimidate(Cha) 1d20 + 28 ⇒ (19) + 28 = 47

Blue psionic power now tracks around her, her eyes blaze electric Blue


Note, it's also Arlo and the Solar's turn to attack, keep in mind


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Arlo roars, swinging The Arlosword masterfully around him, ready to attack. Using Dazzling Display.
Intimidate: 1d20 + 24 ⇒ (3) + 24 = 27


The lead Dark Trader looks demoralized but hold it's ground, surviving the concussive-onslaught...

Terex manages to destroy one of straggling death knight...

It's still the Solar's action...


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Sorry very distracted at the moment.

It's eyes shining painfully bright like twin miniature suns, the Solar roared into attack "Undead filth, your day of reckoning has come!"

Just then Laurana uttered a prepared word and suddenly a huge jolt of power energized the party and the Solar.
She's casting familiar blessing of fervor.

The Solar's greatsword blurred, moving far too fast for the eye to see.
It's got 10' reach so it can probably full attack the closest trader.
Hasted: 1d20 + 35 ⇒ (18) + 35 = 53Damage: 3d6 + 18 ⇒ (3, 2, 3) + 18 = 26
Primary: 1d20 + 35 ⇒ (7) + 35 = 42Damage: 3d6 + 18 ⇒ (6, 4, 5) + 18 = 33
Secondary: 1d20 + 30 ⇒ (12) + 30 = 42Damage: 3d6 + 18 ⇒ (6, 4, 1) + 18 = 29
Tertiary: 1d20 + 25 ⇒ (14) + 25 = 39Damage: 3d6 + 18 ⇒ (2, 1, 5) + 18 = 26
Quaternary: 1d20 + 20 ⇒ (17) + 20 = 37Damage: 3d6 + 18 ⇒ (3, 4, 3) + 18 = 28

Privately Azzim mused that an illusion attacking an undead was the most perhaps the most singularly unexpected thing that could happen. It normally outright wouldn't work, the will of the forsaken being too strong, but this was no ordinary plane and the rod provided by the organization changed everything!


The tall flaming angel descents into the middle of the fray, Cutting down the undead wizard badly wounded by Gift on one side, slicing through the death priest previously wounded by Terex on the other side and badly damaging a further wizard in it's remaining attacks... IE, with size and reach and positioning, it could attack everything

The wounded wizard steps back cowering and with a small gesture, a huge interposing blue hand of force appears between it and the angel. The other wizard shuffles behind the first and sends an empowered lightning bolt at Gift. 60 points lightning damage, reflex save 22 for half

Two enemies in the main area, one lost in labyrinth. The Dark Traders now have cover but only against the Solar


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Arlos rushes forward to attack the demoralized wizard, selecting him for smite evil.

The Arlosword, smite evil: 1d20 + 19 + 4 ⇒ (20) + 19 + 4 = 43
Confirming: 1d20 + 19 + 4 ⇒ (13) + 19 + 4 = 36
Dmg.: 1d8 + 4 + 4d6 + 28 ⇒ (5) + 4 + (6, 3, 1, 4) + 28 = 51
If Crit is Confirmed: 1d8 + 4 + 4d6 + 28 ⇒ (3) + 4 + (5, 5, 1, 3) + 28 = 49

The Arlosword, smite evil: 1d20 + 14 + 4 ⇒ (14) + 14 + 4 = 32
Dmg.: 1d8 + 4 + 4d6 + 28 ⇒ (4) + 4 + (5, 5, 1, 1) + 28 = 48

The Arlosword, smite evil: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Dmg.: 1d8 + 4 + 4d6 + 28 ⇒ (4) + 4 + (4, 6, 5, 5) + 28 = 56


Gift Elan-Ascendant-Psion [Move/TP/flight 40'r][AC25+7^ TAC25+7^ FF-- ] CMD 24/+6CMB|F+14/18* R+17/21* W+21/25*|HP92/92|Init+3|Per+36|SM+24|PP253/262|[Conceal Thoughts/Barred & Hidden Mind] See Invis/Empathy/360 Mindsight 60' [HIDDEN MIND]

Gift sees the lighting come and just is not then when it strikes.

Ref Dave DC22 1d20 + 21 ⇒ (18) + 21 = 39 As she nomad steps to one side.
She also has Improved Evasion (Ex) from Heqill Psicytral, so takes no DMG on a save

Now she is angry.

"YOU DEAR!! TRY AND HARM ME!!"

telekinetic-force DC27 400lb 15pp used

Reaching out her hand she seeks to use telekinetic-force to pull the one hiding behind the other to her.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

Terexaltherin aims now for the other lost foe, aiming to sneak up and blast it with his usual tactics.

Stealth: 1d20 + 38 ⇒ (16) + 38 = 54
Scorching Ray: 1d20 + 21 ⇒ (16) + 21 = 37 Damage: 4d6 ⇒ (4, 4, 2, 5) = 15 Sneak attack damage: 5d6 ⇒ (3, 3, 4, 4, 2) = 16
Scorching Ray: 1d20 + 21 ⇒ (4) + 21 = 25 Damage: 4d6 ⇒ (3, 6, 6, 5) = 20 Sneak attack damage: 5d6 ⇒ (1, 3, 2, 1, 3) = 10
Scorching Ray: 1d20 + 21 ⇒ (7) + 21 = 28 Damage: 4d6 ⇒ (6, 6, 3, 6) = 21 Sneak attack damage: 5d6 ⇒ (1, 2, 3, 3, 1) = 10


Arlo destroys the first, wounded wizard with his first attack and goes on to injure the remain wizard, who is then pulled directly up to Gift, standing at the alter of the God Of The City.

The creatures eyes glow as it approaches Gift and it reaches out a claw-like hand to touch her... But first, Arlo and The Solar get attacks of opportunity as the thing is dragged across the battle field..

Terex finishes the last straggler and arrives at the "main chamber" of the mindscape...


Gift Elan-Ascendant-Psion [Move/TP/flight 40'r][AC25+7^ TAC25+7^ FF-- ] CMD 24/+6CMB|F+14/18* R+17/21* W+21/25*|HP92/92|Init+3|Per+36|SM+24|PP253/262|[Conceal Thoughts/Barred & Hidden Mind] See Invis/Empathy/360 Mindsight 60' [HIDDEN MIND]

GM note that Gift has psychokinetic-sphere She is aiming to pin the thing between her force barrier and her telekinetic-force, crushing it. Like a bug


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Due to Arlo's 14 Dex, the dwarf gets two attacks of opportunity.
AoO: 1d20 + 19 ⇒ (15) + 19 = 34
Dmg.: 1d8 + 4 + 4d6 ⇒ (8) + 4 + (1, 6, 4, 2) = 25

AoO: 1d20 + 14 ⇒ (12) + 14 = 26
Dmg.: 1d8 + 4 + 4d6 ⇒ (3) + 4 + (1, 2, 4, 5) = 19


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

Terexaltherin starts checking over the destroyed undead to make sure they aren't hiding any last surprises, trusting the rest to finish the final one.

Perception: 1d20 + 19 + 1d6 ⇒ (9) + 19 + (2) = 30


The last wizard survives Arlos' onslaught... The Solar still have their attack of opportunity

All of the bodies and affects of the Dark Trader begin to shrivel, blacken and warp as they're destroyed. Terex could try to see what could be saved by stopping the process... Disable device 35 ... clearly dangerous ...


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Note Arlo will be affected by Blessing of Fervor, so he has a hasted attack from before earlier. I'll take the liberty of rolling that for him.

The Arlosword, smite evil: 1d20 + 19 + 4 + 1 ⇒ (17) + 19 + 4 + 1 = 41Dmg.: 1d8 + 4 + 4d6 + 28 ⇒ (6) + 4 + (3, 1, 3, 5) + 28 = 50

The Solar has 20 dex so it also gets multiple AOOs.
The Solar's voice echoes weirdly as it cries, "There is nowhere to hide little traders!"

It's angelic sword lashes out with impossible speed!
AOO: 1d20 + 35 + 1 ⇒ (4) + 35 + 1 = 40Damage: 3d6 + 18 ⇒ (3, 6, 3) + 18 = 30
AOO: 1d20 + 35 + 1 ⇒ (10) + 35 + 1 = 46Damage: 3d6 + 18 ⇒ (1, 6, 2) + 18 = 27


So Arlo and the Solar in flurry strikes destroy the last remaining Dark Trader and the mindscape mansion settles into silence. After cleanup, a careful look around, things seem done - the Dark Traders silent watchers have fled...

And when Terex and others return to the South Wing, Dzitizim and Aran are guardedly happy to see you. Dzitizim bows and says, "The emergency has passed. Work can continue, thank the gods. Our fortunes on the council have risen considerably but much negotiation is going to be needed. The debate on the what the ancient statutes say about these circumstances is ongoing." Aran cuts in "My friends, we are grateful to you for your efforts, beyond what we could possibly expect. One more favor we might imagine. You seem masters of diplomacy if you could represent us for a short time in the negotiations, you might be able to help everyone reach a more stable new agreement..." If you're going to try, sketch out the new agreement

There's also the question of settling Poinifaxsis and what to do with the secret seal-keys And how much to tell Dzitizim and Aran about this


Gift Elan-Ascendant-Psion [Move/TP/flight 40'r][AC25+7^ TAC25+7^ FF-- ] CMD 24/+6CMB|F+14/18* R+17/21* W+21/25*|HP92/92|Init+3|Per+36|SM+24|PP253/262|[Conceal Thoughts/Barred & Hidden Mind] See Invis/Empathy/360 Mindsight 60' [HIDDEN MIND]

She lets her charges out and the family can get on about their business.

She looks at one of the traiders remains.

"These are not converts, they are too uniform, in body and actions, they are made. Body soul and mind, are programmed at creation, We need to find out where they make them."


The horror of the undead is that these Liches will regrow on whatever Dark Trader base they began from...

You can close-up any loopholes you have in the city, the seal-keys being the biggest...

Once you arrive back, you receive a short debriefing and get a week on your own with no Organization events.

How 'bout each character comes up with some small incident in their life or small concern. Examples: a friend you never normally see is in trouble, you research an usual anomaly somewhere in the multiverse, you return to an event or phenomena from a previous arc, or etc. It should be something that might or might not serve as a hook for the next arc. Plus assume you can comment what the other characters mention...


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Arlo returns to the quiet chaos of his home in Sigil. The dwarf paladin ios greeted warmly by his former adventuring partner-now-wife and his two growing aasimar dwarf twins. Arlo readjusts to family life for the week, helping out as much as he can. The dwarf weapon crafter decides not to take any major commissions seeing how he will likely just have the week off.

Despite all the domestic bliss, Arlo has had a rough week home. The dwarf paladin's sleep has been difficult. Multiple dreams of Draxus every night have been chalked up to past trauma. near the end of the week, Arlo is nodding off in the middle of he day, exhausted.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

Sorry, I got distracted this weekend

Terexaltherin tries to save what he can from the disintegrating Dark Traders, to see if he can get any kind of clues...

Disable Device: 1d20 + 28 + 1d6 + 2 ⇒ (5) + 28 + (2) + 2 = 37

Once the group returns to the Library, Terexaltherin explains, The immediate threat should be over now, but you've got some long-term problems still. Some of the seals have been destroyed and should be replaced, and of course there's the weaknesses in how things are set up here that these would-be invaders were taking advantage of.

The little dragon does his best to advocate for an agreement that encourages more cooperation and information sharing, drawing on his knowledge of historical societies.

Knowledge (History): 1d20 + 15 + 3 + 1d6 ⇒ (17) + 15 + 3 + (6) = 41
Diplomacy: 1d20 + 18 ⇒ (15) + 18 = 33

He suggests that the group say nothing about the seal-keys, but that they leave them in his library--he wants to study them, then possibly break them down for their orichalcum content if he doesn't think they can be repurposed.

He does, however, try to spend as much time as he can get away with in the Orguanion Library before leaving.

Terexaltherin gives his usual comprehensive written report to the Organization shortly after returning, then asks how Terecho has been doing.

Thoughts on what Terex could get involved in: Something could have happened with Terecho (gone missing on a mission? Or maybe missing in Sigil between missions?). His library could have something odd happen with it--maybe someone is trying to connect with it or travel to it somehow, and he has to deal with possible intruders? The Dark Traders could be making a move on his home plane, leading to him admitting that it's been so long since he was there he doubts anyone would recognize him. Thoughts on what sounds most interesting?


Gift Elan-Ascendant-Psion [Move/TP/flight 40'r][AC25+7^ TAC25+7^ FF-- ] CMD 24/+6CMB|F+14/18* R+17/21* W+21/25*|HP92/92|Init+3|Per+36|SM+24|PP253/262|[Conceal Thoughts/Barred & Hidden Mind] See Invis/Empathy/360 Mindsight 60' [HIDDEN MIND]

Gift takes her father home and spends one night with her brothers and parents before heading to her home Dimontion to catch up on paperwork, admin tasks, and overseeing the expansion of living and teaching quarters in the Psionic Zigarant. No sleep for three days and she needed a brake, the week was almost over. She had been keeping in touch with Armaund for some time, and they had met up a few times when both of them where not on missions. She had pinged him at the start of the week and by chance, her got back in touch with her.

Armaund and Gift:

She called him up and they agreed to meet by a gate he knew of.
Getting there she smiled at him, and they hugged.

"So then you old Dragon, why here?"

Armaund grindded.
"You're going to love this. You packed your swimming clothing?"

Gift nodded.

"Good follow"

He took out a bit of amber that was the key to the gate.
it opened onto a beach. Gift grinned, no hologram this, was a real beach, she could smell the sea, and the sand was pink. Armaund stepped through the gate and Gift followed. The gate closed behind them showing a seaside city, tall buildings, Casinos, bars, restaurants, and what looked to be fun parks.

"Welcome to Velina Del Rocko, by the sea of winds, and here"

He took her hand,

"I have a yacht here, come see"

Soon they were on a large boat, he called a yacht. A crew member was handing her a drink while Armaund told her of the fun places they could visit in the city.

"Well I have to say yacht I never thought you would be a yacht Dragon. You never cease to amaze me. And I still can't read your mind. You're going to have to tell me one day, just how you do that"

He grinned that hansom grin of his. She knew tonight after their city visit would be one where neither of them slept. They had been on-off lovers for some time now. And she needed to relax so a few days here would not tax her overly. Other than in the bedroom. When evening came they had a fine meal then went to a nightclub and danced like lovers.
It was there and odd event happened. Mid-dance Armaund pulled her to him and whispered.

"We have to leave, can you shift us without others seeing?"

She knew not to look where he had been looking but her Small Psicysatl did, recording where it saw. She pulled him to a less lit area, and as they passed some hanging drapes she pulled them around, Blocking whoever it was view of them. When the drapes fell back they were both gone.

Now back on his boat, he ordered some drinks and sat deep in thought.
He even got up and paced a little. Saying to to her

"I'm sorry I just have to make a call. Be right back."

She sat and waited but focused her mind to the point she could hear his side of the conversation. She had missed the start but got most of the rest.

"Yes I know, we saw the remains but I am telling you it was him"

The other end spoke.

"Don't you think I did not think of that, I can see Auras I know what I just saw. And I am telling you it's him!"

The other end spoke some.

"I have no idea, but it could be me. You all come here on days of so it could be any of us."

more from the other end.

"No I have someone with me."

The other end, this time more insistent

"Non of your g~$-d!!-busness. And she has nothing to do with this. Look tell the others, we need meet"

Others spoke

"No! soon as, I mean it if he is still around we need to act."

Other spoke at length.

"Two hours then, Yes ok talk then"

Armaund came back to her.

"Well sorry about that, Gift, somethings come up, work-wise. you understand."

She did, the 'you understand' what a know Fraze for 'Don't ask any questions. She nodded and got up.

"No need to explain I have done this myself more than once. Look drop me a line when all this is over."

She walked up to him, and they kissed.

"Until next time"

And then he was holding just air.

Gift had had a few hours off and got back to more paperwork and admin. Well it had been nice while it lasted. She said to herself. And got back to running her faith.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Regarding the agreement Dzitizim was seeking, Azzim considers the parties involved and also what might work considering what he knows of the history of the city and of the library and the various factions.

Sense Motive: 1d20 + 29 ⇒ (10) + 29 = 39
Kn History: 1d20 + 20 ⇒ (2) + 20 = 22

I'm not really sure what might work out well here. Will post again soon for the other stuff.


So, after a week of down time, each of the party members receive a note inviting them to The Spire. When you arrive at the huge and active main work floor of the building, Ari, Armaund and Bethia quickly greet you and immediately take you into a side room and then through a private gate into a luxurious manor isolated in a dense forest (the very area that Arlo interviewed in years ago when first joining The Organization).

Bethia thanks the group effusively for their help in the last assignment, shares several toasts with you and then quickly floats to the exit, explaining she feels nervous leaving the dimensional machinery for any length of time. Ari also congratulates you and says "I fear your assignment might have felt too routine to you. You faced this time only a very typical Trader team, a group you might imagine a more junior team could deal with. We sent you because the risks if we lost were huge. Still, I fear you might have felt bored..." She pauses for a bit as the finest of delicacies from Sigil and the multiverse are passed around the table by invisible servants that Ari directs while Armaund smiles and socializes, acting the perfect gentleman though perhaps smiling most at Gift. The conversation seems to naturally go to the various earlier engagements the party has had with the noble elf carefully, diplomatically bringing up which assignments the group liked best, what do they consider their finest accomplishments and similar things, naturally smiling at any of the gruffer replies from Arlo but still digging into to the detail ... with humor and the finest manners.

sense motive 30:
The two are evaluating also the tact and manners of member... and clearly find them acceptable

After a time, Ari shifts the subject again and says "It is quite good to see you and I know you are curious about any further possible assignments. Your last effort was mostly defensive, we would like to again go on the offensive. Our plan it send you to one of the infamous and very hidden resorts frequented by various interdimensional criminals with the aim of capturing any one of several dangerous allies of the traders. For now, our idea is to leave you to create, together or separately, an alternative identity for yourself. Our thinking is creating identities wild enough that none will dare question them - claim to have a hundred thousand souls for sale, vast stores of illicit alchemical ingredients, mechanisms for upend whole continents. But stories must be hints with nothing made certain. And we will help, spreading rumors in the circles we travel in. The aim is creating a legend strong enough to get close to those who really merit such legends. And then capturing them... She sits back, studying your reaction, clearly hoping it will interest you. "This is naturally only one of our upcoming projects. But if it entertains you, submit to me your idea for a dastardly villain - within the week. And do try the brown Montique, it's remarkable despite the color...

So if it interests your character, feel free to give a proposal and if anything stands out among assignments, that could be mentioned too


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Arlo gives Ari a look. "Sometimes I swear, you're just trying to piss me off", the dwarven paladin grumbles. "Alright, give some time to think of a new identity."

After about 10 minutes, Arlo walks up to Arin and motions to talk with him in a corner. Despite Ari's hesitance, the fey complied.
"Okay. I have an idea for a druegar slaver. I still have Lyra's kent glasses so my appearance will be that of a druegar. The thing I need from the Organization is a bruiser belt. That will give me the druegar's change size ability, further establishing my cover. I want to set him up as a ruthless 'acquirer-of-talent', being able to procure whatever the client wants for a hefty price. Greedy. A real bastard. I'll get Lyra involved helping me to craft this druegar's personality and look."


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Earlier
Looking apologetic, Azzim tells Dzitizim "I have to admit I'm not really sure what the best strategy is beyond talking to the older Factions. I mean really talking to them, not talking past each other. Look I'll help you get started, set up a meeting on neutral ground but this something you have to sort out for yourselves..." Azzim then does exactly that, inviting delayed from several Factions that he felt ought to be cooperating. He even gives a shot opening speech before encouraging everyone to talk.

Diplomacy: 1d20 + 23 ⇒ (8) + 23 = 31

Upon arrival in Sigil.
Sigil was an assault on the senses after the rather subdued sensibilities of the library city. For a moment Azzim found himself marvelling at the strangeness of the architecture when he suddenly realized the bustling street had gone eeriely quiet and there was a great dark shadow rushing along it. Reflexively he looked up to see HER the Lady of Pain striding along a block parallel. Realizing the danger her shadow represented he flung himself through the closest door to find a dwarven tavern clearly modeled on one of Faerun's dwarven kingdoms. Turning to the dozens of curious faces looking at him, he grinned and said in passable Dwarven "I bet the ale's good here and given that shadow is lingering outside it seems to be a lock in!"

At the spire.
"Bored?" Azzim gave Ari a look, "That's not the word I'd use exactly..."

After Ari explained his request Azzim replied softly, "A villain of legend eh? I have a few ideas..."

Sense Motive: 1d20 + 29 ⇒ (10) + 29 = 39

[


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

With an expansive move, Azzim took Ari aside and in hushed tones he said, "You've heard of course about dead magic zones, usually the result of a terrible accident or of a sinister crime. Well what if our villain of legend had allegedly discovered the secret to a meta-physical device that explosively sucked the very magic out of an area, leaving behind a magic dead zone and a small quantity of the very stuff of creation, the ichor of the gods! Perhaps rumours claim our villain started on a small scale, and has done this dastardly deed on ever wider scales, sometimes for his own nefarious reasons, sometimes contracted to the highest bidder. Perhaps he now desires to do this on a even grander scale, eyeing his own dark apotheosis, but there's some unobtanium he's lacking. Something the enemy has."

Azzim looked at Ari in the eyes as he asked, "What do you think Ari? It seems such a villain has much in common with the enemy, I think they'd get on like a house on fire! Wouldn't you agree?"

6,601 to 6,650 of 6,972 << first < prev | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Arrival at the city of Ovium (Chapter 1) All Messageboards

Want to post a reply? Sign in.