Tetra Disaster, part 1

From Tenebrae
Jump to navigation Jump to search

Log Info

  • Title: Tetra Disaster, part 1
  • Emitter: Thurid
  • Characters: Sabina, Ashes, Faranmidahn, MAC-B1G
  • Place: A14: Artificer's Hall
  • Time: Thursday, February 11, 2021, 2:04 PM
  • Summary: A local artificer at the guild has, rather unexpectecly, had great success with his recent experiment in interplanar travel. Rather less unexpectedly, for whatever reason he hasn't returned after venturing forth to... wherever his device took him. The Artificers Hall have requested adventurers to go into the device after him, and see if they are able to bring him back to the prime material. Sabina, Ashes, Faranmidahn and MAC-B1G answer the call, examine the Dimwest Codbut's device and attempt to travel the planes. With recall tokens, in case something bad happens. They arrive in a pocket plane between four intersecting elemental ones. Dimwest is trapped in a bubble, fed by energies from the four planes, that are directed at him through crystals. After determining that licking the water one is a bad idea, and the fire crystal is best handled by the Golem, the adventurers redirect their energy flows. All is going well, until the crystals shatter, releasing mephits of various elemental types. Battle ensues!

-=--=--=--=--=--=--=--=--<* A14: Artificer's Hall *>=--=--=--=--=--=--=--=--=-

The Artificer's Hall rests slightly off the ground, supported on all sides by eight strong, if nonfunctional legs. The entire Hall is carved from an ancient automation of a giant arachnid. While at one time--many eons past--it may have been functional, today it is a hollowed-out shell of its former self, with rooms made for professors' offices and class rooms. The Hall itself may be accessed by a stairway that leads up, and up...and up through one of its many legs.

Once inside, its appearance is anything but a mechanical spider's guts. With ceilings of polished stone and artifice-metal, the Hall possesses the same, ominous acoustics as any grand cathedral. Twisting, jointed arches of metal reflect its true form--as a great, massive structure hosted within an arachnid's mechanical belly. Everything is dark and metallic, with seams barely visible where pieces have been welded together. The whole building pulses every so often with a hum of energy, powered by a kind of arcane force scarcely comprehended by the outside world. Yet, the energy seems almost gobber-chaotic.

The centre of the building is a great octagon, with eight, great halls leading away from its core. Decorating its core are stained glass windows. They add to the almost holy ambiance. Instead of leading to the outside world, each shadowbox displays life-sized figures enact scenes from Alexandria's past from the Artificer's perspective. They display feats of Building, Achievement, and Experimentation. Towards the north is one depicting the Forge of the World. It depicts what is thought to be a snapshot of the tower at the center of the World Engine, the god's planar home.

The whole of the complex includes dormitories and construction rooms, where artificers compare notes, ideas, and puzzle over the grand works of history. These buildings spawn from the Central Hall in an almost arachnid fashion, connected by walkways of dark steel and overseen by golem guardians.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-

-=-=-=-=-=-=-=-=-=-  Appearing, in Order  =-=-=-=-=-=-=-=-=
Sabina       5'4"     130 Lb     Human             Female    Tsuran woman of dark hair and green eyes
Ashes        5'11"    177 Lb     Hobgoblin         Female    A somber arvec in grey clothes with a skull face
Faranmidahn  3'3"     35 Lb      Halfling          Female    Albino Lucht woman. Knight of Spiders. So, SO Fluffy.
MAC-B1G      6'6"     303 Lb     War Golem         Neuter    Drab gray primarily metal humanoid with cyan-lit optical receptors.
Thurid       7'1"     249 Lb     Giantborn         Female    Bright-eyed, muscular, blond Giantborn woman.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

-=-=-=-=-=-=-=-=-=-  As the GM  =-=-=-=-=-=-=-=-=-=-=-=-=-=
Thurid       7'1"     249 Lb     Giantborn         Female    Bright-eyed, muscular, blond Giantborn woman.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

The Artificers Hall, at once the Crowning Jewel and Terrifying Urban Legend of Alexandria. Where wonders are born, and where people contemplate not whether they should, but whether they can. And so, it comes as perhaps no great surprise, that something has gone wrong here. Time to reset the 'days since last accident' sign and call in the adventurers to clean up.

Today's variety of disaster comes in the form of an experiment gone at once right and wrong. An Artificer, by the name of Dimwest Codbut, has gone missing after activating his newest invention. The device in question is supposed to be a teleportation device, and so its creator disappearing upon activating it was rather expected. The device staying where it was, and the creator failing to return, however, are less expected developments.

Upon arrival, the Adventurers are ushered towards the workshop where it all began- which has been temporarily cleared out in order to make room for the adventurers, and the device remains where it was. It looks rather unassuming at first glance. An octohedral frame made of brass wires, and at each point a fragment of crystal each a different color. At the center is a bead of Onyx, apparently suspended.

Bina enters in with Emp reoosting on her shoulder where he usually sits. She's decks out in more adventure worthy clothing. Armor and buckler as well as feathered cloak and warmer weather attire. Mithral coyote mask in place as she moves toward and around the strange device detecting magic out of habit. He smile, like her mask, firmly in place.

A hobgoblin military officer marches in, the hobs on her hob-nailed boots ringing metallically off the guild hall's floor. By the armour, she's cavalry and a healer. The kilted breastplate a specific riding ensemble used by the light and heavy units, and the symbol on the front is for the Feiu of the Tears. The Grey Lady, for humans. By her rank, a Leftennant, implying she hasn't been promoted during her service. Most healers get at least to Major before the advancement stops.

She stands, silent and ominous, then flips up her faceplate. Inside the helmet, at first glance is a skull. At the second glance... it's Ashes.

Her proper name, Mourner Ashlee Ciaradh, and for this expedition it seems, she doesn't want to be hit in the face or watch ineffectively and has brought all her gear. Horse excluded, but she keeps that in her satchel, which hangs to her back.

Arriving soon after the cavalry officer is the small spidery Knight, Faranmidahn. She surveys the place as she steps into the chamber and lifts a hand with a cheery, "Hello!" there's a brightening of her smile as she recognizes, "Sabina!" and she steps up to the Tarrienite, "And hello to you too, Lord Emp!" before she doubletakes. A blink, then the Lucht straightens and smiles again, "Hello, Miss Ashlee!" A glance about the women and, "So, have I missed anything?"

Bina bends to give Faran a proper hug hello and then steps over to Ashes and makes a show of giving her the once over. "You're looking well, Ashlee. And properly protected too." She chuckles and offers the armored mourner a brief hug too.

She steps back towards the machine and motions to it. "Teleportaion magics, conjuration creation magics and I also see evocation magics for each of the four elements."

Once the adventurers are ushered in, the elderly gnomish Artificer in charge of the workshop clears his throat and tosses his long, but thin and wispy beard over his shoulder. "Ahem. It appears that Dimwest did not make appropriate copies of his notes, and took the orginals with him. But, given discussions he has had with some of his colleagues, it appears he was attempting to create a device able to transport one to and from the inner planes. However, given he has not returned, and the device is still here, we can only assume something has gone wrong. We have been able to determine the mechanism for activating the device, it is as simple as aligning the gemstones on the top and lower surfaces and peering into the central bead. We'd like you to see where the device took him and, if possible, bring him back alive so that we can have a /lengthy/ discussion about proper laboritory protocol." he explains.

"Thanks." Ash says, nodding, which slams her face-shield shut. Do not nod. She lifts it up again to listen. She demonstrates her attention through a rapt stare, unblinking as the gnome explains what has happened, and what is desired. One question seems obvious, "How do we get back?"

Also, she remembers to say hello to friends she hasn't seen in a while. "Hi Faran. Sabina. It's good to see you." Her words are very mechanical and monotone, but at least she's trying.

Multi-purpose Assault Construct, designation B1G, is a regular fixture at the Hall. It has the distinction of serving as both a member and object of study. It enters the room with all the grace and tact capable of several hundred pounds of metal (and metal that is not chromed). "Unit reporting for service."

Faranmidahn returns the hug happily, though her upgraded combat gear is less warm and soft than the old. She giggles at Ashe's visor trouble and she nods, "LIkewise, it's good to see you, too! I know someone who can adjust that visor for you when we get back?" She nods to Sabina's appraisals with a soft 'hmmmm', "Interesting."

The Gnome's explanation of affairs prompts another nod, though it also prompts a, "Thank you, sir.... but I should ask: Have you figured out how to activate the device from wherever we would be sent? Or would someone need to attend the device and activate it at a certain-?" she breaks off, train of though derailed as she massy Golem steps into the room and she looks, wide eyed at it, "Oooooooh! Hi!"

... Oh! "Ah, er, pardon, would there be a certain time we would have to complete our task, or a way to let you know we're ready to come back?"

"Get back?" The Gnomish patriarch says, taken aback by the question, apparently. As though the thought had not even occured to him. An uncomfortably long pause follows, "Right, you'll need a way to get back." he says then, as though it was his own idea to begin with. "We've some recall tokens, You'll each carry one." he suggests. "They should bring you right back here when you activate them. Almost guarenteed." he offers then, and gestures absently for his assistant, who goes and fetches the tokens in question.

"Greeting protocols initiated," MAC announces as it notes the other taskforce units, some known. One manipulative appendage is lifted vertically and begins to oscillate. Its faceplate swivels to the gnomish patriarch. "Confirmed. Expedited egress method advantageous."

GAME: Ashes rolls knowledge/arcana: (20)+15: 35

It seems as though the device does more than just teleport the user. It seems to draw on the elemental planes directly to power the primary effect, which creates a safe harbor to allow mortals to traverse them without suffering the ill effects usually associated with exposure to raw planar energies. The user teleports to this safe harbor, navigates the planes and- if it were working correctly- should return from whence they came when they are done.

Sabina listens to the explination of the machine and the inventor. She too shares the worryabout getting back and looks expectantly to the one explaining in hopes of reasurance. The peacock on her shoulder giving the beared one a more steadfast and haughty look.

"Thanks," Ash says again, slightly muffled by her visor, "My armour has been in storage." It creaks a little as she turns to look at MAC-B1G, and then moves out of the unit's way. She's met the device before, a few times, and it is distinctive enough to be memorable. She sounds oddly appropriate when she says, "Protocol: Greetings."

"Okay." The Mourner says, in response to the token explanation of tokens. She's heard of them. Nothing in life is guaranteed, so almost guaranteed is about as perfect as things can get.

"Feiu of the Tears, let me see magic." Ash says, touching her hand to the large scales symbol embossed on her chest. A eerie, violet glow emanates from behind her faceplace. A colour that seems on the verge of visibility. "Oh."

"It's connected to the elemental planes. It uses them for power, and to make a safe bubble where people arrive. The bubble should allow safe navigation and bring people back."

The Mourner looks at MAC-B1G, "If that isn't working, you might be the only one coming back."

Faranmidahn manages to release her sigh as a soft, slooooow breath. Natural, really!

Artificers.

"So... will these tokens bring back our companions as well? or is it one creature per?" She had contemplated bringing Torrent for mobility's sake, but between not knowing what plane they're entering and not being certain she can bring him back... Hrmm. "The inner planes are elemental, yes?"

But, not one to be rude, the Lucht turns to the golem and smiles again with a little wave, "Hello! I'm Sir Faranmidahn Waywalker, but you can call me Faran! What's your name?"

Ashes's summation draws her attention, important safety tips and all, she gives her own, "Oh." Hmm.

MAC-B1G's faceplate pans around to the Mourner. "This unit will ensure that all taskforce units, or their components, are returned." There are no qualifications of 'almost' or 'nearly,' though the bluntness of its statement may not be so reassuring. "Unit designate Sir Faranmidahn Waywalker, but you can call me Faran, this unit is Multi-purpose Assault Construct designate B 1 G."

"Oh, the pocket plane, yes." The artificer says, snapping his fingers at Ashes. "He said something about that. The bead in the middle. It's supposed to be black. If it changes color, it's overrun with elemental energy." he says. He strokes his beard and then flips it over the other shoulder.

His assistant arrives, a harried-looking human with sleep deprived eyes. He carries a box, which the artificer opens up, inside of which are a number of compasses. Perhaps alarmingly, none of the needles point north, nor, for that matter, even point in the same direction as one another. He hands one over to each, "Ah, provided you are in contact when you actiate it, it should bring you both along. Just be careful about Grafting." he answers Faran's question.

Bina quirks her lips at the construct. "Some things will never change. Good to work with you again MAC-B1G. " ,she says to it. Then she turns to the others and hmms. "So just go trapsing through a strange machine to another plane and bring back a lost artificer through ...dubious artifice? What a wonderful way to spend one's day." she smirks.

"Grafting?" Ashlee asks flatly. If it means what she thinks it does, she could end up permanently attached to her horse. This is not, strictly, a bad thing in her mind. Hobs do love their horses, although it does raise the question of what happens when the summoning spell wears off. Perhaps more alarming is the possibility of being permanently attached to her familiar, her pets, or her gear. Fusing with a centipede, a lizard and a mouse, could be uncomfortable. They're already struggling to find safe spaces under her armour. Well, will have to wait and see. She nods again. "Okay."

"And watch for the sphere turning colours." Finally receiving her compass token, Ashes examines it briefly, then slips it into her satchel. "Is there a button to push, if it turns colours?"

Faranmidahn blinks and giggles at MAC's interperatation, "I'm sorry, MAC-BeeOneGee, I mean, you can just call me Faran. It's faster, and in a crisis, seconds count, yes?" Her attention returns to the Gnome as he explains, making notes of that, though 'grafting' sounds bad. The Knight smirks some, when Sabina makes her remarks, then Ashes raises more sensible questions. "This bubble of navigation... does that mean we have to stay within the bubble to move about? Does it ferry us about like a carriage?"

The elder artificer goes back to stroking his beard. Fidgeting with it seems to be a passtime of his. "That... I don't know. No notes, you see. This is why it's important to keep notes! Duplicate! Triplicate notes!" he fumes shrilly. And then clears his throat again, before continuing as though the outburst didn't happen. "Ah, for the tokens, just line up so you're facing whichever way the needle points and wait. It'll activate after a few moments." he adds. "Anyway, I'm a busy man, you best hop to." he says then, gesturing for his assistant once more who offers the Adventurers an apologetic smile as he comes to usher the gnome off to... whatever it is he does here.

MAC-B1G accepts the token, and scans the device and sphere within the same. "Current safety protocols," it assures all, "require no less than a sixty-six point six repeating percent success rate before sentient trials. The device will function as intended." For a guaranteed two of every three uses, at a minimum.

"This unit is prepared." It moves to the device to await, or facilitate, activation.

The device sits there on the tabletop- currently the eight gemstones at the bottom and the eight at the top are out of alignment. Red with green, blue with brown, and so forth. The top and bottom sections of the device can be rotated, the bars of the cage-like structure cleverly moving against one another to allow motion while remaining perfectly straight. It should be a simple matter of twisting it until the colors align, according to the elder artificer, to activate it. Whatever that may do.

"I think the bubble moves with it." Ashlee speculates. This bodes ill since it stayed behind perviously. She pauses, and thinks. "If we all touch it, then align the colours, it should activate. Keep your tokens handy."

The ashen Arvec reaches out, placing her hand on top of it, waiting and looking at the others. It's odd, in her military armour with her face obscured, she seems a lot more serious. Almost efficient. A good illusion perhaps, her armour is in a lot better shape than her regular clothing.

"Command confirmed," MAC responds, extending one manipulator to lightly contact the device.

Faranmidahn considers the token as she recieves it and nods. Staying within the bubble will be challenging if Torrent comes along. She lowers her visor and reaches out to touch the thingamajig.

Bina takes her token and inspects it and then sighs. "One day I'm going to write a book about all the mad things I've done in the name of the guild." She pauses and taps finger tip to lips in thought. "Perhaps more of a red pen but with truthful elements." She sighs a second time and moves over to the inventor's work station and starts looking with magical means as well as physical eyes for hidden notes of any kind.

Sabina's ferreting bears fruit, she finds a sketch, labeled "Planar Conveyance Station V0.3." It depicts an octagonal room, about 80 feet across to judge from the cliff notes. There are four sketches of pillars, at the intercardinal directions each about fifteen feet from the nearest wall, with the words 'Crystaline stabilizer?' scrawled next to one of them. The center is labeled 'ingress' while there are scribbles around the outside 'Bad.' 'Drowning risk?' 'Possibility of pyroclastic flow.' and such. The notes are disorganized, but do seem to indicate there /should/ be a decently sized safe area wherever the Device takes them.

Ashlee watches as Sabina searches and comes up with results. She should have thought of that. Not that her investigations have gone well, generally. She waits, patiently for the Tarienite to come over. It is tempting to fiddle with the device. Chippen has appeared at her wrist, to watch. It could be the last thing she does, the thought crosses her mind. She was hoping for something more meaningful than blipping out of existence, so hopefully that's not part of Vardama's plan. She remains standing tall, almost at attention. It's the armour, bringing back all her training. "I don't have any spells for Planar Adaption."

Faranmidahn hmmm's as Sabina comes up with more notes. Never take for granted when someone says 'they took their notes with them." Lesson learned. She looks to Ashes, "I have an enchantment that helps against a fair range of hot and cold environments, but I dont think it'll help with elememental planes."

Sabina walks back over with the notes while reading them over and trying to make heads or tails. "I think we'll be safe on the other side. It looks like there is a special room there waiting for us." She looks at the device and the notes. "Looks a tad similar to the device, I think. Perhaps someone better trained in artifice could tell us."

"I think they left." Ashlee glances at the door through which the gnome and the assistant absconded. She has no skill with artifice, and her arcane insights were shockingly complete. Whatever it does magically, she's at the limits of her understanding. Perhaps the gnome wanted to get to a safe distance, in case activating it causes a sheer at it's effective radius. Her helmet swivels as she looks around the room, for signs of scorching or other perimeter effects. "It might help if you're closer."

"Mac Bee One Gee, do you have any insights?" The ashen Arvec watches the construct, which seems to be flashing lights at her. She still has her Detect Magic running, making her helmet eyeslits glow. "I can twist it when we're ready."

From the auras that it casts, one could assume teleportation and that it creates something- it's not too big a leap to assume the creation aura comes from the pocket it makes, and the teleportation is some kind of planar teleport. Countering either of those spells could be potentially disasterous for the gnome if he's still in the safety bubble.

Examining the device reveals one particular curiosity. The gnome activated it, and so it was presumably aligned when he did so, but it is currently not. Perhaps the alignment is not stable, which is why he got trapped. Or perhaps the other artificers have poked and prodded at it figuring out how it works. Either seems likely.

Faranmidahn hmmm's softly as she considers their position and looks to her fellows, "Do we know if this was meddled with after Master Dimwest departed?" as an idle musing, but, for curiosity's sake, she incants her own detect magic spell, chanting in her native tongue under her breath before her eyes take on a pink glow. The effect could be neat to watch and she might not have time if they're running, after all. "I'm ready when you all are, friends."

Sabina imainges herself at the inventor's hieght and what would be the most easy way to activate the device. Activation should be easy, after all. Deactivation should be easy as well. She nod to the others and then teachs out to touch the machine whispering to Tarien for luck.

Ashlee ponders the device a little bit. Perhaps it requires two hands. She places both, one on the bottom half, the other on the top, ready to turn. The magic may introduce a torsion, perhaps the gnome slipped, maybe the parts are really loose. Two hands wouldn't hurt. "I'm ready, I'm turning. Are you touching Sabina?"

Her helmet does obscure her vision a tad. She double checks to ensure everyone is in contact. Seems good, she rotates it.

Click... click, click... click.

The gems align. Her last words as they do are, "Oh, we should have asked for a token for Dimwest."

Once the device is twisted so that the gemstones colors match, it continues to rotate of its own accord. The intricate bars rolling against one another and getting... bigger? Or are the adventurers getting smaller. It's hard to tell. The elemental auras become stronger as it draws on its extraplanar power source and the cage expands outwards, encompassing them within.

The bead of Onyx floating at its center expands, as well, though it is not as hard as it appears. It's pliable, and in fact they are able to pass right through its surface. Whether they want to or not. The cage promptly collapses again, scooping them all up and shoving them face-first through the surface of the now man-sized semi-precious gem.

They find themselves on a void- or no, not quite a void. On a floor made of polished Onyx, so smooth and dark it is as though they are adrift between stars. There is little time to contemplate this, however, as a deluge of sounds assault their senses. Crashing waves and hissing steam and raging fires and gusting winds and creaking earth.

The source is apparent. Their onyx platform stands at the eye of a storm, an elemental vortex surrounds them. Vast abyssal depths flowing, boiling into roiling steamclouds, burning awayto a raging inferno, melting into magma, hardening into rock, eroding into dust, carried on violent winds that freeze the water, only to begin the cycle again as they swirl around them.

And there is their gnome. Floating above them, a good fifteen feet from the ground, at the center of a shimmering orb of force. He is motionless, eyes open and unblinking. Suspended.

Those viewing the world with magical eyes will see surges of raw elemental power, flowing from the chaos at the edges of the platform, through crystaline structures which focus the energy, before directing it to the orb holding the gnome in place.

Faranmidahn has seen many wonderous, and terrible manifestations of magic through her incantation. The pink glow has show her many fantastic colors and whirls, and still, between the bars of her visor, her eyes widen in new wonder with a breathless, "Ooooooooooooh!" She raises a hand to swivel her visor up and scans the chamber, unobstructed, her eyes locking onto the unfortunate Gnome and she calls, "Hello, Master Dimwest? Can you hear me?"

Mother can stare, unblinking for a long time too, particularly in regards to her obsession. Best to try, anyway. Still, the rush of elemental energies and disparite magical flows, "Reminds me of looking at the Everstorm..."

Ashlee stares with great fascination. She lifts up her visor to get a better view. Her eyes remain glowing with the strange almost-violet shade, adding an eerie effect to the skull markings on her face. Hand to visor, she watches the flow of energies, and then simply stares some more at the raw elements. Her voice remains monotone, "Wow."

Finally, she examines Master Dimwest Codbut, floating above in the orb of force. Seemingly paralyzed, or perhaps frozen in time. Chippen runs up her arm, to sit on the collar of her armour and help her look. "I have a levitation spell."

More examination of the surroundings, the magical flow, and the impenetrable planes outside the sphere, "I'm not sure it's safe to use."

Bina takes in the strange new place while chuckling softly. "Wow indded. This place is like none other I have visited. I'm not sure I like it.. but it is pretty in it's own way." She continues to inspect the magic of the place then, unsure if it's wise yet to move from their spot. She then pauses and hmms. "Looks as if he's been trapped. But why if it's his own design?"

GAME: Faranmidahn rolls knowledge/arcana: (17)+10: 27
GAME: Ashes rolls knowledge/arcana: (13)+15: 28

As the adventurers talk amongst themselves, and then call out. The artificer's eyes suddenly move, swiveling in their frozen sockets to look at them. They say that the eyes are windows to the soul, and if this artificer's eyes are saying anything it is 'Oops.'

The sphere that the artificer is trapped in seems to be powered by the elemental energies flowing through the crystals, it could quite possibly be disrupted by interrupting these fields of energy. There is a relatively clear boundry between the raw elemental forces and the platform, it should be possible to get to within about 5' of the edges without ill effect.

As for the why he's trapped, it's hard to say. A miscalculation on the protective magics, perhaps.

Generally, there are less types of crystals. The device had crystals which seemed to be associated with the interplanes- steam, dust, ice and magma. While here, there only seem to be four types of crystals. Blazing hot ones, dripping ones, floating ones and sturdy ones. More total, less types.

"We went inside the device." Ashlee states simply. She points at the crystals near the edges of the platform. "There's more, but less types, and they match the device's layout. Maybe it overloaded on the protection magic?"

It seems safe enough, so the Mourner starts out towards one of the crystals. She'll stop before she gets right up to it though, "If we move them so the energy isn't flowing to the sphere, it might drop. We might have to adjust each element at the same time."

There are four crystals near the party, one radiates heat that is palpable, warping the air and singeing hair that gets too close. Another is teardrop shaped, and seems amorphous, as though it is flowing. The third is stout and sturdy, forming regular hexagonal shafts which interconnect. The final one is ephemeral and translucent, and drifts in midair. Each of these near crystals have two twins, which seem to be jutting out of their respective elemental planar fountainheads.

GAME: Ashes rolls perception: (1)+3: 4 (EPIC FAIL)
GAME: Sabina rolls perception: (17)+5: 22

Bina hmms again softly and eases her way over towards the closest crystal. She then, strangely takes a knee and puts her head down close to the floor. A manuver that causes Lord Emp to flap his wings indignatly to stay upright. She gets back up to her feet and chuckles. "The crystals are on these diases. The dias itself doesn't seem to be attacked to the floor. Perhaps they turn or are otherwise moved.."

Ashes approaches the watery, amorphous crystal. She stops just out of reach, leaning closer to examine it. She makes a critical mistake, not holding her visor open. It slams shut, locking on her helmet. Chippen jumps inside, landing across her eyes. All she sees is that it's pretty, before it goes dark.

She struggles with her visor, searching for the latch that appears to have stuck. Finally she raises the face-plate, squeaking it into place. Her words are monotone but the content suggestive, "I need a drink."

Actually... she leans forward to give the crystal a lick. It looks refreshing and she's curious.

GAME: Thurid rolls 1d4: (2): 2
<OOC> Thurid says, "2 nonlethal for the curious one."

"Possible. There are a lot of Forces at work, here." Faran replies thoughtfully. she doesn't like the look in the Gnome's eyes, "I.... don't think that's an intended feature, though." She watches Ashes move toward one crystal, and she turns to approach a second, looking it over with some intensity.

The crystal is every bit as freshing as it looks. Crystal clear and crisp, like the freshest mountain spring water. For about half a second. The refreshing nature is taken up to it's logical extreme by dousing the curious hobgoblin's face with a forceful torrent of water.

The Dais upon which the crystals are set (or are floating, in the case of the air-aspected ones) seem to be able to be turned. The crystals are also focusing and directing elemental energies towards the gnome. Touching the crystals directly seems to be a bad idea.

"Blarf!" Ashes squeaks, pushed back by a focused stream of water. She lands on her butt, armour clanking as she catches herself. She sits there for a moment, dripping. "You said we should turn the dias?"

It was refreshing. It was simply too much refreshment.

Bina blinks and glances over at Ashes and has to stiffle a giggle. "I said I think we can. Not that we should, however I think we should after we gauge which way to turn them. I am hoping that we can then free him without incident. He doesn't look very happy up there." She looks up at the frozen one. "Have any clues for us, good sir?"

Faranmidahn whirls at the sound of Ashes getting a faceful, and by the time the Arvek has settled on her keister, the little Knight is trotting over to her side, "Ashlee! Are you alright? What happened?" she asks, openly concerned. A glance to Sabina, to MAC, "Are there... handles, or something?"

The frozen gnome swivels his eyes towards the crystal nearest his field if view- which happens to be the watery one Ashes was investigating. He pauses a moment, and then looks towards the far wall, where the watery abyss extends out as far as one can see. Back to the crystal. Back to the abyss. It's about all he can do, as hints go.

His eyes speak volumes!

Also, he dais don't seem to have handles, but theres enough of a gap at their edges not to risk losing fingers by gripping the rim that way.

Bina watches and then nods. "I think I understand." She pauses. "I hope I do anyway." She gives the gnome a wave and then motions towards the watery crystal and then towards the matching element field. "I think he's saying to turn them 'toward' their element? If not then I'm not sure what he means."

"I'm ok." Ashlee says, water dripping off her face, her visor staying open. Some of her makeup has run, the worm that was crawling out of her ear is more a widening stripe of purple and pink, shading and emphasizing her cheek bone. Something black has become a verticle line over an eye. Perhaps a fly. She spends a moment looking across at Faranmidahn, equal height now that she's sitting. She doesn't normally have a perspective like this, Faran in full frame, and certainly not one with a magic, ever-swiriling background of elemental chaos behind her. It fixes as a memory, and she continues to stare with a simple appreciation of her and the moment. "Thanks."

Then there's work to be done. Ashes gets a knee beneath herself and stands with a clank, back to gazing downward at the halfling. Sabina gets a glance, "Ok. I can do rock if someone wants water. MAC-B1G could do fire?"

Faranmidahn smiles in relief, though, "I'm glad, but... the water messed up your makeup a bit." A bit, "But, I can help you fix it once we finish here!" She believes in magic. It's in her blood, really. But with sabina's words, and Ashes getting back to her feet, she turns to the Tarrienite, "I can.. try water?" then, fur prudence's sake, "How did you make it mad?"

"I tried to take a drink. It's like drinking from Lysos' Hydraulic Push spell." Ashlee says. Not that she's tried, she does imagine though.

MAC seems like the best candidate for the fire crystal, it seems like the most dangerous to draw near to. The War-Golem lacks eyebrows to singe off. The Gnome's expressions are hard to read, given he can only move his eyes- his face itself is locked in a permanant grimace of concerned surprise. But, he doesn't seem to be making any attempt to protest with his eyeballs as they move into position. When they begin to turn the dais, each is much more difficult to turn than it appears- but when they all heave together, they turn. They seem to be linked somehow, and all move together or not at all.

As the elemental energy is redirected, the room begins to shake- but even if they should try to stop, once the crystals begin to rotate they are wont to continue. They rotate a full hundred and eighty degrees. The waters churn, the fires billow, the winds wail, the stone creaks.

Those crystals which were drawing energy out of the elemental planes begin to crack and splinter, before bursting as the unbridled elemental energy is fed back into itself.

And in their place, a veritable swarm of winged, implike creatures- disoriented, but for a moment, they set their attention on the party- and the gnome. The orb in which he is trapped has sprouted a great crack, and is slowly dissintegrating around it, but he is still immobile for the time being.

GAME: Water damaged Ashes for 2 points of nonlethal. Ashes has 2 total.
<OOC> Thurid says, "Alright. All of the mephits will attempt to summon. They want to roll 75 or higher."
GAME: Thurid rolls 1d100: (58): 58
GAME: Thurid rolls 1d100: (36): 36
GAME: Thurid rolls 1d100: (79): 79
<OOC> Thurid says, "+1 fire."
GAME: Thurid rolls 1d100: (73): 73
GAME: Thurid rolls 1d100: (88): 88
<OOC> Thurid says, "+1 Earth"
GAME: Thurid rolls 1d100: (82): 82
<OOC> Thurid says, "+1 Dust"
GAME: Thurid rolls 1d100: (51): 51
GAME: Thurid rolls 1d100: (86): 86
<OOC> Thurid says, "+1 water as well"

The swarm of small winged creatures- each posessing skin of a different hue, begin speaking in a chattering, garbled mass of languages. Terran, Auran, Aquan, Ignan, as well as strange dialects, are all represented. They are calling for backup it seems, as around the room, more emerge, pulling themselves out of the fountainheads of their respective elements and into the room. Not all of the calls are answered, but many are.

The magma pool is about a foot deep, the icy area is at arctic temperatures, the steam and dust obscure vision as smoke. But they are passable. Just probably unpleasent to spend any time in. The waters, inferno, bedrock and gales are functionally impassable though.

GAME: Faranmidahn casts Fireball. Caster Level: 8 DC: 17
GAME: Thurid rolls 5: (17)+5: 22 
GAME: Thurid rolls 5: (13)+5: 18
GAME: Faranmidahn rolls 8d6: (26): 26

Seeing the sudden appearance of angry, probably hostle extraplanar creatures appear, then immediately begin bringing in reinforcements, the Lucht knight shakes her head and moves back a fair clip as her defensive blade is pulled from it's sheath while her other hand is held upright, only the ring finger curled back on itself,

"'Ravenous warmth and piercing light..." she chants, her voice gaining subtle resonance of the powers she invokes and she twists the hand, palm outward.

"I free thee now from Order's Cage" She curls her middle finger back into her palm like that of the ring. A pinprick of warm golden light appears before her hand.

"Yield yon power to mortal fight..." and her hand lifts over her head as a roiling nimbus expands from that pinprick, congealing into a rippling bubble of golden light as the limb reaches it's apex.

"And Unleash now thy deadly rage!" the last verse coming in a battlecry as she hurls the sphere into a place between the collection of mephits nearest her starting point, engulfing them in a conflagration of incendiary wrath! <Halfling>

While the water Mephits seem rather unhappy about the exchange, the steamborne seeme tacitly unimpressed.

<OOC> Ashes says, "rolling ASF"
<OOC> Ashes says, "1-5% is fail"
GAME: Ashes rolls 1d100: (92): 92
GAME: Ashes casts Web. Caster Level: 4 DC: 16
GAME: Thurid rolls 5: (19)+5: 24
GAME: Thurid rolls 5: (10)+5: 15
GAME: Thurid rolls 5: (8)+5: 13
GAME: Thurid rolls 5: (14)+5: 19

The Mourner was very carefully rotating her dias, making sure her fingers weren't trapped, leaning back a little so she wasn't accidentally buried alive. That pleasure will have to be later. The crystals, forming and fading above the dias are amazing and a little hypnotic to watch. Still, she keeps her distance, Chippen too.

The shaking is unsettling, as is the automatic progression. The sudden shattering of the elemental crystals, and the appearance of mephits, then more mephits is startling. Ash takes a step back, then another step.

"Feiu of the Tears, webs, lots of webs over there." Her fingers splay, her hands tracing imaginary strands which she flings at the mephits. Her prayers and spells are rather direct. The effects however, are impressive. The air is filled with strands, attaching to the walls, the near crystal and pillars, the platform. Two of her opponents are trapped within. Now all that is needed is a giant spider to eat them.

GAME: Sabina rolls knowledge/the planes: (2)+7: 9
GAME: Sabina casts Spiritual Weapon. Caster Level: 4 DC: 15
GAME: Sabina rolls melee+3: (3)+3+3: 9

Bina's eyes go a tad wide and she scrambles her thoughts to try to remember what these things may be. "They're.. kinda like imps!" She says unhealpfully before raising her holy symbol and praying to her god before stepping back. "Oh Tarien, lord of laughter.. You're laughing right now aren't you." She giggles. "Please lend me your weapon to fend off this attack!" And a silvery shortsword appear and swings at an imp or whatever it is. "This is bad..hmmm."

<OOC> One of them casts Stinking Cloud at 6, 12. Fort saves, all.
GAME: Faranmidahn rolls fort: (16)+7: 23
GAME: Ashes rolls fortitude: (14)+7: 21
GAME: Sabina rolls fort: (18)+7: 25

If the Mephits weren't angry before, they absolutely are now. The watery hides of two of them boil away, while the pale steaming one hisses and laughs at them. All three of them move forwards, though. One of the injured Mephits raises its hands and inhales deeply, before exhaling a cloud of noxious fog that washes over the party. It reeks, like the most stagnant, decrepit swamp or standing pool.

<OOC> Thurid says, "The grappled mephits will try to break free and the others will try to move."
GAME: Thurid rolls 3: (13)+3: 16
GAME: Thurid rolls 3: (1)+3: 4 (EPIC FAIL)
GAME: Thurid rolls 3: (10)+3: 13
GAME: Thurid rolls 3: (2)+3: 5
<OOC> Thurid says, "Steam mephit will use Boiling Rain, centered on the same spot as the Stinking Cloud"
<OOC> Thurid says, "Fort saves"
GAME: Thurid rolls 2d6: (4): 4
GAME: Sabina rolls fort: (3)+7: 10
GAME: Ashes rolls fortitude: (8)+7: 15
GAME: Faranmidahn rolls fort: (13)+7: 20
GAME: Stinking Cloude damaged Ashes for 2 points. 45 HP remaining.

It also makes it difficult to see as the steamy one moves around to hold its clawed hands to the sky- the steam cloud behind him surges forth, roiling and rolling into a cloud overhead that begins to cast down boiling-hot droplets of water that singe the skin and work their way into armor.

Those trapped in the web remain so, for the most part- one of the craggy, earthen creatures slips out and moves around the pillar. The others yank and pull at the sticky webs to no avail.

A pair of Crimson creatures, around whom the air ripples with heat, make their way around to stand shoulder to shoulder- or rather, flap wing to wing- with their steamy companion. Another flies over to the magma pool, and then dives in head first, yipping joyfully at the hot bath.

Two more remain impassive, watching the events unfold. One of them- the one whom casts fine shwoers of ice crystals with each beat of its wings, looks on imperiously. The other says something in Auran, to which the Icy mephit turns their nose up.

<OOC> Faranmidahn says, "arcane armor mastery and going to 7/12"
GAME: Faranmidahn casts Magic Missile. Caster Level: 8 DC: 15
GAME: Faranmidahn rolls 4d4+4: (8)+4: 12

Faranmidahn coughs and chirps in pain as she gets a double dose of displeasure from the Mephits, and she staggers back, index and middle fingers together, tracing a sideways figure eight with her arm outstretched toward the steam Mephit, a bright white light appearing where the cross would be "By will in strife," On the second pass, the light intensifies, "I send might's shards" The third it grows brighter, still "go forth and strike!" and at last becomes almost painful to look upon before four shards of avenging light arc into a convergent path into the outsider's body! Ow! <halfling>

GAME: Ashes rolls 1d100: (3): 3
<OOC> Ashes says, "and fail"
GAME: Ashes casts Enlarge Person. Caster Level: 4 DC: 15
<OOC> Thurid says, "Oh, actually, enlarge person is a full round cast So you couldn't cast that one and move."
<OOC> Ashes says, "well I want to move because if I fail a save I'll be unable to do anything except move"
<OOC> Thurid nodnods. "I'll let you mulligan the cast"
<OOC> Ashes nods, "Thanks."

Ash doesn't want to be in a stinking cloud any longer. She's managing to hold her breath, but will need to inhale soon. Dimly she sees Faran moving up, and keeps pace with her. "Feiu..." She starts to say, and coughs. The spell she has in mind is a complex one, it'll take time. The boiling rain doesn't help, she abandons that idea as she ends up near the air pillar.

GAME: Sabina casts Scorching Ray. Caster Level: 7 DC: 15
GAME: Sabina rolls ranged: (14)+5: 19
GAME: Sabina rolls ranged: (1)+5: 6 (EPIC FAIL)
GAME: Sabina rolls 4d6: (14): 14
<OOC> Thurid says, "And the spiritual weapon."
GAME: Sabina rolls melee+3: (3)+3+3: 9

Bina scoots out of the cloud of stink with a peacock gagging off of her shoulder. No time to soothe the wounded pride of her familiar. Now is time for fighting to live.

Moving back towards where she was before she steps about Ashes, words of a spell flying as soon after two rays fly loose as well. One striking the floor, the other hitting solidly and harming the creature. "Oh this isn't fun." She says trying to hold onto her grin. "Focus fire please."

GAME: Thurid rolls 3: (3)+3: 6
GAME: Thurid rolls 3: (14)+3: 17
GAME: Thurid rolls 3: (9)+3: 12
<OOC> Thurid says, "Need reflex saves, one each for Bina and Faran, two for Ash"
GAME: Sabina rolls reflex: (6)+5: 11
GAME: Ashes rolls reflex: (12)+4: 16
GAME: Ashes rolls reflex: (15)+4: 19
GAME: Thurid rolls 6: (17)+6: 23 (Faran's Save)
GAME: Thurid rolls 1d8: (1): 1
GAME: Thurid rolls 1d8: (7): 7
GAME: Thurid damaged Ashes for 4 points. 41 HP remaining.

The encroaching cloud of Mephits draw nearer, even the impassive Icy one moves up- although continues to watch, rather than get involved in the scrap. The injured water and air mephits are less magnanemous, and they move up close enough that they can inhale deeply. The watery one breathes a sticky mass of clinging acidic mucous which burns spots in clothing and blisters skin, while the others breath is full of sharp sand and course grit which abdrades at skin.

GAME: Faranmidahn rolls weapon2: (8)+8: 16

Faranmidahn glances sidelong as she sees Ashes draw up nearby, "Alright, I'll try to take care of this-!" and she infuses her short blade with her arcane power as she slashes... right in front of it's face, "One?" A blink, and the Lucht takes that as a sign, and draws her longer sword.

Ashlee is sprayed by acid, then by grit, both sting unpleasantly. She ends up ducking away to one side, then the other. She snorts from the acrid scent. Swinging her satchel around, she pulls open the flap, reaches in and draws out a crossbow that couldn't possibly fit the bag.

It's gorgeous and gnomish. A light crossbow in black and silver, with a dark oaken stock, and an elegant cocking system that locks it safe until it's ready to fire. It doesn't make it any faster, but it does make loading it a smooth motion, and a silent one. It seems to be in fact, designed as a sniper's weapon, but missing a scope. The sights are nice, and it adds a certain menacing air as the ashen Arvek Nar raises it. "I had an idea, but this is a better one."

GAME: Sabina rolls melee +3: (3)+3+3: 9
<OOC> Sabina says, "That's just not even possible.."
<OOC> Thurid says, "It's possible, just not probable. 0.0125% chance."
GAME: Sabina casts Ear-Piercing Scream. Caster Level: 7 DC: 14
GAME: Sabina rolls 2d6: (9): 9

The silvery glowing shortblade swipes a third time at the planer being and misses yet again. In a minor panic Bina steps back and casts an arcane spell. This one seemingly silent though it smacks into the creature and it falls from the air to land on the ground. One foe down and.. almost a dozen left. "We need to think about an exit strategy if this get much worse. I mean it's bad but.." Bina laughs dispite herself.

To be continued...

Ghoulish cp line.png

Combatty Stuff

 ===================== Current Initiative Order - Round 1 =====================
 ---Init--Name------------AOO-Notes--------------------------------------------
     21   Mephits          1  
 ------------------------------------------------------------------------------
  >> 21   Faranmidahn      1   <<
 ------------------------------------------------------------------------------
     7    Ashes            1  Flat-footed (0 rnds remaining)               
 ------------------------------------------------------------------------------
     3    Sabina           1  Flat-footed (0 rnds remaining)               
 ------------------------------------------------------------------------------
 ==============================================================================

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 |     Name      |  CHP (T) |  HP  |
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 | Ashes.........|   41     |  47  |
 | Faranmidahn...|   36     |  41  |
 | (C) Torrent...|   33     |  33  |
 | Sabina........|   31     |  36  |
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Map
https://www.mipui.net/app/index.html?mid=mnd45jdad5j

Dramatis Personae

Ashes
She has a skull for a face.

On second glance it is a tattoo, white on her warm grey skin. Her nose is a coal black patch while her hair is a lighter, cooler grey. The hair has wavy, thick strands that clump together. Piercings and other decorations enhance her markings, creating a sugar skull, a festive death. Ashlee Ciaradh is not festive. She is a quiet, somber Arvec Nar. A little creepy. It's the way the hollows around her eyes are emphasized, her stare. The heavy jaw with all the teeth tattoos.

There's a chill around her, one unlike that caused by cold weather. A quietness of the tomb. Her clothes are dark, a short half-jacket over a shirt with dark slacks. She has a very battered bag slung over her shoulder, one that seems older than she is.

Faranmidahn
A tallish Lucht about 3'3" with a wide, heart shaped face of moon-eyed countenance, she bears the marks of an albino, with skin a pinkish cream, and pate of full, ankle length hair of ivory and bone. Her eyes are a peculiar shade of rose beneath somewhat thick ivory brows, with long silvery lashes, to which she's added two matching rows of round tourmaline settings starting at her brow and tapering down her cheeks to her jawline. Like her people, she prefers to feel the ground beneath her bare feet, though she's manifested the Clydesdale like shag of ivory more uncommon than unheard of among her people. Her voice is high and light enough to be almost troublingly cute when she intends to be anything but, though her posture is straight and proud.

She's taken her spider affectation to a functional extreme, probably more due to a certain amount of reality checks than a true forbearance of eccentricity. Black spiderweb lace sheaths her limbs, emerging from the sculpted black kilted breastplate; an embossed sigil of violet, lavender and green proclaims her to be of the Order of the Purple Rose from the left of her heart, framed by an intricate spiderweb of inlaid silver that expand outward in random sparsity around the armor. Over this, a matching, sculpted broach pins a violet, web-embroidered cloak to her shoulders. A fluted helm matching her armor is completed by a visor of evenly spaced bars that, when it is worn, adds shadow enough to aid the suggestion of spiders' eyes her jewerly is meant to project. Silver traceries of asymetrical webs bring contrast to the black,scalloped poleyns that protect her knees.

At the right side of her waist is a comparitively long sword for her stature, blackened steel with a red hourglass on the pear-shaped pommel, rests in a lacquered sheath opposite an array of pouches that no doubt contain an array of adventurer's tools, while a matching Lucht Traveler's blade is strapped to her left thigh. Occaisionally riding a baldric accomodated through some trick of her cloak is what might be a Lucht Siuil greatsword, quillion tips and pommel tempered and polished to an iridescent blue-violet and carved into blooming roses.

On many occaisions, she has a round, white spider about the size of a human fist covered in white fluffiness riding about her shoulders, or sometimes riding in her hair when her helm is absent. Similarly, she travels with a glossy black Huntsman spider about the size of a Well fed Mastiff, clad in silver studded glossy leather barding, and full knightly tack as well as curious earth hued wrappings around the center four of his legs.

MAC-B1G
This large, bulky form is humanod, but certainly not human. Its 'skin' is composed primarily of metal plating, this supported by a composite laminated endoskeleton of teak, oak, and metal strips.

Limbs are likewise broad and proportional, with heavier reinforcement over the forearms, wrists, and backs of the two thick digits that oppose a single. There appears little focus on cosmetics, and even the faceplate is only a rough facsimile. The vaguarity is broken only by two glowing cyan optical receptors.

The remainder is no different. Aside from some filligree and engraving along the perimeter of the chestplate that has long gone unpolished, the only other significant feature is the object mounted to its right shoulder. Slightly longer than its torso, the device is an ovalled cylinder which tapers slightly as it moves from the shoulder. It often lies against its back in a stowed position, but can be raised over the shoulder to point forwards when in use.

Sabina
Black hair that is the color of a dark Summer night tumbles down in loose waves of silk , parted in the middle to either side, draping down past her slender shoulders to come to rest at mid-back. Those waves of shining night frame an innocent youthful face of olive skin with beauty mark that enhance rather than detract from her beauty. Large dark green eyes, sparkling and full of life and laughter, peer about as if looking for trouble to partake in. Perfect arching eyebrows add to the alluring gaze and lend to her an almost noble presence. Her cheekbones are high cut speaking to Tsuran heritage. Soft kissable full lips rest beneath a straight slightly button nose. The lines of her jaw are sharp feminine angles that put the finishing touches to her striking looks.

This attractive woman is of elvish proportions. Standing at only a few inches above five foot but packed into that short stature are curves of proportionate beauty that can turn heads. A slender neck gives way to petite freckled shoulders that help support the full curves of her moderately endowed chest. An hour glass waistline widens back out into healthy hips that turn into short but shapely legs with dainty feet.

She wears a tight form hugging dress of black linen and silk, belted at the hip with daggers and pouches hanging neatly along it. Soft leather boots of ankle height cover her small feet.

When shet and about she is never without her peacock that normally rides apon her shoulder or struts about her feet when at ease.