OOC Kingdom of Ashes VI (Welcome to the Springer Dimension)

Laurel said:
The question then is: Is taking the orb with us worth the extra delay? Are we going to 'push' it all the way to Hywrl or Sylvanus? That's a heafty about of int checks and will take a ton of extra time while people are dying all around.

How would the shadow's and Penny(highest int. check I can think of) fair with getting it out? What if we just get it to the surface, and then have them take over getting it to Sylvanus (Penny with guards)?
My vote on what to do:
Secondary vote:
Get orb to safe room (one of the pump houses) and sanctify (looking up the undead no enter type thing) room. We all gather inside as well.
Rest in that same room with Xath and Jansten somehow knocked out so they stay out for eight hours. Arhconus decares at the begining that he is taking pain as normal for Xath (just so there is no question later), and L'aurel/Kareth take positions next to Janesten. Justice keeps ring on but tries to sleep. Xath and Jansten take rings off- we can communicate in battle then.
If anything happens pre-8 hour rest time up, we fight they stay asleep :)

Primary vote:
Track and take the orb with us. Send a note and the scroll of teleport through the ring gate. The note asks that Penny, another mage with teleport and group of shadows meet at ring gate and prepare for battle. We explain the scroll to someone and they take it to Caer Albion, while someone also starts the look out for Jansten's people. They should be told he is coming soon- or whatever he wants to say/write to them.
When we get to the outer doors and all seem safe and clear we tell Penny, other mage, and shadows to port in. We port out with random mage, while Penny and shadows slowly move the orb to a resting place inside the fortified and protected walls of Sylvanus' palace and the home of the Arrendors.
 
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Laurel said:
My vote on what to do:
Secondary vote:
Get orb to safe room (one of the pump houses) and sanctify (looking up the undead no enter type thing) room. We all gather inside as well.
Rest in that same room with Xath and Jansten somehow knocked out so they stay out for eight hours. Arhconus decares at the begining that he is taking pain as normal for Xath (just so there is no question later), and L'aurel/Kareth take positions next to Janesten. Justice keeps ring on but tries to sleep. Xath and Jansten take rings off- we can communicate in battle then.
If anything happens pre-8 hour rest time up, we fight they stay asleep :)

Primary vote:
Track and take the orb with us. Send a note and the scroll of teleport through the ring gate. The note asks that Penny, another mage with teleport and group of shadows meet at ring gate and prepare for battle. We explain the scroll to someone and they take it to Caer Albion, while someone also starts the look out for Jansten's people. They should be told he is coming soon- or whatever he wants to say/write to them.
When we get to the outer doors and all seem safe and clear we tell Penny, other mage, and shadows to port in. We port out with random mage, while Penny and shadows slowly move the orb to a resting place inside the fortified and protected walls of Sylvanus' palace and the home of the Arrendors.
I vote with Kat's Primary Vote, as well.
 

Laurel said:
The question then is: Is taking the orb with us worth the extra delay? Are we going to 'push' it all the way to Hywrl or Sylvanus? That's a heafty about of int checks and will take a ton of extra time while people are dying all around.

How would the shadow's and Penny(highest int. check I can think of) fair with getting it out? What if we just get it to the surface, and then have them take over getting it to Sylvanus (Penny with guards)?


Talking to dolphin: "Now you are free. What do you want now?"
"Do? I am. We are. We are free. It is enough." And then Flipper disappears because the summoning spell's duration is over.

How would the shadow's and Penny(highest int. check I can think of) fair with getting it out? What if we just get it to the surface, and then have them take over getting it to Sylvanus (Penny with guards)?
It would be slow going, but definitely possible. A day, maybe 2 to Sylvanus? They'd be safe against the wilderness, and any low-to-mid level foes. Good odds on getting it there, anyway. :)
 


Just remember, Jansten doesn't teleport, he dimension doors. To get the group back we'll need Justice and Xath. Or Xath making 2 trips. She only needs 4 hours rest.

But I vote for the Primary plan as well.

We might not need a smart person to take the orb back. Maybe a normal person can just have it chase them back 10 feet at a time. :)
 

Xath said:
Just remember, Jansten doesn't teleport, he dimension doors. To get the group back we'll need Justice and Xath. Or Xath making 2 trips. She only needs 4 hours rest.

But I vote for the Primary plan as well.

We might not need a smart person to take the orb back. Maybe a normal person can just have it chase them back 10 feet at a time. :)
True - but then the only person you have controlling/protecting the orb is a normal person. Evil Albert Einstein stumbles upon the commoner with orb, and *swipe!* you're suddenly orbless. Better off with a smart, high-level person to at least get it to Sylvanus. From there...it's up to you.
 

Xath said:
Just remember, Jansten doesn't teleport, he dimension doors. To get the group back we'll need Justice and Xath. Or Xath making 2 trips. She only needs 4 hours rest.

But I vote for the Primary plan as well.

We might not need a smart person to take the orb back. Maybe a normal person can just have it chase them back 10 feet at a time. :)
Jansten resting was just a concern that he is very little good to us without his spells which are running low I think. And he could put on the boots to re-charge them, not sure how that stuff works :)

With primary plan, I didn't state it, but it means primary plan has no resting time.
It means going straight out now.
We can even use the orb against things to see what it does- like against undead :) Just make sure they are stupid undead :) We would be relying on having to get out to an upper area of saftey before we can call the others in and we also have to rely on having that other mage for teleport.
--Which brings up the question, any mages of high enough level to port us all or do we need to ask for two extra mages for porting?--

I was just thinking Penny since the less 10 feet back that happens the quicker it gets there. Plus with Penny along they will have a spell caster that can help out in fights should they need it.
 

Track

If we go the route of tracking ourselves back to the surface:
SRD said:
Firm Ground
SRD said:
: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Firm ground DC is 15 survival and hard ground DC is 20 survival. the DC also gets lowered by 1 since we would be tracking three sets of prints.

Each successful roll means tracking for 1 mile or until prints change, then have to be rolled again.

We can actually take a -5 on the checks and move at full speed, or even a 2x normal speed with a -20 to check. -20 seems a little over the top, but the -5 for full speed we should be able to handle. That can be decided Friday or when it happens and we can see what that would equate to chance wise. So very doable checks for Arhconus and L'Aurel to follow the trail back.
 

Orb placement?

Queen_Dopplepopolis said:
Which would put my control check at 16+18 = 34.

I would guess that whoever has the highest Int, if there is a significant difference, gets the fun task of moving the orb? (hopefully succeeding each and everytime)

The person stays in middle of group? (Since I have a good feeling neither Arhconus or I have the highest Int check by far! :))

By the check Justice made above though I don't see how anyone can be higher. Which may work out the best, since then the shiny armor and the shiny orb can stay together :)

If two people agree on the same direction to movethe orb and both succeed at the int roll, do they help each other? Move it further? Just the higher one wins?
Put the two highest int people on it. If both succeed then it still goes forward, but if one fails still have the option of one succeeding. May save some time with no backtracking needed :):) Maybe :)
 

Laurel said:
I would guess that whoever has the highest Int, if there is a significant difference, gets the fun task of moving the orb? (hopefully succeeding each and everytime)

The person stays in middle of group? (Since I have a good feeling neither Arhconus or I have the highest Int check by far! :))

By the check Justice made above though I don't see how anyone can be higher. Which may work out the best, since then the shiny armor and the shiny orb can stay together :)

If two people agree on the same direction to movethe orb and both succeed at the int roll, do they help each other? Move it further? Just the higher one wins?
Put the two highest int people on it. If both succeed then it still goes forward, but if one fails still have the option of one succeeding. May save some time with no backtracking needed :):) Maybe :)
Justice's int is only 12... so, someone that is smarter will have a MUCH easier time controlling it.

Penny with a spell or two to beef up her int should have no trouble with it. :)
 

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