The Planes Through Illumus


"I don't believe we're truly safe in here, I certainly wouldn't drink anything as chances are it would be drugged."
"Besides, I have a strange feeling I should be doing something else..."
 

log in or register to remove this ad

"You two both have very good points... Let's get outta this joint. Barkeep! I'd like a drink!" I'm going to take my drink, assuming I get one, and start drinking it as I begin to destroy the wall to the right of where the door used to be, with my adamantine greatsword."And we're off ladies and gents."

"

x<--smash
|<door
 

After bashing the wall for a few minutes, with most of your attacks not doing much damage, you break through it. When you step outside, you see smoke filling the sky, and most of the buildings obliterated. It is much easier to see to the main castle where the Emperor lives. If you look over there, you see a group of about 20 wizards in flowing robes casting powerful spells of any descriptor, with the wizards guarding the castle doing thier best to counter. The area of the battle is about 300 yards away from where you are.
 
Last edited:

Aolis looks around, awed by the scale of the destruction. "Who could have the power to do this, and why? What can be worth this much blood?"It looks at the battle, fire and lightning reflecting in its eyes, "They are too strong. I have some powers that could harm them but not enough to make a difference, unless the scales are perfectly balanced."

It watches the battle for a few more moments, trying to judge if any side seems to be winning, manifesting Vigor for 45 temporary hps (-9pp)
 

Mark North is present nearby, hiding in the shadows.

His actions to this point have mostly been hiding and cursing... in between watching the fight. He's not certain whether or not he wants to get involved at all at this point... and so he runs through another cycle of hiding, cursing, and watching.

He happens to notice the group bash through the wall... but remains hidden for the moment, uncertain as to whether or not they are friendly.

(His Hide Check was 16; he's near enough so that the party could make a Spot Check to notice his presence)
http://invisiblecastle.com/find.py?id=180160
 

"I bet if we could catch the mages alone and or offguard we could take them down no matter how powerful they might be... I'm going to rip that wizards ARMS OFF!"
 

"They must be stopped. This cannot be tolerated." The Elan starts walking towards the battle, not really trying to hide but staying in the cover of buildings and rubble as much as possible.
As it gets closer it manifests Energy Adaptation, Detect Hostile Intent and Power Resistance on itself, all powers manifested when the view from the site of the battle is blocked. Stopping 200 feet from the battle, behind a ruined building, it manifests the creation of two large Astral Constructs, formless blobs of some clear matter. And finally he manifests Schism.


ooc:
[sblock]
Energy Adaptation:
Duration: 10 min./level
Power Points: 7
Your body assimilates some of the effect of an energy attack ... You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage...
The energy resistance provided by this power increases to 20 points at 9th manifester level...

Power Resistance
Duration: 1 min./level
Power Points: 9
The creature gains power resistance equal to 12 + your manifester level.

Detect Hostile Intent
[Mind-Affecting]
Area: 30-ft.-radius emanation centered on you
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3
While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). In addition, while this power is active you cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers.
While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.

Schism
Duration: 1 round/level (D)
Power Points: 7
Your mind splits into two independent parts. Each part functions in complete autonomy... but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions...
Your second mind can manifest powers using your power point reserve, but only as if your manifester level were six lower than it is. Your second mind doesn’t provoke attacks of opportunity when manifesting a power...

Powers active:
Vigor: 45 temp hp for 10min, total HP=94
Energy Adaptation: 20
PR: SR of 22
Detect Hostile Intent: 30ft r.
Schism: 1r/level
Astral Construct 5: 1r/level
Astral Construct 5: 1r/level:

5TH-LEVEL ASTRAL CONSTRUCT
Large Construct
Hit Dice: 7d10+30 (68 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 23 (+1 Dex, +13 natural, –1 size), touch 10, flat-footed 22
Base Attack/Grapple: +7/+18
Attack: Slam +13 melee (1d8+9)
Full Attack: 3 slams +13 melee (1d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Extra Attack, damage reduction 5/magic, darkvision 60 ft., lowlight vision
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 29, Dex 13, Con —, Int —, Wis 11, Cha 10


ppts remaining: 81/125.
[/sblock]
 
Last edited:

As you power yourself up, you see the last of the castle defenses fall, and 14 of the wizards teleport away. The remaining 6 turn to you, and the one that looks like a leader says, "Hello. I would love to dance with you, but I think our spells can handle that for us." They all begin casting spells, and 7 monsters appear. In front of the leader, you see a 40 ft tall beast of fire, and in front of all the others you see 6 beasts of rock and earth, easily 30 or more feet tall. The wizards say to the beasts, "Attack anyone that could become a threat to us in the future. Show no mercy. Only stop fighting if they seem unable to go on."

OOC:
[sblock]I gave the wizards a suprise round, and now everyone is on even footing. Rolling initiative.
[sblock]Earth elementals
Fire Elemental
Reaper
Aolis
Fiona
Mark
Astral Constructs
Earth elemental 1 - 6
Earth elemental 2 - 18
Earth elemental 3 - 5
Earth elemental 4 - 17
Earth elemental 5 - 8
Earth elemental 6 - 10
Fire elemental - 27
Reaper - 2
Aolis - 3
Fiona - 6
Mark - 8
Astral construct 1 - 5
Astral construct 2 - 21[/sblock]
And the order is:
Fire Elemental
Astral construct 1
Earth elemental 1, 2, 3
Mark
Earth Elemental 4
Fiona
Earth Elemental 5
Astral Construct 2
Earth Elemental 6
Aolis
Reaper

note: I changed the numbers on the summoned things for my ease of use[/sblock]

The massive fire elemental leads the charge by moving at blazing speed towards Aolis and the 2 constructs. He gets to within about 10 feet of you before stopping.
 

Damn, they've summoned elementals. There's no vulnerable points... I can't fight something like that... although I CAN fight their summoners. Hmm...

Mark remains hidden and silent in the shadows as best he can. He attempts to move around the battlefield and come at the Wizards from behind.

Hide Roll: 19
Move Silently: 25
http://invisiblecastle.com/find.py?id=180276
 

We are being toyed with, weighed and measured for them to use. But why?

Aolis commands his constructs, words also meant as a recommendation for anyone who might have followed him, "Prepare to intercept the Earth Elementals. Do not approach the Fire Elemental, it is mine to deal with."

ooc: The Constructs will delay their action until the Earth Elementals have moved within 40ft.

ooc: When its initiative has come up:

Aolis, made for battle and it is in its right element, looks at the Fire Elemental and smiles, knowing exactly how to deal with creatures like this. Stepping out of the elementals reach it draws on the power within, ripping it forth and throwing it in a net around the target, Aolis envelopes the Fire Elemental in a circular curtain of bitter cold. And traps the unfortunate creature within with another wall, this one spun from solid thought, a heartbeat later.
Concentrating again, it regains its focus.

ooc:
[sblock]
1) Manifesting Quickened Cold Energy Wall (the usual, non-spherical kind) in a 5ft radius around the Fire Elemental. Since the wall is touching the creature (which has a 15ft space) it takes (2d6+2+10)xcold vulnerability, cold damage per round for 10 rounds.
Cost: 5pp+6pp
Overchanneling 2 levels for 3d6 points of damage to self, taken from the temp HPs.
2) Manifesting Wall of Ectoplasm around the area enveloped by the Cold Wall. The wall has a surface area of 25x4x50 ft = 5000 sqft = 5 10x10ft squares. Each 5ft square has a hardness of 5 and 25 HPs.
Cost: 7pp
3) Move action: Refocus

Wall of Ectoplasm
Metacreativity (Creation)
Level: Psion/wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: 1 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 7
You fashion a roiling wall of ectoplasm, imbuing it with solidity. The wall cannot move once it is formed. It is 1 inch thick per four manifester levels and occupies up to one 5-foot square per level. Each 5-foot square of the wall has 10 hit points per inch of thickness and hardness 5. A section of the wall whose hit points drop to 0 is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 + 2 per inch of thickness.
...

Energy Wall
Metacreativity (Creation) [see text]
Level: Psion/wilder 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels
Duration: Concentration + 1 round/ level
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: No
Power Points: 5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet. In addition, anyone passing though the energy wall takes 2d6 points of damage +1 point per manifester level (maximum +20).
If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring.
Cold: A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wall is a Fortitude save instead of a Reflex save.
[/sblock]

ooc2: Are the wizards still around?
 
Last edited:

Remove ads

Top