Game: Great minds think alike (Part II)

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Game: Great minds think alike (Part II)

"I know little about the many sorts of demons," Thuu answers. "The king's summoners caught the first ones three hundred suns ago. We, the Faeraan Guards, told him to send them back where they came from. But the king wanted their power, and the summoners told him they could bind them. It seemed like they had success to this day. The power of the bound demons was used to let the kingdom rise and flourish. But now... we Guards prepared for this moment all the time. But we did not expect them to be that powerful. And they called their brothers and sisters... and with that, the bright Faeraan kingdom lies in ruins, and the Faeraan Guard is about to fall forever."

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Game: Great minds think alike (Part II)

"We're definately not in the Abyss anymore..." Saath says half to himself, half to his companions.
"What are our options? The hatch has phantom marilith, the door has unknown 'ri behind it and we can't fight in here... Thuu, are there any other exits? And where is the hatch supposed to lead to?"

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Game: Great minds think alike (Part II)

Ian looks around the Shadow Abyss, and tries to determine where he needs to be to get to where the tunnel should lead.
(What he saw before, obviously Ian doesn't know about the room of peace.)

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Game: Great minds think alike (Part II)

"Fearaan? never heard of it, but, I have a feeling those creatures can't get in here. Perhaps we should just lay low and see what happens. Then, we can make rash decisions."

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Game: Great minds think alike (Part II)

Naruk walks over to Saath and whispers in his ear, "I'm not entirely sure... something's not right here. Keep your eyes open."

Thuu's hairs vibrate again, but this time the sound is almost comforting. "No other exit," he says in a pitiful voice. "The tunnel should lead to a Guard's tower, protected by Faeraan magic and dismagic."

As Blackthornes makes his suggestion, Naruk nods and walks over to him. "I fully agree with you. We should first find out what is going on here before we make any decisions."

Once more, Thuu suddenly turns around to the door behind him. "Have you heard that? They are right at the door! They are trying to come in."
The unnerving sound returns as his hair vibrates again.

Ian has little trouble returning to the tunnel, but something is strange when he tries to enter the room behind: He glitches sideways, as if the shadows he moves through were suddenly pure oil. It seems impossible for him to enter the room behind the tunnel entrance from this side.

[OOC: On a side note, glad to have you back in the game, dread pirate swan! Smiling ]

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Game: Great minds think alike (Part II)

Azure slides close to Blackthornes and Naruk, and whispers, "Thuu may seem unbalanced, and bears watching, but from his rantings, I think he has just left his world, as we have just left ours. The Fae of my homeland are able to play great tricks with perception and time. Indeed, tis rumored that the Tower we seek bends time. Tho I saw no mists as we came hither, and the tunnel seemed too short, we may have found our destination. I would not be surprized should it prove the Tower exists simultaneously upon many planes."

Even though Azure believes the claim that no fighting would be allowed to take place here, he is still wary of Thuu, who seems to be acting barmier every moment.

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Game: Great minds think alike (Part II)

Ian will attempt to end the Shadow Jaunt at the surface above the tunnel, where he was headed before the sudden side trip to the Abyssal Isle.

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Game: Great minds think alike (Part II)

Ian's feet touch solid ground again - and he is once more in the midst of the group of creatures that tried to capture him in the Abyssal Isle (or, at least, this seems the most probable explanation so far). As he appears again, the creatures all take a step back, rising their heads and "watching" him with nervously-moving tentacles. It's hard to tell why, but something about them appears heavily aggressive... yet they do not attack (yet).

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Game: Great minds think alike (Part II)

Hold on, I thought I broke this place. Unless we all ended up back where we started. Ian thinks to himself.

Ian will experimentally try to move one of his feet.

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Game: Great minds think alike (Part II)

Ian can move his feet without problems.

The only thing you broke, Lomax says, is that other Abyssal Isle. Unfortunately we left too quick for me to say what came out.

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Game: Great minds think alike (Part II)

Oh, so it was an area of effect sort of thing, I didn't actually have to be inside of the Isle to do that. Whoops. Well, I doubt whatever was in there is going to like me very much right now so I better get a move on.

Ian smiles.
"Don't mind me, just passing through again."

Ian activates his ring, flies about 15-20 feet in the air, and passes over the creatures on the ground.


Spot check to find the sigil-like tower, or what looks like an entrance to the 'slippery' room he felt from the Shadow Abyss.

Spot: roll: 8 + 11 = 19

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Game: Great minds think alike (Part II)

You and your beliefs, Lomax snickers. A few moments ago, you were a creating power - comparable to gods, or beyond. Everything you felt, everything you thought, everything that was going on in you influenced the way you shaped reality. The entire reality you were in, including the part where the Abyssal Isle floated. And of course your influences on reality changed the way reality influenced the Abyssal Isle. In a way, it's quite simple.

[OOC: More following..]

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Game: Great minds think alike (Part II)

Ian floats about 20 feet high, but the wall to his side reaches 20 yards high. The 'slippery' room should be somewhere in the mist behind the wall. No Sigilian tower is anywhere in sight, so far.

"Youuu..." It's a high, rasping voice behind him; it feels as if it could crawl right under his skin like a thousand bugs. "You dared to enter the ceremony of my summoning, and now you dared to return from your prison. Suffer, mortal."

[OOC: Initiative roll for Ian!]

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Game: Great minds think alike (Part II)

OOC: Expletive deleted!

Initiative: 14 + 9 = 23

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Game: Great minds think alike (Part II)

[OOC: Initiative roll...]

13 Bonus for to do
I rolled 1d20+13, the result is 27.
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Game: Great minds think alike (Part II)

Ian sees a giant claw rising at his side, a sharp light-brown arc about ten feet long and ten inches thick. It reminds him of a scorpion's claw, but with only one "finger" - basically, a giant, natural scythe.

The attack goes against Ian's left arm, trying to chop it off with a single attack - and considering the claw's size and sharpness, this is not entirely impossible...

[OOC: Attack roll coming]

... but the claw misses Ian's arm , if only by inches

8 Bonus for to do
I rolled 1d20+8, the result is 22.
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Game: Great minds think alike (Part II)

That was too close for comfort. Also sharp.

Ian looks at the top of the wall, and winces.

I hate this part...

OOC: Ian will telekinetically thrust himself, aiming for over the top of the wall.
This should let him go in a single, fast burst in a straight line that will carry him 120 feet (40 yards). So getting up should be easy, getting down...

While fast, he has effectivly no ability to steer himself, and as soon as he thrusts his ring will go inactive for 1 round. Landing could be interesting.

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Game: Great minds think alike (Part II)

[OOC: It's become so silent... who's still around?]

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Game: Great minds think alike (Part II)

"I think..", Naruk begins with an answer. But before he can finish his sentence, Thuu tumbles backwards, obviously shocked by something.

"No," he says, "no, that can't..."

A moment later, something lifts him upwards, and his "body roots" are torn apart with a single slash. Thuu's body falls down, but vanishes before he hits the ground.

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Game: Great minds think alike (Part II)

Ian rushes through the air like an arrow, going in a curve over the wall. As he passes the top of the wall, he finds himself swallowed by thick mist. After a second or two, he reaches the highest spot of his "flight". For a moment which feels strangely long, his body stands in mid-air... then he feels gravity pulling him downwards again. All he sees on his way down is mist, and more mist.

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Game: Great minds think alike (Part II)

The Masked Gnoll is struck silent for a moment, before he yells. "Why can't I ever keep anyone alive!?"

He takes out his flindbars, and shakes them menecingly at the empty air. "Stop hiding! I wanna see your face so I can break it!"

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Game: Great minds think alike (Part II)

Azure draws his longsword and reddies himself. Assuming an invisible attacker, he will try to hone in on any sorce of sound, as well as other clues like the direction Thuu's wound seemed to come from.

"Eye of Odin! And I thought he was just barmy! Limber up bloods, if something bad doesn't happen to Thuu's attacker right quick, all bets are off concerning this room and anything we were told of it."

Azure drifts toward MG, planning to watch the beating-machine's back.

12 Bonus for listen to do
I rolled 1d20+12, the result is 13.
12 Bonus for spot to do
I rolled 1d20+12, the result is 26.
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Game: Great minds think alike (Part II)

Ian throws out his arms, palms down, and waits to fall a few feet, so he's now 'behind' the wall, as far as the creatures are concerned. He then mumbles a few undecipherable words...

OOC: Ian casts Feather Fall

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Game: Great minds think alike (Part II)

Saath also quickly shapes his mindblade. "The hells?! Faathi, what's going on?"
He also joins the huddle with his back toward MG and Azure while fumbling for his gem of seeing.
"This thing better work in here." Saath looks through the gem.

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Game: Great minds think alike (Part II)

*Blackthornes stands still, and speaks to the rest of the group.*
"Alright guys, calm down. Perhaps this isn't really happening right now. I think we may just be seeing something that has happened here before. Remember, no violence is allowed here. Better safe then sorry, I would put away your weapons."

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Game: Great minds think alike (Part II)

Faathi replies with no change of her tone of voice. "I am not entirely sure, but it happens very often. Don't worry about Thuu, he returns every time... although I'd wish for him that for once, he'd have a better fate than what you just saw."

Naruk nods as Faathi speaks, adding, "I think we've just seen an exceptionally strong apparition."

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Game: Great minds think alike (Part II)

Ian casts his spell, and while his fall has already become quite fast as the spell takes effect, he suddenly feels the pull of gravitation becoming lesser. Something strange goes along with that effect, though: Ian feels a strange itching along his legs.

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Game: Great minds think alike (Part II)

Ian, now simply waiting to reach the ground, examines his legs, checking for something that could cause an itch.

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Game: Great minds think alike (Part II)

"Hmmf. Guess I should've tried touching it after all then." Saath says while dropping his guard.
"Since we have to wait 'till the phantom marilith leave anyway, I might as well see what's behind door number 1." He heads over to where he believes the door should be and, if it still exists, will discreetly see what's behind it.

OOC: I'm guessing the gem of seeing still isn't working properly?

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Game: Great minds think alike (Part II)

[OOC: Sorry, totally forgot about the gem.]

The gem shows to Saath exactly the room he saw before - it seems like everything in here is exactly what it seems.

As Ian examines his legs, he finds they are covered by bright green feathers - all over his entire legs.

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Game: Great minds think alike (Part II)

Heading to the door where Thuu stood, Saath finds an exact copy of the door they entered through - with the only difference this one is set into the wall, not the floor. The door is closed.

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Game: Great minds think alike (Part II)

Ian frowns. "Feather fall, got it."

The Curser, maybe?

Then, a bit louder. "I don't suppose there is a fan of puns in the audience?"

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Game: Great minds think alike (Part II)

*Blackthornes walks over to Saath.*
"Careful Saath, wouldn't want to lose another member in this dreaded place. Just, don't make any poor choices, alright?"

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Game: Great minds think alike (Part II)

The only answer Ian receives comes from Lomax.
Me, sometimes. But if I am not entirely mistaken, these feathers come from casting a spell in the Abyss without a spell key. You and your companions had lots of luck with the magic you casted so far. But I think these feathers are not regenerative. Pull them out once, and they should be gone.

Faster than expected, Ian's feet touch the ground again - soft grass, free from the water that turned the city's streets into mud. From what little he can see through the mist (no farther than the end of his outstretched arm), he stands on a hill.

Now THAT was strange, Lomax says without any further explanation.

[OOC: @Blackthornes: The character's name is Saath Eye-wink ]

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Game: Great minds think alike (Part II)

Yes, Lomax? Ian asks.

Ian will begin walking, slowly, through the area. Any sight of a building with architecture similar to the tower on the other side of the tunnel or similar to Sigil will draw his attention.

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Game: Great minds think alike (Part II)

So far, all Ian can see is a green grass hill covered in mist.

Didn't you notice? Lomax says. You landed too fast. It's like reality itself bended to support you. Also, everything here seems... peaceful. I do not feel the aura of Evil that is present everywhere else in the Abyss.

After a bit of walking, Ian finds a larger hill in front of him. Part of the hill has been removed, and a door has been set into the hill - looking exactly like the door in the ceiling they found in the tunnel.

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Game: Great minds think alike (Part II)

I noticed, I simply figured that the hill was larger than it seemed. Ian said. Upon seeing the door: Now that looks promising.

Ian walks over to the door, and inspects it for traps.

OOC: Search = 3 + 17 = 20

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Game: Great minds think alike (Part II)

It's not, Lomax replies. Something here is not as it should be in the Abyss... but that doesn't have to be bad. It could, though.

Ian finds no traps on the door - but no lock either

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Game: Great minds think alike (Part II)

Ian will begin to press on on the door, first at the center to see if it moves back, then on the sides to see if it revolves.

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Game: Great minds think alike (Part II)

Ian presses on the door in many variations, but it moves not a single bit.

As he has just finished his first examination of the door, he hears a voice nearby - no more than six or seven steps left of him.

"Mylord, I believe I have a found a trace. Stones in the ground, probably remains of an ancient wall. They might lead to the palace."

The voice is creaky and dark... and feels strangely known to Ian, though he can't remember yet to whom the voice belongs.

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Game: Great minds think alike (Part II)

"Poor choices?" Saath replies, annoyed. "If you're thinkin' I'd just go and open this door, trotting out of here without even considering the consequences, you would be mistaken."

"Now go see if there are any other doors outta here. I'll go this way." Saath points to the right of the door.

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Game: Great minds think alike (Part II)

Ian looks toward the source of the noise. He will move towards it, slowly and quietly, using the mist around him as cover.

OOC:
Hide: 13 + 35 = 48
Move silently: 6 + 26 = 32

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Game: Great minds think alike (Part II)

*Blackthornes moves to look for doors*
"I didn't mean it that way. Just, try to be careful."
OOC: Search check

11 Bonus for search mod to do
I rolled 1d20+11, the result is 25.
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Game: Great minds think alike (Part II)

Faathi enters the discussion. "There are no other doors in this room, only the two exits you know, to the palace, and to the tower you came from, and the door to the palace can only be opened by those of Faeraan heritage. The other door is still guarded by those... how did you call them? Mariliths?"

Neither Blackthornes nor Saath find another exit. What Blackthornes DOES find, though, is a small black box crafted from black wood. It was hidden in the shadows of a bigger plant with large red leaves and small orange fruits.

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Game: Great minds think alike (Part II)

Ian carefully moves through the mist, until he can see a silhouette of the being who was speaking. It takes a moment before he understands who it is.

He has seen the undead creature - a lich, Ian assumes - in Charrdh's tavern, the Burning Torch. The lich was one of the guards of Xanarox.

Ian hears another voice - Xanarox, he knows - obviously coming closer. "Good. We need to hurry. This damned mist makes time travel dangerous, and we should find the tower before the mortals do. And... I feel their presence, somewhere close."

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Game: Great minds think alike (Part II)

Damn. They sure got here fast. And the fact that they even know about our errand is not comforting.

Ian retreats to the door.

Unlikely to succeed, but my options are limited.

Ian slips a thin length of wire from his vest, and touches it to the door.

OOC: Ian uses a knockpick. This item casts knock. It should unlock a magically sealed door.

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Game: Great minds think alike (Part II)

*Blackthornes will search the box for any traps.*

11 Bonus for search mod to do
I rolled 1d20+11, the result is 23.
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Game: Great minds think alike (Part II)

Blackthornes finds a well-hidden trap in the box which is activated when the box's lock is opened without any precautions. He finds a poisoned needle as one part of the trap, and a small gemstone as a second part - most probably a magical effect activated whenever the needle is activated.

While the trap itself is very clever, it should be easy for Blackthornes to disarm the trap.

As Ian retreats from Xanarox and his servants, he can hear the last words of their discussion before they leave in a different direction.

"Chauran's tower should be free from the mist, mylord. It is not a part of the remains of this ancient world, but came here later from Sigil."

"With a bit of luck," Xanarox replies, "you're right. But I prefer not to count on luck. We need to be prepared to wipe these mortals out of existence no matter the circumstances."

Ian already has trouble hearing these last words as Xanarox moves away from him. As he tries opening the door, nothing happens.

The group is on the other side, Lomax explains.

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Game: Great minds think alike (Part II)

*blackthornes will get out his thieves tools to disarm the trap.*
"My work is never on hold."

11 Bonus for Disable Device to do
I rolled 1d20+11, the result is 16.
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Game: Great minds think alike (Part II)

OOC: that was the crappiest roll I have ever made.

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