The Arena Outer Tower of Hanzou and Brice


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The Necropolis - Day - Late Morning - Tomb Day One

Hanzou and Brice have the feeling of being thrown up incredibly fast through the light. wind rushing around you but it is quiet. As if the sound is very far off, but getting closer as you race toward it.

Then suddenly there is a floor green marble floor inlaid with a lattice of golden metal and you land on it hard enough to stumble. Both of you are alone in separate 20' circular rooms. Looking around you see that you are in towers. The windows are covered in a golden looking latticework that gives off a soft light that illuminates the room and a single staircase leading up out of the room.

Beyond the window you see tentacles as something massive and terrifying pulls itself up the tower. far below it are the chants and war cries of warriors fighting. The tower is part of what looks like a massive fortress raising into the smoke the fills the sky around the massive beast. below you see massive shapes forming and raising along the side of the towers.

Looking up you see the ceilings are all woven metal latticework. It only hold shards of glass the rest of it is covering the floor

What do you do?


M Tiefling Mindchemist 10/Master of Many Styles 1

Looking around the tiefling and imp look at each other briefly and shrug. As Brice begins to walk around the room he digs through his pack and drinks his mutegen, I guess now is as good of a time as any to use this he says to no one in particular. Digging through his pack again he pulls out a potion but his time holds it in his hand as he spends a minute inspecting the room with his imp in tow, whistling an eerie tune.

After he has ascertained as much information as he can about the structure, tentacles, and anything else he sees in the minute he looked around he proceeds up the stairs and drinks his potion. Well Brice Jr., I guess its time to go kill some stuff... what a shame we can't spend more time here and study this exquisite place in more detail. To which the imp simply shouts back, I CAN'T HEAR YOU, MY EARPLUGS ARE IN! And without even acknowledge his companion, possible because he couldn't hear him either, he grabs an Alchemist's Fire and an Acid Flask from his bag and continues moving into the unknown.

My mutegen will last 100 min while my potion of Aid will last 10 min. Also, can I roll a knowledge check or two to learn a little more about this place? If I can just let me know what to roll, I have a +24 on all knowledge checks right now with the exception of my Knowledge (Arcana) which is a +32. The extra +4 on each is coming from +4 Int from my mutagen (archetype gives me double my Int on knowledge checks). Also, earplugs are in but our googles are not currently being worn.

Potion of Aid Temp HP: 1d8 + 10 ⇒ (7) + 10 = 17


The Necropolis - Day - Late Morning - Tomb Day One

make a planar knowledge roll, make a history knowledge roll...


M Tiefling Mindchemist 10/Master of Many Styles 1

Knowledge (Planar): 1d20 + 24 ⇒ (1) + 24 = 25
Knowledge (History): 1d20 + 24 ⇒ (3) + 24 = 27

Edit: I really hope these are my only two bad rolls, and thankfully you can't auto fail a skill check so my 25 might still net me some useful info.


The Necropolis - Day - Late Morning - Tomb Day One

Brice looks around his surroundings tastes the air and it has a peculiar texture that has nothing to do with the smoke and dust in the air. It's as if your senses aren't quite aligned to the tastes. Even the feel of weight and time seem to be different. Then he thinks back on the trip which was a form of dimensional door. It took a really long time to get from one side of it to here. This place must must be one of the far realms. A plane very far removed from your own and quite possibly on the other side of the multiverse. This plane, where ever it is, does not align to your own and although you are in no danger from the air not working or some other nastiness it definitely means your magic may have unseen consequences and the native magic may behave differently.

he could try to do something magical to discover what exactly the effect is

He looks out at the sky and thinks back on the journey and this new insight. The first thing is Boi. Although the Herald claims to be a herald of a trickster god named Boi, which you have never heard of, his magic and how it felt seems like this place. So it is very possible that they came from this plane or one very close to it.

Then your blood runs cold as you really look outside. The sun. poking through the clouds and smoke is a sun like you have never seen before. it is larger than your own sun and could easily be ignored at first but has a quality about it that it seems to flicker and then it hits you. it isn't a star but some manifestation of the plane of fire to give light to this far realm and made to act as a sun. And the last thing is the massive tentacled horror has no real form to it. it is just darkness given life and like the sun may be a living piece of the plane of shadows. Who ever lives on this world wield magics on a scale never imagined in the prime material plane. They must pull world sized masses from their native planes to bring here to decorate their sky or to do battle with. This is truly a plane of god like magic.


M Tiefling Mindchemist 10/Master of Many Styles 1
Setting the Stage wrote:


he could try to do something magical to discover what exactly the effect is

Would drinking my Mutegen (Su) or my potion of Aid count as something magical? If not would using a scroll work?


The Necropolis - Day - Late Morning - Tomb Day One

yes they would. maybe i explained it wrong. there are some properties that are different here. the problem is that you don't know which. Unless you happen to use a property that is effected you may not see it. Just so you don't go drinking up all your potions and spells.


M Tiefling Mindchemist 10/Master of Many Styles 1
Setting the Stage wrote:
yes they would. maybe i explained it wrong. there are some properties that are different here. the problem is that you don't know which. Unless you happen to use a property that is effected you may not see it. Just so you don't go drinking up all your potions and spells.

Lol, okay. Well I used my Mutegen and potion anyways in the post above but I'm assuming that those had no effect on anything.


The Necropolis - Day - Late Morning - Tomb Day One

Brice drinks his potions but nothing unusual happens.


M Elf Spell Slinger 11

Your mutagen is providing a bonus to what, and a negative to what?


M Tiefling Mindchemist 10/Master of Many Styles 1
Perfect Tommy wrote:
Your mutagen is providing a bonus to what, and a negative to what?

Its actually a Cognatogen (because I'm a Mindchemist) and I was being lazy so I didn't call it by its appropriate name. It is giving me a +4 Int, -2 Str, and +2 Natural Armor. All of my Cognatogens boost my Int, they are all listed under my equipment. I have 3, 1 free and two paid for, thanks to my Infuse Mutagen discovery (works for Cognatogens) and some gold. Also, I have no Mutegens so if I say I use one it is actually my Cognatogen.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Considering I was not allowed to cast my Anticipate Peril before entering the tower, am I allowed to cast it once I get in the tower instead?

Hanzou would quietly observe the interior of the room for threats while he silently pulled a potion from his handy haversack (Move action) and pulled the cork out with his teeth before guzzling down the invisibility potion (Standard action).

Invisible - 50 rounds

Once finished and seeing no immediate threat in his tower, he would allow the cork and empty bottle to fall to the floor. (Free action)


M Tiefling Mindchemist 10/Master of Many Styles 1

Brice and his Imp continue forward exploring the tower further.

Chaiboy, I think we are ready to be introduced to the battle arena so we can start our battle. Also, I don't see why you wouldn't be able to use it, I mean I looked around the room for a minute or two.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Yeah, I was just planning to buff slightly and then head out looking as well. Though I will be leaving in about an hour, but I should be back about 11:00 central time.


The Necropolis - Day - Late Morning - Tomb Day One

http://www.icheckfortraps.com/map.html

the map does not record your position. use it to figure out your locations. then write where you are moving to here in this thread

Alone except of the breaking glass and faint sounds of battle down in the darkness. It takes you a few minutes to reach the top.

The heralds voice echos. "To advance you must defeat your opponent. Only blood will open the gate."

His voice fades with the sound of a chuckle.

Both of you emerge from the archway and see a round room over 100 feet across. the ceiling is a lattice of golden metal 30 feet above you held up by pillars of marble. The flickering of the setting sun bathes the room in long shadows behind the pillars. The entire ceiling seems to have held glass but it is now covering the floor. Trees, 10 foot tall, grow in the scattered bits of earth that cover parts of the floor. In the center of the room is a pool of water with a statue of a woman that is 15' high. they remind you of a fountain although no water is coming out of the statue.

Across from both of you is another archway with a gate. The gate is closed but you can see it leads to another staircase going up.

To your side is another archway but the pillars and trees obscure your view of it. You can't see anyone from this position.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

As he wound up the stairs, Hanzou would pull a bag of dust from his handy haversack and keep his trusty wakizashi in his other hand.

Initiative 1d20 + 20 ⇒ (11) + 20 = 31

I have to head out, but I should return in about four hours.

Edit: And a few as in 3 minutes on the nose? I need to know how many rounds to take off his potion.


The Necropolis - Day - Late Morning - Tomb Day One

Hanzu you are at A. Brice you are at B


M Tiefling Mindchemist 10/Master of Many Styles 1

I don't know why I'm rolling initiative, there is no way I can beat that amazing roll.

Initiative: 1d20 + 5 ⇒ (10) + 5 = 15

You are up first Hanzou.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Bah, extremely sorry about last night. Wound up staying out far later then expected as I just now got home.

I still need a ruling on how much time I still have left on my Invisibility. For now, I'll assume I still have something left.

Hanzou would move stealthily to E6 to take cover behind the pillar, while searching the room for any sign of his opponent.

Assuming we can not see each other yet.

Perception 1d20 + 16 ⇒ (18) + 16 = 34
Stealth 1d20 + 19 ⇒ (12) + 19 = 31 Add another 20 if unable to see invisibility.


The Necropolis - Day - Late Morning - Tomb Day One

@Hanzou the trip across the planes along with the walk up the stairs has taken 7 minutes.


M Tiefling Mindchemist 10/Master of Many Styles 1

Upon hearing the voice declare that battle has begun, Brice nods at his companion and then steps back and enters his combat stance Swift Action. He then hunches over and moves behind a near by pillar and attempts to hide while giving a quick glance around Double Move to U13. While Brice went for cover his companion goes invisible Standard and then moves forward silently Moves to Q11.

Just a quick question. My companion has constant Detect Magic, how does that work with an invisible individual?

Brice's Perception: 1d20 + 16 ⇒ (7) + 16 = 23
Brice's Stealth: 1d20 + 15 ⇒ (7) + 15 = 22
Imp's Perception: 1d20 + 15 ⇒ (1) + 15 = 16
Imp's Stealth: 1d20 + 19 ⇒ (11) + 19 = 30 Add another 20 if unable to see invisibility.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Actually, I was told he could not cast it beforehand, so I was asking if he could cast it once he was in the tower. I never received an answer and never said he cast it again. I'll take the spell off my number of spells I have left and the +5 will not make a difference in the initiative anyways. I was asking about the trip up the stairs for the potion of invisibility so that I knew how many rounds of it I have left. You said it took a few minutes which would normally mean he has something left of the 50 rounds considering he only spent about a round and a half taking it and pulling out another object. And I'll be around all day.

I would assume he has to choose where he wants to focus on each round to pick up auras.


M Tiefling Mindchemist 10/Master of Many Styles 1

Sounds good on the concentration thing. Also, its your turn.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Did he open up the rulings so that we can keep going without supervision?

Silently Hanzou would continue to move from area to area while looking for any sign of his opponent. Move action to F9 stealthily and move action to perceive for any threat.

Stealth 1d20 + 19 ⇒ (9) + 19 = 28 +20 if incapable of seeing invisibility.
Perception 1d20 + 16 ⇒ (7) + 16 = 23

Don't forget to take negatives for moving faster then half speed if you choose to do so.

Edit: He did move there to use the tree as cover.


M Tiefling Mindchemist 10/Master of Many Styles 1

While behind the pillar, Brice digs through his pack and retrieves and drinks potion of invisibility and then attempts to conceal himself. Standard and Move action The Imp continues his movment until he is in the center of the room directly above the water Move action to L12 and begins to concentrate in the direction of the other door way, attempting to find anyone wearing magic items. Standard

Brice's Stealth: 1d20 + 15 ⇒ (12) + 15 = 27 +20 if you cannot see invisibility.
Imp's Stealth: 1d20 + 14 ⇒ (14) + 14 = 28 +20 if you cannot see invisibility.
Imp's Perception: 1d20 + 15 ⇒ (11) + 15 = 26

You fall into the line of sight for the detect magic, so he now detects the presence of your magical auras.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Hanzou would move back to C9 to maintain his cover after continuing his search for foes. (Move action to move stealthily, move action to perceive.)

Perception 1d20 + 16 ⇒ (7) + 16 = 23
Stealth 1d20 + 19 ⇒ (3) + 19 = 22 +20 if unable to perceive invisibility.

Don't forget the fact that Detect Magic will only perceive Auras through a specified amount of material. Something Hanzou does know and will use to his advantage. So if the tree was 3-feet thick, its possible he was not picked up on. Being behind a pillar of stone, its quite possible he won't be picked up on.

Also, first round he would pick up on the presence and lack of Auras. Second round will give you the number and power of the most potent. Third will give you location.

I'm guessing your imp is going to have one hell of a time trying to find Hanzou.


The Necropolis - Day - Late Morning - Tomb Day One

You guys can keep going. I am watching. Just make sure you post where you are on the map. pillars and trees block line of sight


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Are we saying 3 minutes on how long it took to get up the stairs? I need a straight answer.


The Necropolis - Day - Late Morning - Tomb Day One

it takes 1 minute to walk up stairs. it was a 6 minute trip through the void to reach the tower.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

We passed through some void on our way up the stairs and into the room we're battling in? Or are you referring to the void that we passed through to get to the starting tower?


The Necropolis - Day - Late Morning - Tomb Day One

the void from the shore to the tower. then it is 300 feet up the stairs to the tower you fight in...30ft a round. 10 rounds = 1 minute.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Then I still have over 30 rounds of Invisibility left from the potion. I'll calculate it out and include it in my next post.


The Necropolis - Day - Late Morning - Tomb Day One

then you will have plenty of time for the battle


M Tiefling Mindchemist 10/Master of Many Styles 1

Just want to ask Chaiboy, would my familiar have detected the presence of Hanzou's Magic Aura before he went behind the stone pillar? Will he be able to detect him through the stone pillar?

Brice remains hidden, awaiting word from his familiar where the enemy is. The imp continues to concentrate in the same direction unless he didn't pick up the presence of any aura in which case he will shift his attention to the right.

Brice's Stealth: 1d20 + 15 ⇒ (13) + 15 = 28 +20 if you can't see invisibility
Imp's Stealth: 1d20 + 19 ⇒ (4) + 19 = 23 +20 if you can't see invisibility
Imp's Perception: 1d20 + 15 ⇒ (17) + 15 = 32


Aasimar 7 Bard (Sound Striker) / 4 Ninja

The tricky thing is that it sounds like there are auras just about everywhere your familiar will turn which will make it consume time concentrating to find out if one of them is something to worry about. And it is was this round that you pick up on the number of auras and the strongest. Which I would expect exclude Hanzou as he just ducked behind a pillar.

Invisiblity - 35 rounds remaining. Let me know if you calculate differently. I considered the 10 for getting up the stairs, plus 2 for the Invisibility and pulling out his dust.

Still having no clue where his enemy lies, Hanzou would continue his current approach by silently moving behind another pillar (C13) and searching for any sign of his enemy. (Move action to move silently, Move action to perceive for any threats.)

Stealth 1d20 + 19 ⇒ (17) + 19 = 36 +20 if unable to perceive invisibility.
Perception 1d20 + 16 ⇒ (20) + 16 = 36


M Tiefling Mindchemist 10/Master of Many Styles 1

I think you're right about the detect magic thing.

Brice sneaks around to the other side of the pillar and sits and waits for a sign of movement. Move Action to S13, readied action to throw an Alchemist's Fire if he sees his enemy. The familiar flies to the top of the ceiling becomes visible and begins to shout obnoxiously. Move 25ft upwards

Brice's Stealth: 1d20 + 15 ⇒ (4) + 15 = 19 +20 if you can't see invisibility
Brice's Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Imp's Perception: 1d20 + 15 ⇒ (17) + 15 = 32


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Non-Action Knowledge check to see if he can identify the imp to begin with and then I'll edit.

Knowledge (Planes) 1d20 + 4 ⇒ (14) + 4 = 18

Figure that would be enough to realize an imp often has the past time of being a wizard's familiar?


M Tiefling Mindchemist 10/Master of Many Styles 1

You totally got that, the DC is 10+CR and it is a CR 1/2 I think.

Edit: I think so. Here is the text for reference, "Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). Thats not for identifying creatures but I'm sure it could easily be applied in this case."


The Necropolis - Day - Late Morning - Tomb Day One

Yes that would identify the imp easily


Aasimar 7 Bard (Sound Striker) / 4 Ninja

That's what I figured and just wanted to check with you. Seems kind of obvious the thing was somehow hiding its presence and thusly I'm thinking of pulling out See Invisibility. I just don't want you to think I'm meta-gaming it. I want a fair battle.


M Tiefling Mindchemist 10/Master of Many Styles 1
Hanzou wrote:
That's what I figured and just wanted to check with you. Seems kind of obvious the thing was somehow hiding its presence and thusly I'm thinking of pulling out See Invisibility. I just don't want you to think I'm meta-gaming it. I want a fair battle.

I trust you. Its your turn.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Invisiblity - 34 rounds remaining.

Recognizing the creature and the complications of being able to sneak to such an area without some type of assistance, Hanzou would start to prepare himself to cast a spell that would allow him to see Invisible creatures. He did this by sheathing his trusty Wakizashi. During this time, he continued his circling of the room by stealthily moving behind the next pillar. (D16) (Move action to sheath wakizashi, Move action to stealthily move behind the next pillar.)

Stealth 1d20 + 19 ⇒ (19) + 19 = 38 +20 if unable to perceive invisibility.

Sovereign Court

Brice looking around the room waiting for an attack to target his Imp is surprised when nothing happens, Hmm, smart and sneaky he mumbles to himself. Brice digs through his pack and pulls out an extract of See Invisibility and drinks it Standard Action. He then unfirls large leathery wings and flies to the center of the room below his Imp Move Action to 10 feet above L12. The Imp continues to act like a fool.

Brice's Perception: 1d20 + 15 ⇒ (11) + 15 = 26

Note: I am invisible, but I'm not going to make a stealth roll because I wasn't trying to hide.

Mutagen: 97min 4 rounds
Potion of Aid: 8min 4 rounds
See Invisibility: 99min 9 rounds
Flight (Wings): 9min 9 rounds

Also, I have an Alchemist's Fire in one hand and the other is empty.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Finally ready, Hanzou would attempt to cast his spell in a manner so that the imp's yelling would cover its verbal semantics. Once done, he would take a glance about to see if anything new registered. (Standard to cast See Invisibility, Move to perceive threats)

Perception 1d20 + 16 ⇒ (10) + 16 = 26

Certainly enough a winged man showed up next to the obnoxious imp.

I'm taking it he would take another move action to take a look for threats and thusly I didn't take a stealth check myself. Though he is still behind the pillar.


M Tiefling Mindchemist 10/Master of Many Styles 1

The Imp continues his antics while Brice Scan's the room, waiting to identify his enemy Readying a Swift action to use Kirin Style if I can see my opponent.

Brice's Perception: 1d20 + 15 ⇒ (6) + 15 = 21

Mutagen: 97min 3 rounds
Potion of Aid: 8min 3 rounds
See Invisibility: 99min 8 rounds
Flight (Wings): 9min 8 rounds


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Invisiblity - 32 rounds remaining.

Seeing the flying man was looking about rather studiously, Hanzou would dump the dust upon himself before shouting, "Shut up you damned monster." He would keep an eye on his targets as he tried to trick them into moving over to him.

(Standard action to cover himself in the dust of disappearance he had drawn on his way up the stairs, Free action to yell, Move action to perceive threats.)

Perception 1d20 + 16 ⇒ (4) + 16 = 20

Dust of Disappearance Duration 2d6 ⇒ (1, 1) = 2 - Wow that was unfortunate.


M Tiefling Mindchemist 10/Master of Many Styles 1

I will edit my post depending on how this goes. I'm going to make a perception check to see if I heard and know your general location.

Brice's Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Imp's Perception: 1d20 + 10 ⇒ (18) + 10 = 28

So can I get an approximate idea of his location Chaiboy?

Edit: I'm assuming my Imp has a general idea of your approximate location but I will wait until Joshua or Chaiboy agrees or disagrees.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

I have no problem with having an approximate idea. Though the Dust of Disappearance should prevent Detect Magic from picking him up.


M Tiefling Mindchemist 10/Master of Many Styles 1
Hanzou wrote:
I have no problem with having an approximate idea. Though the Dust of Disappearance should prevent Detect Magic from picking him up.

I agree, he is just going to realize that you are near the pillar

Hearing the general location of the shout the Imp stops and starts screaming THERE, THERE, THERE as he franticly points. Brice grows serious and flies swiftly forward (G12) Move Action, drops the alchemist's fire Free Action, and prepares and throws a stink bomb in the general direction of the pointing Standard Action targeting square C15.

Attack: 1d20 + 13 ⇒ (14) + 13 = 27 Added in a -2 for range increment. Attacking a 5 AC.
Damage: 5d6 + 10 ⇒ (2, 5, 2, 3, 6) + 10 = 28 Ref 25 for half, Fort 25 to avoid being nauseated.

Nauseated: 1d4 + 1 ⇒ (2) + 1 = 3 If you fail the fort save your are nauseated for the previous duration.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Declaring I will be using a Hero Point for +8 on the Fortitude save.

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