A Tiny Part Of The Dimension Wars (Interdimensional Spy Follies

Game Master GM Hansj

Back in Sigil, decompressing


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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 locks up the leader so he can experience everything that is happening, but do nothing. As the others fight Gift/Mindflyer hovers just about him.

::"I believe your my lunch"::

Gift/Mindflyer projects into its mind.
4 face tentacles riving.


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

Yes Terex, you can get the same, Arlo too. Azzim will run out of higher level spell slots to put Seeming on everyone though.


The anti-heroes appear in a whirl of brown smoke and green fire, anihilating one Pyrado and injuring a couple. But when the remaining Pyrados look to Bzymbooey, he/it is frozen in place, apparently taken by the psychic force of the strange Illithid in front of them, the each of the remain four Pyrado choose to flee in a different direction, two of them burrow into the desert and two take the form of flying. Before heading out of earshot, one injured Pyrado mutters in infernal "Who are you and how can I never see you again"

The trolls whip the captives to a stop and stare at the Bzymbooey and anti-heroes, not knowing whether to grovel, flee or fight.

You crafted the encounter to be especially simple for establishing your reputation. But this is actually a key moment - what words and what memories will you send the daemons off with...


Also, you have to hold the hostages for a few minutes before the planar machinery can transport you all back. You have to decide how to treat them as well as the troll overseers


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 lands behind the frozen Pyrados
her tentacles caressing its head. Zerbedekt was playing with its food.

"I am Zerbedekt the Predator, and you look Scrumshus, what a treat"

But then Zerbedekt saw the slaves.

"Now what do we have here... even nicer treats"

She carries the Pyrados with her as she moves to the slaves.

::"Let this know know who you are, I will knock it out and leave it her, saying the salves look more delectable. once he comes too, he will spread word."::


So, the party leaves Bzymbooey mental broken and unconscious and takes the slaves to a nearby valley and then to a secluded valley in a demi-plane near Sigil. A number of Organization operatives are present to sooth the ex-captives and give them time to work off their trauma...

Once things are set, Ari and Armaund reappear (they were on "other business"). "Excellent, I think this part of phase I went well. We'll be amplifying those rumors across the multiverse. However, it could be useful for each of you to make small appearance here and there. Anything from beating up strangers in demon-bars to offering your technology for sale at absurd prices. I'll leave the details to you. In two weeks, you'll be seeking our first goal, a fixer who frequents the Pillars Of Times offering "very unique entertainment" and connections with the evil and powerful. For now, get used to roles and we will talk again soon"


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 makes certain to be seen in a couple different forms by the fleeing demons and trolls, doing his best to seem to appear out of nowhere in a different shape.

Once things have settled down he takes the shape of a large cat. I'll see if I can identify a couple targets for myself that would be good 'assassinate a rival' kind of targets that I can take down to try to establish a reputation as a killer-for-hire while actually getting rid of a couple nasty pieces of work the multiverse would be better without, he says to the others. If we're going to make it seem like we're a crew, we could arrange it so that one of the times the rest of you play distraction or hit other operations of my target, make it seem like someone hired us to destroy a rival organization.


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, after appearing in the smoking remains of a Pyrados.

Bluff: 1d20 + 20 ⇒ (17) + 20 = 37

In his Githyaki wizard form, Azim initially makes a show of semi-obasing himself to Zerbedekt the Predator. Addressing the Illithid he sweeps his arm to indicate the slaves and says, "Oh great one, your calculations where correct! Sufficient the fuel for the device is here, and I Kes'a'ldath shall direct it lay waste to your enemies fastness as you requested. With this many, I calculate the magic dead zone shall be no less than twenty miles across!"

He walked a note of caution entered his voice and he explained to the Illithid, "Still I must stress I cannot guarantee the yield of the Ichor of the Gods, but with a dead zone of this magnitude the quantity should be above the Abarth threshold and therefore stable enough to collect and use. Truly this is a glorious day!"

Now.
Azzim nodded to Ari and Armaund and said, "So I'm thinking about spreading a rumor that a certain Githyanki Wizard called Kes'a'ldath is auctioning the creation of one a large magic dead zone to the highest bidder with a device that condenses the magical fabric of the area into condensed Ichor of the Gods which he is collecting for reasons unknown. What do you think? I'm sure Dustmen bars would lap that sort of nhillisim up."

To Terex, Azzim suggested "Regarding a crew, perhaps we could spread the rumor of your assassination services combined with the creation of magic dead zones as a package virtually guaranteed to to tip the scales in any one of the planar wars."


Ari enthusiastically agrees while Armaund nods, a little distracted... and so various smaller scheme get triggered, rumors spread to those with power...

Remember, everyone's back in Sigil for a week or two, so you can both describe how cultivate your image and activities in the city...


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 goes ahead and searches out a couple instances of evil forces with equally-evil rivals, but ones where he thinks killing them will result in a better outcome than an evil faction getting more powerful. He researches their defenses, and if he thinks he needs a distraction to get in and out he calls on the other party members to help out.

In the middle of all of this, Terexaltherin gets a message from the Organization to meet someone at a safehouse in Sigil. Curious who it might be, the little dragon goes to the address and telekinetically opens the door. He sees a small, violet dragon perched in the room...

Terecho! Terexaltherin! They call out to each other near-simultaneously as they fly towards each other.

This is getting long:
They spend a bit of time looking each other over, rapidly sharing their joy at seeing each other again. Terecho suddenly pauses. Hey, have you looked at your horns recently? he asks.

Terexaltherin pauses. Not really? he responds. Are they different?

Terecho responds by sharing what he's seeing right now, compared to his memory of the last time he saw Terexaltherin. See? They're definitely longer and thicker now. Not to mention I think there's something going on at the ends? Almost like they're... budding?

Terexaltherin considers the mental images for a bit. Yeah, that's... strange. I hadn't noticed that. I guess it's been kind of gradual?

Have you been doing anything new with your telepathy or anything?

Nothing particularly different, though I've definitely been getting stronger... oh! But there's been strange stuff going on with the library!

The two little dragons shift over to said library and Terexaltherin shows his sort-of duplicate the strange book he'd seen... which he now sees has been joined by a second volume, Terexaltherin's Adolescent Memories, Volume 1.

So yeah... not only has the library apparently been working through writing all of my memories down, I've also been getting relevant bits of books in it that I haven't read yet popping up in my mind when I've been trying to figure stuff out, he explains as Terecho stares at the two books. I... think I've got some kind of link to the library now? And maybe it's starting to develop a mind of its own?

Terexaltherin can feel the other little dragon reaching out with his mind. Terecho turns back to look at him. ...I don't know if it's developing its own mind or if it's just *your* mind is starting to get integrated with it somehow?

The little dragon considers this. ...Maybe? I don't really know what that would mean?

Me either, but what little I picked up there definitely feels just like you.

They lapse into thoughtful silence for a little while, then turn to each other and simultaneously say, Well, nothing we can do about that, what have you been doing?

After a spell of laughter and a bit of back-and-forth, Terexaltherin shares what's been going on with him, then Terecho does likewise. He had been on three different missions since they'd split up, but this was his first time being back in Sigil at the same time as Terexaltherin. His latest mission had ended when they'd stumbled on and disrupted a much larger Dark Trader operation than anticipated, and had to flee a kill team sent after them, which was why he was currently hiding out in a safehouse while the Organization made sure the Dark Traders lost his team's trail.

They continue chatting well into the evening before Terexaltherin has to leave.


So, a couple weeks pass... The legend of the party's evil alter egos grow.

Add whatever extra you wish...

Once the process ends. Ari and Armaund meet with the group in a more serious mood. "This is the timeframe where our exploit must begin in earnest. I'd estimate we have two more weeks before the most serious researchers and diviners will have enough information to see through our subterfuge. We are guessing that this will be enough. The plan is you to make yourself sufficiently obvious that you are contacted by a certain character who is somewhat epic in his own right, one Fluenmuello. For this contact, you will seek the House Aberanti at the Pillars Of Time. You have visited the infamous Pillars Of Time a couple times now I think but not here..." She stops for any questions and then continues "House Aberanti is run by polite cosmic horrors, here you make yourself appropriately visible and Fluenmuello contact you or you contact them. They appear as just a shadow in a suit, like any number of entities. You must guess who they by their behavior... (She gives details for this)

So, after any more preparations, the Party enters the The Pillars Of Time at a fairly well trafficked location known as The South By Nine Pillar and proceeds along the fifty miles of winding path leading past noxious pools and other dangers and finally to House Aberanti.

Around mile twenty, you see ahead of you an especially noxious pool that is passed over by strange bridge of corroded, silvery metal (likely Palladium). Below in the pool you see a strange creature; dragon like, possible made of metal and possessing several jellyfish like tentacles that float above the pool (the pool itself resembles a flowing, semi-transparent lava lamp). A bit of observation shows this pool just recently flowed to it's current location with the bridge an addition also.

knowledge dungeoneering or planes 30:
This is a (rare and quite old) Mercury-Cadmium dragon, a strange and corrupted form of metallic dragon. Rough metal dragon powers but with many poison effects and some psychic abilities. Also, can be reduced to liquid and reform (but slowly) so tend to be quite fearless and aggressive.

You see it before it sees you, you think (but aren't sure). You can approach in earshot or attempt avoid it. But remember, you've reputation to maintain and expand...


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

Knowledge (Planes): 1d20 + 23 + 3 + 1d6 ⇒ (16) + 23 + 3 + (5) = 47

Wow, this is a really unusual one, Terexaltherin telepathically tells the rest of the group. I think it's a mercury-cadmium dragon. Very poisonous, probably very arrogant, because it can just melt itself down and reform later.

That said... attacks on its mind might scare it, since that can't be escaped just by melting down. Gift, want to see if you can terrify a big arrogant dragon?


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

Kn: Planes: 1d20 + 25 ⇒ (8) + 25 = 33

::Unpleasant indeed.:: agreed Azzim over the hive mind, ::I wonder if something like that can bounce back from a disintegration hmm. Definitely sure I don't want to get into a melee with that thing, perhaps it's better to let Gift loose on it's mind first as you say.::

He thought for a moment before adding ::I can attempt to twist the stands of fate to ensure she succeeds...:

He's talking about using misfortune hex DC 24 will


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

Knowledge (planes): 1d20 + 15 ⇒ (10) + 15 = 25
::But it's an evil dragon, right?"" Grend asks over the hivemind. ::Bringing one of those down could help our reputation.::


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 had been having a good time, buying slaves from a few dark places as if getting them for dinner, each, of course, was let go into the organization. But it was fun acting wicked.

Kn Planes 1d20 + 20 ⇒ (6) + 20 = 26 To know where to go
Buying slaves
Evil Reputation build 1d20 + 6 ⇒ (9) + 6 = 15

This did not seem to do much, so she decided to steal an orphanage for down-and-out children. Again relocating them

Stealth 1d20 + 26 ⇒ (8) + 26 = 34
Evil Reputation build 1d20 + 6 ⇒ (10) + 6 = 16

That seemed to have worked better.

=========

Then when they meet the Buddle Dragon, with Terexaltherin request, gifts deep make Mayflayer's voice enter that of the Dragon.

"By the pricking of my thumbs, something wicked this way comes”

Intimidate 1d20 + 3d6 + 28 ⇒ (17) + (4, 1, 5) + 28 = 55

"I wonder if a should make you spend the rest of your existence thinking you're a toilet cleaner."

Deep maniacal laughter booms in its head, as Psionic fingers pocked around its thughts.


As the disguised Gift psychically crushes the ego of the liquid chemical dragon, it shrinks to the bottom of it's pool and builds it's bridge into luxurious crystal and platinum affair that the party crosses with an appropriately dismissive air.

House Aberanti has a similar entrance to the other gambling halls you've seen in the Pillars. The process of entrance is abrupt, from grim and sulfurous pools, pillars like multicolor stalagmites and other strange formulations to the soft glow of artificial light, wood and padded-leather walls and furniture and the murmur of gamblers and softly-speaking servants. The staff here is mostly human shaped but with heads and hands that float like smoke. Their tone is polite and understated, seemingly treating all guests equally. The guests are move quietly also though they are terrifying array of demons and other lower-planes-dwellers and with Tiefling and different hybrids and native outsiders (you imagine the potential for violence with so many horrors is what makes the slow, tense feeling of the establishment).

The entity that greets the party at the front desk is something like the maître'd of the place. It says it expects you have long trip and might enjoy a private room with amenities. You go down a couple hallways and find a pleasant sitting room decorate with a luxurious feeling, soft seats of appropriate sizes and a somewhat demonic decor. One servant appears with a variety of refreshment while another appears describing all the games currently being played, how long they are expected to last and what sorts of stakes are offered (souls, live-beings, planar fates and similar things). After a short rest, you move to take a look at the various gambling and entertainment rooms...

Your plan is find Fluenmuello. Be not too eager, not too passive, not too low key. Flashy but not so flashy to seem desperate. Also some the entity as dressed like a servant here - but acting as a servant, offering something more, avoiding the more evil refreshments and entertainment may be a challenge also...


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-Mind-Flyer walks around watching others play

Clitus Im Board

She looks on, in two minds over things being played in such an evil way, and the greater good they intend to do. She is not worried about her mind being read. Her was scrying and mind-reading. Traps were in place, and mental guards were up. And as an Ascendant nothing short of a great god could work out her ailment. Gift was a fake-psionic-god. she never let herself think otherwise, for doing so would be hubris.


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

::Let's check this place out, I reckon a big fish like Fluenmuello will have an entourage.:: opined Azzim to the hive mind.

So he checked out the various gambling halls and facilities, trying to see if anyone or anything stuck out.

Perception: 1d20 + 26 ⇒ (19) + 26 = 45
Sense Motive?: 1d20 + 29 ⇒ (4) + 29 = 33
Kn: Planes: 1d20 + 25 ⇒ (14) + 25 = 39

As he looks he attempts some small talk with the clientele, hoping to spark a conversation
"A good turnout for House Aberant, I hear even the likes of Fluenmuello are in attendance..."

Diplomacy (gather rumors): 1d20 + 22 ⇒ (8) + 22 = 30


Azzim's nonchalant inquires about Fluenmuello receive only a nod from the patrons, who mostly blink, smile and politely turn discussion to man neutral topics like the merits of 1000 year old demon rum...

But keeping his eyes open, Azzim is notices a group more subtle than even the regular servants, moving facelessly room to room, with one of the group silently approaching him even as he notices... Like the servants, this figure has smoke like face but its is a dark-oxide of mithral threads woven to form ancient "sharkskin" suit... It's voice, as seamless as its attire comes carries respectful but ironic tone, "Sir, you reputation proceeds you... surely you're not here already..."

You can tell it's looking for a show of interest in 'something more exciting' but challenge is deciding how interested you should sound..."


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

Once inside House Aberanti, Terexaltherin plays the part of a shapeshifting trickster, switching forms frequently as he goes from room to room observing the games and the beings in them, and generally being weird and mysterious. He's not around Azzim at the moment someone approaches him.


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 dread wizard Kes'a'ldath replied icily "A wizard is never late, nor is he early, he arrives precisely when he means to. That said your patron is clearly busy and I have yet to avail myself of all the amusements this house provides..."


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

Grend the Slaver just stares holes into the smoky visage.
Intimidate: 1d20 + 24 ⇒ (4) + 24 = 28


The figure nods wordlessly and Azzim continues surveying the rooms as the various entities come and go.

The games themselves are alternately fascinating, horrifying and banal.

The tables range from bets on small-time wars and atrocities to games of apparently pure skill and chance... Still, a close look shows the games may be darker but the stakes aren't higher than you saw at the Reptile House. The majority of those are at the tables are low level operators, often trying to bet on their betrayal of one or another causes....

But still, like many gambling houses, the most profitable and dangerous activity are side bets, bet between those standing up around the tables about who will do well or badly at the table.

With that, let me know what you do. Find a bet you be comfortable with or just bluff until Fluenmuello contacts you. Feel free to invent circumstances...


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 swaps to an earth elemental form and puts in a couple weird bets--bets on how long it takes a current player to try to kill another player, how many times a player can cheat before being caught, that sort of thing.

When he notices the being Azzim was talking with, he spends a bit of time observing them as unobtrusively as he can.

Perception: 1d20 + 19 ⇒ (20) + 19 = 39 Plus Blindsense if it matters.
Stealth: 1d20 + 32 ⇒ (20) + 32 = 52


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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 finds a group playing the Empire of Azad game, and paying a small fee enters on the Board of Origin.

It is a game played on three-dimensional boards [the Board of Origin, the Board of Form, and finally the Board of Becoming] of various shapes and sizes, though early rounds are played exclusively in cards, onto dice and in some cases sim battles. Typically the boards are large enough for players to walk around inside them to move or interact with their pieces. The number of players differs from game to game and also influences the tactics, as players can choose to cooperate or compete with one another. As well as skill and tactics, random events may influence gameplay (often as card or other games of chance), and sometimes may change the outcome critically. The game uses a variety of pieces to represent a player's units (military, resource or even philosophical premises). Some of the pieces are genetically engineered constructs, which may change form during the game according to their use and environment. These respond to their handling by a player and appear difficult to understand at times having personality sims. Gift read the minds of other players, manipulated and fool many while crushing the sim wills of players' paces.
she gained followers and slaves. While harassing and getting her opponents to attack each other. One of which dared to say she was cheating but was informed by one of the referees of the rules, that all of which she had done was with the rules of a game designed to simulate someone becoming Empiroer by any means at their disposle.


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

The druegar finds the nearest bar to get his bearing, and orders a drink.


Investigating the basics of the establishment... Terex find that killing is frowned except in duels, which happen in a side room with considerable betting... Those deemed to be cheating are kept in a side-hell for a 1000 years since death is often not a worry for many creatures. How readily someone can be to be accused of cheating depends on their perceived power but to be invited to a game, one needs a reputation for approximate-honest or one needs to offer some very appealing opportunity.

The strange Illithid subtly manipulates the stakes of the Empire-Game, drawing in more players... Half-fiends, slave-traders, daemon sergeants and other to mid to high-mid filter over the course of an hour, each seeing a quick opportunity and then caught in both the excitement and trying to cover losses. The game moves from a side table to the central area...

The enigmatic figure who might or might not be Fluenmuello watches from the sidelines with studied neutrality.

Roll some skill to get an outcome ... plus what outcome do you wish... Others characters can aid or do other things


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 plays to become the new Demon Lord, leaving an opposing side of corrupted heroes. Turning the tables of good and evil. She/he used one final Bluff to trick all of the remaining players into recognizing her as such and banding into a broken group if corrupted nations, fighting themselves while she/he pulled the strings.

Bluff(Cha) 1d20 + 30 ⇒ (20) + 30 = 50

She sat in her power base, while either other players fight over the last position in the game, the Empirorer's spot on the board of becoming.
While she/he supported and unsupported them for fun. It was obvious to any with game skill that she had played and beaten the others for nothing more than her/his own Entertainment. Controlling each as she wished. After getting to this point she/he busts out laughing.

"Most entertaining"

She had won as such the could not end, not as long as it keep him/her entertained.

She/He looked to the referees,

"Would you like to call 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

Azzim had something of a quandary, he felt needed to to do something to keep up appearances but he was unwilling to do anything fundamentally immoral. As he circulated around the various gambling tables an idea came to him, what if he was to figure out who was cheating and to sell that knowledge. A dangerous game for sure but one that would spread his infamy and the only losers were those who absolutely deserved a thousand year timeout.

Azzim knew he'd need to be on his a-game to pull this off so he quietly prepared a focusing draught. Casting tears to wine

To find hopefully several cheaters at one of the high stakes tables.
Perception: 1d20 + 26 + 10 ⇒ (12) + 26 + 10 = 48
Sense Motive: 1d20 + 29 + 10 ⇒ (10) + 29 + 10 = 49

To find some buyers, based on how lawful their race is and whether they seem receptive.
Kn: Planes: 1d20 + 25 + 10 ⇒ (15) + 25 + 10 = 50
Sense Motive: 1d20 + 29 + 10 ⇒ (1) + 29 + 10 = 40

If he found some cheats and some potential customers, preferably ones running side bets...
Very discretely Azzim in his githyanki form approaches his potential customers and whispers in a suitable planar language "Gentlefiends greetings! I have some time sensitive information for sale. There is a lot riding on this game and naturally not everyone is playing by the rules. Now I could tell the house, but where would the fun or profit be in that eh?"
Diplomacy: 1d20 + 23 ⇒ (13) + 23 = 36


With only a few hiccups, Gift and Azzim build an invisible web that, in different ways, holds the attention of almost the entire casino - . The bluffs of dozens of players called... Tension ratchets, creatures glance at each other, smoke and fire lick from certain nostrils... The house servants move noiselessly, undisturbed by the atmosphere.

At a point, a sudden decision is reached in crowd of demonic players and hangers-on. Each surrenders their current pot and the files out, leaving the party alone with the spooky servants of the house and maybe-Fluenmuello. The house who take a large cut and hand massive winnings to the party, not seeming upset at the outcome. Considerable, imprisoned souls and more unfortunate things...

"We appreciate your business but perhaps returning another night would be appropriate. I doubt any customers will give you trouble as they all left together. The circumstances are not as unusual as you might imagine, just the other night a certain Prince Of Darkness gave a similar performance, still well played friends. As you leave, maybe-Fluenmuello hands you each an invitation card, showing "Deek Day, 11th hour, Port of Horchoo, Palid Sea of Cambrenia"...

You cross back to the entrance of the Pillars of Time and arrive at The Spire uneventfully and report back. Ari is prepared to help you deal with more unsavory items you wound-up with.

The event is in a week so you have time to unwind


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 is glad to be out of that gambling hall. Just being there made him feel all... slimy

All right, so let's see if we can't free some captured souls or whatever from what we won and then get ready for this meeting. Do we know where this 'Palid Sea of Cambrenia' is? I suppose I could look in my library... it would be a good way to unwind after all that...

Knowledge (Planes): 1d20 + 23 + 3 + 1d6 ⇒ (5) + 23 + 3 + (1) = 32


The Organization now has triage department. Much of the winnings go to clerics in obscure planes who uncurse the bodies or free the souls of the party's "winnings" - fortunately you have won more than enough material wealth to finance this...

In the debrief, Ari aims to be sympathetic, "I hope this isn't too hard on you. I should warn you, the mission will only get harder. All you have done so far is a warm-up drill for the actual infiltration, which is next and also riskier. And we will find this Palid Sea soon, I have a few hunches..."


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

Kn: Planes: 1d20 + 25 ⇒ (10) + 25 = 35
Kn: History: 1d20 + 20 ⇒ (13) + 20 = 33
Kn: Religion: 1d20 + 23 ⇒ (10) + 23 = 33

Azzim was also doing some research of his own into this pallid sea. The organization had extensive archives and he spent several days reading scrolls, cross referencing times and conferring with Ari to come up with his own guess.

He suggested, "Once we've narrowed down the coordinates maybe we should use planar machinery to observe this location in space and time."


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]

Sits back in a seat, now fully in method acting, she keeps in her mindflayer from all the time, acting and talking like one.


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

That sounds like a good idea, though we do have to be careful--it could be warded, and we don't want to trip something powerful enough to reveal or damage the planar machinery, Terexaltherin replies to Azzim.

Now, do you think we should make any more noise over the next week? Make sure to maintain our reputations?


Azzim and Terex' research bares fruit in the next few days. The Palid Sea of Cambrenia is referenced in many works but only in an off-hand manner or very incidentally ("I saw Jobean, back from the Palid Sea..."). But synthesizing this knowledge (with aid of some Djin and an automatic information processing device..), you discover it's location and the long history it has as a neutral meeting point of those of power and somewhat ill-intent. There are even rumors of a hunting and fishing lodge somewhere hidden in it. The time coordinate works out to indeed require of Sigil time. The Sea itself supposedly involves an unusual physics in which water and mercury mix and separate with the rhythm of the waves, while the surrounding landscape is a more conventional mix of moss, lichen and bare rock.

During the week... Ari says to Terex "No further preparations are needed... We've tried to give your recent exploits the illusion of being spaced out over time rather than you suddenly becoming very active..."
while to Gift she mentions "You have done well indeed so far. One thing I might advise you is to be careful to avoid getting entirely caught in this new role. Perhaps offer Arlo or other team members a psychic life-line to pull you back into your own self if necessary... I myself can get caught up in certain forms..." (she illustrates by momentarily taking the form of an enormous praying mantis, a form you know she sometimes reverts to...)

So preparations for contact in a week...


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 shifts to match her form.

::"I think you are right, its some what pleasing to hold just one mindset. I understand what you're saying but I feel in truth I am already lost. I have evolved into a hivemind after all and this is to lose oneself into a mass of others, to come out a gestalt mind. They/I inhabit this body and odd as it sounds others. I have [I]Saved many minds making copies of them and now they have been re-embedded in my own demi-plane. Their plane-related souls have moved on with in that plane. But there copies are part of me and I them. Look let me show you"[/i]::

Gift projects an image of her gestalt mind space. Where motes of focused mind act is individuals with in the whole. Her core gestalt is a blue light with thin lines liking to all the sub minds. Like an information super highway of copied souls. She stands next to her mindflayer sub mind, with a repression of Ari.

::"That is my construct mindflyaer sub mind. it has a well and aims of its own but it is part of this vast space, no one mind can rule here. It would be wiped or ejected, buy the fast whole."::

There are 100s of minds moving in the space all around them.

::"I make a copy of every willing mind who wishes me too, they exist here. Living lives in this space, sharing and aiding. My hope is as this inner space grows so, I will one day become I hope god like being. And will Expand my demi-plane into a true world reality. Who knows I may even let others come and join as fellow gods. Azzim the god of magic, Terexaltherin the god of Knowledge, Dad the god of grumpy Dwarves.:::

she mentally chucked at that.

::"One day, for such is the way of the worlds and planes. And this guy right here, my mind flayer construction. Well, every world needs an evil god, someone to fight and battle against. So you see I have bigger plans for him then letting him lose blindly."::


Ari makes a soft buzz with her forefeet, speaking sibilantly in this form... "Come, let me show things..." and she leads Gift to a center room in Planar Machinery. "See, you can use these controls if you wish shape your mind-world and you can offer doors to others, the real others, to enter if you also wish..." Ari open her mind and Gift can sense her great strength and experience. It seems she is many thousands of years old, having lived many lives, ruled as a vain fairy queen for many before she awakened to a need to aid the multiverse and then adventures after that. "I can see you are considering your future and seem to have a good plan. Use our devices if you wish to make modifications... or not as you will. Just remember, many years are ahead of you, no reason to commit absolutely. Why I remember the Black Knight Of Cabral offered me godhood years ago - I certainly wasn't ready then. But you are not me... And either way, I think you are prepared for our next exploit"


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 bows to Ari,

::"Thank you for your aid and advice, as a being just over 2 years old I know you have a wealth of experience on offer. Thank you"::

She then spends the rest of her time, working with the techs to learn the Planar Machinery.


Kn Eng 1d20 + 20 ⇒ (20) + 20 = 40
Kn Planes 1d20 + 20 ⇒ (18) + 20 = 38

She picked it up quickly, unfolding and solidifying her psionic plane, expanding it and locking into place, entrance and exit points with protections. Her plane was always designed as a safe haven for others with the will and the way of a mind mage. She talked to her priesthood about training monks and priests who would seek on other planes those in need to who wish to learn and point them to they way of Psionic shan-ralor/Tanalon/comala.

IMAGE OF PLANE

More importantly, she put in place, with her mother's help, the devices needed to make Elans like herself. Forming a counsel to oversee it use, from those of skill and ability from her plane's ranks of inhabitants. Fully independent from her as she felt she should not be the one to pick who and who does not get to be accepted for the process and become one of her race. Maybe this is how Elan councils were always made, by one Elan getting to a point of power that they can make an Elan-making group, it could be encoded into the very process of being a Elan, that every 1st Elan had this in place, and all others after carried this desire. She found this funny and fascinating.


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

When Terexaltherin understands that he doesn't need to go pretend to do awful things for a bit, he of course retreats to his library for a couple days to unwind. Then he gets back to preparations, thinking if there are any wands or scrolls he should add to his collection before the next step of the mission.


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

::I'm doing some more research to check if we need any additional protections for this mission beyond the usual. Please let me know if you think of anything we should be doing.:: sent Azzim over the hive mind before diving into more research.

Kn: Planes: 1d20 + 25 ⇒ (3) + 25 = 28
Any other relevant rolls he might make?


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

::I'll give Azzim a hand::, Grend said over the hivemind. ::Give the illusion of being helpful.::


Grend proves surprisingly useful to Azzim's research project. While the sage traces old reports, new reports and technologically-generated "chatter", the hulking duergar haunts strategically selected back-allies to pound information out of certain underlings...

The reason for Fluenmuello's growing reputation for a truly amazing holidays is interesting... The plane this mysterious entity has access to is something like a "dream world". Not a mindscape or other hallucination but a different reality in which one's life can be remade - as maybe a hero but often a villain who's choices are celebrated and justified (So mere mortals can experience the thrill of virtual godhood but without the difficult choices and consequences that even the lowliest demigod faces... )

And this is accompanied by extreme luxury and license, ending in a hunt for a beautiful celestial creature of one sort or another. Also, the plane has the virtue that times runs extremely quickly relative Sigil and stable planes - at least a hundred times faster - making holidays very convenient. The event is two "weeks" long but each "day" can months or years. Still, at the end of each "day", the guests at a central lodge...

Following up on the rumors Azzim gets, Grend extracts the exact details; most potential customers are met at the Palid Sea, given an outline of the experience and a price (25-75K orichalcum pieces, varying by customer) and directed to return in a week to pay and begin.

Naturally, a plan to capture certain individual within this zone will be challenging but you are resourceful...


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 shares his findings with the hive mind, ::It seems Fluenmuello is selling the ultimate power fantasy. I can imagine I can imagine it being rather appealing to many. No doubt he's fabulously wealthy as a result but I must say I am suspicious. The power level required for this kind of thing is rather extravagant, there's bound to be a dark side to all this. I suspect Fluenmuello has some ulterior motive.::"

Re capturing somebody inside is that our next mission? Normally Azzim wouldn't go anywhere near this dream world.

Azzim speaks to Ari sharing some of his concerns about this dream world likely having some serious downsides, perhaps being addictive, or a great way to subtly condition 'players' to behave in certain ways in the real. He also asked, "Hypothetically if we needed to extract somebody from the dream world, could the planar machinery do that? Or would that leave us too exposed?"


On break from work on the Planar Machinery, Ari nurses a sniffer of Valderian Cognac in the bucket seat of a bar in a warm, wood-paneled lounge down the hall from the main machinery room, and speaks with Azzim and others about the plan. "Yes, there are serious dangers. You must be each other's support. And, yes, think if I'm pushing you too far. We can wait for a different opportunity. Still, this is very inviting and also who knows what these meetings may lead to if left on their own" She stops and glances at her left hand ... bluish white, perfectly manicured but now with a broken nail from the work. A quick prestidigitation and she looks up again. "With enough energy we can get through some forbiddances... But I do not think that Fluenmuello will seal his plane from exit or even communication. His clients would not accept it. They are on vacation but very powerful entities must communication regularly with their minions and the ability to exit at any moment is how these entities survive - something you must keep in mind as well." She stops again, brushes the same hand through hair that today is golden, silver and copper strands... "Assuming you escape, even a failed attempt could have value since it would show these villains that gathering together has a danger. So please stay alive."


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 *I* definitely plan on staying alive, Terexaltherin jokes. I think we can do it. We'll just have to be careful and find the right opportunity to break character and make our move.


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]

::"I have made a mind backup seed, so I should be ok"::


So, after some consultation, the party planeshifts to a nearby known plane and walks to the general area Palid Sea and with the "Illithid" in the lead, reach time-and-coordinates Fluenmuello specified. You are met by an individual with similar (non)appearance but a different costume. He outlines essentially what you know, ending with "...This is an opportunity to live your dreams and take part in a beautiful and unique hunt. The price is 67,000 pieces of orichalcum, as universally measured. I will return in nine days and determine if you are still interested" He fades into fog and you appreciate the empty and pale vastness of the area..


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]

::"At last something interesting, lets us pay and play"::
She sends on a wide band so other could hear.


So, the party retrieves that requested amount of magical metal, returns at the appointed time and are greeted by a different figure who introduces themselves as Vebo. After a short back and forth, it's clear they do work for Fluenmuello and you follow them through a tunnel-like-portal that becomes stairs leading first through freezing blackness and then to a oak-timbered and mithral-studded hunting and skiing lodge, halfway up a rugged, beautiful and snow covered peak. At the lodge, Fluenmuello appears briefly, takes your payment, points to your "cabin" (one of several baroque castles further down the slope), gives you each a rod of a strange metal (to control the plane's magic) and has a different servant give you tour of lodge.

The servant appear to be of the typical humanoid races. All are beautiful and seem eager, even hungry, to please. You are shown through the lavish restaurant, a small cafe, a couple bordellos, the torture chamber (with "reservations only" note above the door) and the casino in the basement. Most of the guests supposedly haven't arrived but you hang out in large main room where there are several (apparently) permanent residents, tieflings drinking spiced rum and recounting a round of "sky skiing" where they reached astronomical speed and possibly impaled some local with their poles... One red-skinned tiefling named Bruno introduces himself (he looks like a cross between a viking and "snow-bum") and recommends the Datura-spiced rum but then Vebo hustles you to your "Cabin" to unwind and plan to experience the area's true wonders. The building is empty but you sense it can be shaped to your individual or collective wills using the your rods...

You definitely need to decide how to shape the "cabin". It seems you can individual or group adventures so once the cabin is shaped as some dream fancy, you would logically return to the lodge to investigate whatever guests are arriving and social... Plus you can investigate everything you've seen so far...

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