The Iron Siege: Attempts Thread [Archive] - Wizards Community

Post/Author/DateTimePost
Witch

04-17-07, 07:07 PM
Note: this is for actual attempts. Keep comments limited to the other thread.

Frobojoe/Wintermute: please introduce your challenger and declare what you do prior to heading to Dis. I'll continue the rest.
Frobojoe

04-17-07, 07:39 PM
Sitting in his captain's chair on board the Invictus Victor d'Cannith runs through a series of last minute checks on all his vessel's systems. Satisfied, he turns and looks at the tall, thin man sitting in the chair beside his. "We're ready to go," he says quietly.

"Very well. I've made all the required preparations. Shall we proceed, then?" Mentator replies, as he sets the end of an exquisitely worked crystal staff on the floor beside his chair.

"In that case, let's be about it," Victor says, flipping three last switches on the arm of his command chair. Smoothly, the vessel rises from the ground and sails through the portal ahead of it, vanishing from sight even as it does so.

OOC:

Planar Normalizer is active, Invisibility is active, everything on the Invictus is as detailed in the document I sent you. Mentator as cast two of his epic powers for the day.
Witch

04-17-07, 08:12 PM
The portal closes almost as soon as it opened. Dis was truly not hospitable to astral intrusions - this spell alone had cost Mentator a lot of bartering and time. The ship arrives, entirely blinded. Mentator curses as he tries to find out what had happened - he could not detect the environment around him. The portals inside his ship seemed to have closed for some strange reason.
Frobojoe

04-17-07, 08:23 PM
Their only means of leaving the ship removed, Victor and Mentator sit patiently in their chairs, waiting for the Lord of the Second's next move.
Witch

04-17-07, 08:44 PM
After a few hours, the crew of the ship feels a trembling. Most of the ship's magical apparature drops out - though not all of it. Most notably, the prismatic screen, as well as the walls of force seem to continue functioning. The ship trembles, as if picked up. It seems like a century before the shaking stops - whoever is carrying them certainly take their time. Eventually, however, the ship is put down. The systems restore themselves as magic flows through them again. For what good though? Would there be a point?

Eternity in this ship would be a long, long time. One might as well get used to it.
Frobojoe

04-17-07, 08:58 PM
After a day spent making plans, Victor and Mentator use some of the ships cannons to carefully cut off the bow wall of their ship, allowing them to see out.
Witch

04-17-07, 09:01 PM
Victor and Mentator discover a closed off room, entirely empty. All there is to see in the room is themselves and the ship they just escaped. They had merely traded one prison for another. Iron surrounded them in disgusting amounts, to the exclusion of anything else. There are no doors, nor windows. The encasing, iron walls are the room's only reality.
Frobojoe

04-17-07, 09:05 PM
Victor takes a few potshots at the walls with the ship's cannons.
Witch

04-17-07, 09:06 PM
The cannons have no effect - no scratch, no burning marks, no splinters.
Frobojoe

04-18-07, 05:04 PM
A plan forming in his mind, Mentator concentrates, and the world around him grids to a halt. He then reaches out and wills himself outside his prison. Arriving in a plaza in Dis, he reaches again and finds himself on a small demiplane. Seating himself on the ground, he meditates a short while to reroute his mental pathways, then begins casting his mind back into Dis, searching for the Lord of the Second.

OOC:

Manifesting a fully augmented temporal acceleration (15 rounds), then using reality revision to transport myself to outside the Iron Tower, then using reality revision again to transport myself to a fast-time demiplane. When I get there, I use [i]psychic reformation to swap my Expanded Knowledge (quintessence) and one of my Multipower feats for Epic Expanded Knowledge (hypercognition) and Epic Expanded Knowledge (metafaculty). After that, I'll use my legend lore SLA to attempt to find out where Dispater's throne room is inside the Iron Tower. If legend lore gets me anything, I'll manifest hypercognition to try and piece together a precise location for it. If legend lore doesn't work, I'll manifest metafaculty to try and learn about Dispater.
Witch

04-18-07, 05:17 PM
The plan was so clear in Mentator's head. Escape was almost guaranteed. But - a strange event cast it all to the side. Only about a minute before the entire thing was planned, a wall of force appears out of nothing between Mentator and his ship, cutting him off.
Frobojoe

04-18-07, 05:27 PM
Sensing the wall of force cutting him off from the Planar Normalizer, Mentator whirls around and lets loose a beam of eye-tearing green light at the wall, destroying it utterly.

EDIT: I've got nothing. You win this one, Witch.
Witch

04-20-07, 02:11 AM
After succeeding in destroying the Wall of Force, Mentator attempts to force his will upon the reality of Dis, bending it in order to encase him in the safe cocoon which would shield him from the dangers of the plane. However, his force of will falters against that of the ancient being that lives in this place - the cocoon snaps back into nothing. At that point, everything seems to happen in a flash. The vessel's defences all deactivate, though the reason seems unclear.
Witch

04-23-07, 01:09 PM
Mentator sighs as he gives up on his escape attempts. A single figure materializes near him, a very tall, slender yet handsome man dressed in conservative, iron gray and red robes and cloaks. His eyes, lacking pupils, look like dark clouds smoldering with concealed flames. He walks towards the vessel - as he touches it, it disappears. Whereto remains unclear.
I'm afraid the both of you have outstayed your welcome in this city. As you were my guests, however, I think it is appropriate for me to come in and tell you this. He extended his hand towards the mortal, who felt almost compelled to accept it. Promptly, the human disappeared, materializing on the top of the Iron Tower, sliding down towards the edge. As the fall began, a loud scream filled the air - though none could here it. Not here.
Dispater smiled. I didn't expect to see you here a second time, godling. As I do not wish to notice your presence within this magnificent city of mine ever again, I've made some arrangements. Just embrace this death quietly, for now. A more painful one might be coming for you.
Suddenly, it began to rain in the chamber. Rain more horrid than anyone could ever bear - it ate away at Mentator's skin, at his very soul. Dispater just turned and ran into the wall. Before he walked out of sight, he spoke but a single word, not even looking towards the deity. Goodbye.


http://i131.photobucket.com/albums/p295/TheSerge/Dispater.jpg


Gentlemen, Frobojoe's attempt is over. What happens to Mentator will remain in the dark. I'll designate the next attempt soon.
Diplominator

04-23-07, 07:40 PM
Well, let's get it started.

The massive organ made ghastly, yet strangely beautiful sounds as the Sand Assassin's withered fingers played a haunting melody. The room shimmered as currents from the pipes stirred the heat mirages in the scalding air of the Kiln's innermost chamber. A creak interrupted the tune as the door to the chamber opened and a priest of Venyx entered.

Seemingly from nowhere, a voice chided, I AM PLAYING and the priest crumpled to the ground, the life wrenched from his mortal body.

Venyx finished his song.

When he was done, the hands that were the remainder of his corporeal form floated to the body of the priest. With a gesture from the hands, the priest gasped and returned to life.

WHAT HAVE YOU LEARNED

"That you are not to be disturbed when you are playing."

AND WHY WHERE YOU NOT AWARE OF THAT

"I am new to the Kiln. I received the mantle only days ago. A thousand pardons, my master."

THAT IS REASONABLE
DO NOT DO IT AGAIN
WHAT IS YOUR MESSAGE

"A consortium of merchants from Union wish the death of Dispater, and have made a handsome donation to our treasury. It seems they are concerned about the fate of their souls after death."

HE WOULD APPRECIATE THE IRONY

"My lord?"

THIS WILL BE A CHALLENGE
I ENJOY CHALLENGES
THE DESERT WILL VISIT DIS

"Very good, master."

YOU ARE DISMISSED


Hours later, the hands pored over old tomes, absorbing information on Dis and its master. On the face of things, the Iron Duke was unassailable. Stealth would be key for victory.

The hands grabbed a bag and a cloak, using telekinetic might to float the cloak as if there were a person attached to the hands. Venyx called upon powers of the items he stored near his hidden canopic jars, and said DIS, PAST THE LAIR OF TIAMAT.

There was a flash, and the assault began.

OOC:
Ghostform from the Robe is active until undone or dismissed. Venyx chooses to create no noise. AC increases by 8 (Armor is lost but deflection bonus is 18 points higher)
Sequester from the Ring is active until undone or dismissed. Venyx is also invisible.
Divine Aura is reduced in size to his square.
Venyx has used Greater Plane Shift to arrive just past the cave of Tiamat, as stipulated earlier.
Witch

04-23-07, 07:53 PM
The demilich arrives just past an enormous cavern, within a flat plain of iron. In the distance, which seems like an eternity away, a vast, ugly city filled the horizon. Leading towards the city is a single path, filled with skulls which form elaborate patterns, of which the comprehension could damn one's soul for all eternity.


OOC: and so it begins.
Diplominator

04-23-07, 07:58 PM
Venyx begins to make his way down the path to the city, his hands thrust into the cloak as a traveler who has come a long way. In his mind's eye, he sneers at those who fear the skeletal remains of lesser beings. He knows that the desert is what should truly be feared.
Witch

04-23-07, 08:27 PM
It takes the demilich quite a while to crawl over the bony path - the city appears closer and closer. Suddenly, he finds himself within the city itself. He did not recall going through the city's gates. He was just here, now, surrounded by looming, seemingly malevolent buildings. The buildings reached eachother at the top, locking out the sky completely at a height of about 120 feet, even as the street seemed to have neither entrance nor exit - on both sides, it ended unto a building about 200 feet away. Only five creatures stood in sight, four iron colossi, constructs of incredible size, and a single devil, sporting a mocking sneer. He was rather small, and looked almost too cute for a devil, with his large child-like eyes and the red hair covered with a small hat. The heraldry on his clothing leaves no doubt, however: he is dressed in both symbol and colors of Dispater.
Hail, sir, he spoke in a mocking tone. Dispater demanded of me to satiate his need for etiquette, so allow me to elaborate on this grand day. I, as you might suspect due to your great ability, am called Titivilus, Herald to the mighty Iron Lord of this place. Might I inquire as to your purpose, and your name, within this beautiful city, filled with splendors?


OOC:
A cookie for who finds out the method that was used to track Venyx down.
Oh, Diplominator: your planar bubble, ghostform and sequester are now deactivated.
Diplominator

04-23-07, 09:42 PM
YOU MAY INDEED INQUIRE
I AM VENYX
I HAVE COME TO KILL ONE OF THE MERCHANTS HERE
HIS DEATH WAS REQUESTED BY ONE OF MY SUPPLICANTS
I PRESUME DISPATER OBJECTS TO THIS, OR WISHES TO KNOW MORE
I WILL ACCOMODATE HIM BUT ONLY HIM
I AM THE SHADOW SERROCO, AND NOT TO BE TRIFLED WITH
BUT I PRESUME HE KNOWS THAT BY NOW



OOC:
It's a bluff, of course. My bonus is +90, I'll let you handle it.

How he tracked me down? I'm more concerned about how I got teleported without noticing!

Lessee.
Planar Bubble wasn't up to begin with. Does that matter?
Does the cloak I was animating stop floating?

Oh, and the reason for the all-capitals, no punctuation stuff. As far as I can tell, Venyx has no method of speaking save for the divine communication thing. So, he uses that, and this seemed like a good representation.
Witch

04-24-07, 06:19 AM
OOC:
You didn't get teleported. Sudden appearance inside the city is the standard entry into the city.
Regarding the cloak: I didn't notice you were using a SLA to do that (next time, please do.) The cloak stopped floating the moment you entered Dis. If that made you prepare some other things, please go ahead and state what. I'll go on after that.
Diplominator

04-24-07, 09:45 AM
OOC: You're right, that could have been clearer. Sorry 'bout that. There's not a lot you can do that will disguise the fact that you're a pair of hands.

Now, let's see. I think that Venyx would have been alerted to their knowledge of his presence and switched one of his remote sensing locations to above the city, trying to see if there are especially conspicuous preparations by guards, and trying to get a good look at at least one of the merchants in the city. The viewpoint will be ten miles above the city, but my sight is good out to eighteen miles, so that shouldn't be a problem. (I'm assuming here that Dis is currently "where an event pertaining to my portfolio occurs," but if any of them have spoken Venyx's name or title he moves remote sensing points to those places, too. Up to the first twenty).

Oh, and he leaves the bag of holding with the dust of dryness behind. Fat lot of good it'll do him now.

Oh, and one other thing that I should have done before, but I don't think it's too late. Venyx uses sense motive on Titivilus, trying to determine alignment and surface thoughts.
Witch

04-24-07, 10:13 AM
Okay, in that case nothing significant changed, anyway. Your remote sensing does not detect anything special other than some merchants who spoke your name in vain. If you wish to know why, refer to Chapter 4 of Gates of Hell.
Alignment detected is Lawful Evil.
Surface thoughts detected are "Take care of this creature, so that it does not do what it has come here to do."

The devil merely smiled, and replied theatratically.
Yes, I presume you have come to bring upon this creature much pain.
Alas, I fear you have come here idly and in vain.
For I am here by virtue of my master's command in this splendid City of Iron.
And the one you seek to kill, he said, no harm shall fall upon.

Let it be, lord of wastes, for though your might be vast,
the one you seek to fill is far out of your caste.
I must ask of thee, mighty serocco, that you begone.
For this is a battle which by you cannot be won.
Diplominator

04-24-07, 05:34 PM
I AM NOT TO BE TRIFLED WITH, YOU VILE LITTLE CREATURE
IF YOU WISH MY EXIT, THEN RELEASE ME, OR TRY TO DESTROY ME
I HAVE LITTLE PATIENCE FOR GAMES

OOC: I'm pretty sure "Serroco" and "Lord of Wastes" are titles, so Titivilus now has a remote sensor on him.
Witch

04-24-07, 05:54 PM
OOC: does that mean you're remote sensing him right now?

I am not able to undo a deity, however sophisticated I may be.
Nonetheless, that thou shalt not go further towards the tower, I can tell thee freely.
Realize, Sir, that to ensure you do as my lord asks requires thee to sign a pact.
It happens to be, that I hold with me this pen and contract.
Sign it, Lord, and acknowledge that thou shalt leave,
from my master's eternal and rightful fief.
Diplominator

04-24-07, 06:33 PM
Yes, it does. And everything within an 18 mile radius, as it happens.
Witch

04-24-07, 06:36 PM
OOC: Your remote sensing attempt fails. It appears you don't have a sensor on him, even though he adressed you with your title.
Diplominator

04-24-07, 06:49 PM
OOC. O-o-kay. Right. Well, then.
I guess he can block stuff like a deity.


IC:

I AM AFRAID THAT THAT IS UNACCEPTABLE
IF DISPATER WISHES ME GONE, HE WILL HAVE TO DESTROY ME HIMSELF
I AM CONTENT TO WAIT
Witch

04-25-07, 10:44 AM
My master only now deigns to inform me,
that your perseverance pleases him greatly.

He has reconsidered attending to thee,
so if you would follow, you will be brought to the Tower of the Mighty.

The devil motioned to one of the closed doors in the corridor, and motions for the demilich to follow him.
Diplominator

05-01-07, 07:19 PM
THANK YOU FOR YOUR HOSPITALITY
YOUR MASTER'S FORTHRIGHTNESS IS APPRECIATED

Venyx begins to follow the imp, carefully observing the imp's demeanor and the surroundings as he is lead away.

OOC: Sense motive on the devil to detect surface thoughts again. It should be noted that for any thought- or motive-detecting effects it is not Venyx's intent to harm Dispater upon meeting him.
Witch

05-01-07, 07:40 PM
OOC: I'm afraid it's not an imp, it's a pit fiend (though smaller than the average one). Surface thoughts are just "lead the demilich towards the Iron Tower"

Moving into the building, the devil leads you through a short passageway - about 200ft. long. When the two of you are about three quarters of the way through, a gate slams shut at the end of the passageway - by the looks of it, it's extremely thick, solid iron. A loud clang is heard behind, as well. A similar gate has fallen down about midway in the corridor. The pit fiend seems oddly surprised, trying to figure out what is going on. A subtle voice fills the corridor, seemingly quiet yet extremely clear, as though impossible not to hear.

I would prefer if you took a bath before entering my personal demesne, desert-dweller. Should you ever choose to return to Dis, perhaps in order to commune with me, this shall happen on my terms.
As these words fill the room, it seems as if the ceiling is ripped apart. Entire lengths of iron plates are thrown towards the floor, revealing a very narrow pattern of rasters. The sound of flowing water, barely audible at first, grows and grows, until the fluid starts pouring in the room in huge streams.


OOC:
A flask of acid deals 1d6 damage; full immersion deals 20d6.
A flask of holy water deals 2d4 damage. Extrapolation seems obvious.
Diplominator

05-02-07, 09:36 AM
As the frigid water, reviled and completely anathema to him, begins to tear at his form, Venyx became started looking for options. Suddenly, he looked to the rashers and focused. How thick could they be?




OOC: Is water subject to damage reduction or miss chance? If not (and I don't think they are), I rolled 91 points of damage. Or are you keeping track of that?

And, with that, I need to go to school. But, how thick are the rashers? I mean distance between lines.
Witch

05-02-07, 11:35 AM
I made an error in extrapolation; full immersion would deal 20d4 only, as full immersion in acid is 10d6. This changes the damage you'd take. It is not subject to DR, nor to miss chance (miss chance refers to AoE effects, which are sudden, not continuous immersion). You don't take any damage yet, however, except for perhaps 2d4 for it pouring in (your fast healing takes care of that). The room isn't filled with water yet - it's still filling.
The rasters are made specifically to not allow even a fly to pass through.

Venyx for my personal reference (http://boards1.wizards.com/showpost.php?p=12193412&postcount=220)
Diplominator

05-02-07, 06:29 PM
A passing glance revealed the grate to be just too thick to squeeze through, unless he reduced his size. But that would be like surrendering, and far beneath him.

YOUR COWARDLY TRAP WILL FAIL, IRON ONE. ONE MIGHT AS WELL HOPE TO QUENCH THE DESERT.

As the water rushed in, the floating hands became clenched fists, which slowly began to glow with heat, eventually bursting into flame.


Okay, the damage is still not too bad then. Regarding Venyx's actions, that's using Divine Fire Mastery to raise the temperature within 18 miles to 120 fahrenheit (incidentally, that also tells him about everything corporeal within 180ft., in case you forgot. But I'm sure you haven't), and then the greater drought ability increases that two bands to "unearthly heat." That's just below boiling, so he also uses Divine Fire Mastery to emulate burning hands, which should push the local temperature high above boiling. Maybe it won't get all of it, but it should help. In any case, really hot steam doesn't do pit fiends much good. Can he rhyme a scream?


Of course, this is all assuming the stuff works.
Witch

05-03-07, 12:24 AM
OOC: Roll a rank check. 1d20 + DvR - no strata bonus because Dispater is in the same strata.
Diplominator

05-03-07, 05:56 PM
OOC: I rolled, total is 34. Does the forum have a rolling function?
Witch

05-03-07, 06:19 PM
Invisiblecastle has one.
1d20+26=27 (http://invisiblecastle.com/find.py?id=1019887)
You're in luck.
With regards to emulating Divine Hands, another check (which I've taken the liberty of rolling for you, because otherwise, we'll need to wait far longer):
1d20+18=29 (http://invisiblecastle.com/find.py?id=1019893)
And for me:
1d20+26=29 (http://invisiblecastle.com/find.py?id=1019892)
That latter one doesn't pass my roll, so it fails.

I'm going to give you another four rounds or so before immersion becomes unavoidable. Take them all if you need to.


The water heats significantly, although more and more pours in. It doesn't quite reach boiling point, though any human would have been in agony by now. Not remarkably, the pit fiend merely seems a bit annoyed at his movement being slightly impeded.
Why would thee lengthen thy situation?
It is inevitable that thou shouldst perish,
for upon thee, my master's hand has fallen upon:
swim along now in this water, alike a true fish.
Diplominator

05-03-07, 08:45 PM
I RESIST BECAUSE I AM NOT A SPINELESS WORM AT MY MASTER'S BECK AND CALL
NOW, ENOUGH OF YOUR RHYMES
PERHAPS YOUR MASTER WILL NEGOTIATE FOR YOUR RELEASE
OR PERHAPS YOU WILL NEVER KNOW

With that, the fourth gem in Venyx's right hand gleams maliciously, and sucks at the life force of the chattering devil.

Without pausing to notice the results, Venyx's attention again turns to the grated ceiling. Just too small to fit through...but he could become smaller. With merely a thought and no small amount of divine power, he reduces himself to the size of an insect, swooping up to the grate and trying to squeeze through to the channels beyond.



Okay, that's trap the soul on Titivilus (Fort DC 100), Alter Reality to become fine, and then an epic escape artist check to get through the grate. And I want to know where the extra +8 on his rank check came from, and why I had to make a check, but I suspect you won't tell me. ;)
Witch

05-04-07, 02:23 AM
The devil's body stretches as the creature releases an agonizing scream. The creature seems to fade away into the background at first, until all of it is drained towards the gem - yet does not enter it. There was no soul. None whatsoever. Venyx shrinks, becoming ever smaller, yet still cannot pass the roster: the Iron Lord's preparations seemed to have taken this possibility into account, and were specifically created in order to prevent even insects from passing.

Regarding your wish to know about the check, I'd reread the Chapter 9 appendix on Godly Realms.
A succesful spellcraft or knowledge Arcana reveals that this must've been a Simulacrum.
Diplominator

05-04-07, 09:37 AM
His anger rising with the water level, Venyx unleashes a ferocious blast of divine power at the first wall that trapped him, hoping to provide an outlet for the water leaking out. A deep, booming note sounds, as if from an organ, and then a scorching blast of superheated sand and fire tears at the wall.


Those must be very thin indeed, if he can get through walls of force and not them. Oh, well. In any case, that's a divine blast against the first door that came down.
Witch

05-04-07, 10:58 AM
Those must be very thin indeed, if he can get through walls of force and not them.
I've always found that odd, really. It's hard to make sense of being able to do this without any magic at all.

A fragment of the iron wall crumbles as the sands eat away at it, alike ancient piramids slowly decaying in the desert, though over a millionfold faster. Unexpected, however, comes the response, not even a fraction of a second later: a wall of iron, larger than the hole allows to see, is slammed against the hole, so that only a very minor amount of water leaves the room.
Diplominator

05-04-07, 06:39 PM
OOC: Okay, I have a few more ideas and I think two rounds left. I can't really put it in RP terms since I don't know what will happen. So, I'll just throw them out and let you ajudicate them.

Round 1: Alter form to become incredibly large, attempting to burst the cage. I don't expect this to work, but it's worth a try.

Round 2: The rules on this are...well, not, but it seems like it should work. Venyx (now presumably normal-sized) uses his desiccating touch class feature on the water flowing in. The rules don't describe this use, but it makes sense.

And Beyond: If that doesn't work, Venyx tries to raise the temp over boiling by attempting to emulate incendiary cloud on himself over and over until it works or he dies of exposure to water.

If any of those work, he doesn't try the next one. If he dies from water...let me know. I'll think of something.
Witch

05-04-07, 07:39 PM
OOC: I'm going to need a Strength check.
Diplominator

05-04-07, 08:17 PM
OOC:

23 (http://boards1.wizards.com/leaving.php?destination=http://invisiblecastle.com/find.py%3Fid%3D1019887)
However, that is using his diminutive strength score. When Colossal, the size he's becoming, the result would be 44. So...use whichever. I'm not sure which applies.

EDIT: Crap, his divine rank is added, too, huh? So, 41 and 62, respectively. That's better.
Witch

05-05-07, 09:05 AM
Venyx expands greatly, attempting to burst apart his prison. Greatly pushing, it seems this prison was thoroughly made against any escape method Venyx could attempt. In vain, he attempts to suck away some of the water in his prison, yet it's unclear if this is even succesful - even if it was, it merely drained an insignificant amount, as though a drop fading from a mighty ocean.
The room fills entirely, enveloping the demilich in the soaking water. It eats away at what is left of his skin, at his bones, at the very core of his being. Pain eternal burns through the ancient god. In despair, he attempts to boil the water, eventually succeeding, only to notice that the steam has nowhere to go. The demilich remains immersed, although the room is now filled with an impenetrable mist, rather than bright water.
Soon, all will be over. Soon, the torments will end. Soon, he will be reborn where he reigns.




- Strength check too low
- Dessicating touch only works on living creatures, even if it doesnt, it doesnt remove enough
- I assumed that eventually a check would work, so the incendiary cloud did heat up the water - however, the steam has no way to escape (by the time the room was full, the raster had been covered.)
- Unless you've got some major trick up your sleeves, feel free to make a post of your destruction (as "death" is a bad word for undead things :))
Diplominator

05-05-07, 12:07 PM
For miles around his watery tomb, searing winds burn the flesh of all who are exposed to the elements. Sandstorms arise from nowhere and flense the unprotected and destroy anything unprotected by iron. Massive earthquakes kill hundreds as the fury of a greater god shakes the earth.

And Venyx waits inside his tomb, eaten away just faster than he regenerates. He does not feel the heat of the steam, but the water content is enough. Still, he takes his final minutes to unleash terrible destruction around him. Despite everything, the desert did come to Dis.

As the hands faded, becoming even less substantial than the mist around them, he left his final message.

WELL DONE, IRON ONE
I WILL RETURN ALL THE SAME

The winds and quakes persisted for almost two minutes after that.

Whew. Well. I learned a lot, but now it's time for other people to have a turn. Kick their butts, Dispater.

I'll post what changes Venyx makes once he reforms, but in a bit. I've got time.

That was fun.
Witch

05-05-07, 12:19 PM
Just before Venyx passed away, a whisper filled the room. You will be welcomed warmly.

In his throne room, the fiend smiled. The earthquakes had done little harm, and the little that had occurred would keep some lowly servants busy for some time. A foul, disgusting creature stood before him, while an administrator waited near the entrance of the chamber. You have done well. He turned his head towards the other fiend. Administrator, see that our guest here is rewarded thoroughly.
Bernat

05-05-07, 03:29 PM
Character: Petra (http://boards1.wizards.com/showpost.php?p=12168880&postcount=125)

Petra arrives to Dis, looking to end with the aberration this iron realm represents to Earth. She looks around, and she tries to memorize where she arrives, for this may be the only way out.

When she feels the place is familiar enough, she tries to gather knowledge about the place she's in.


As she appears, she merges with earth (burrowing), she then looks what's there and tries to memorize the place she's in (in case she needs to teleport there later). Notice her goal here is to end with the massive iron structures, not killing Dispater. This may change later, though, if her goal is impeded by him.

She then starts using spell-like abilities at her disposal to learn what are the magic traits of the realm (at a rate of 1 quickened + 1 standard = 2 spell-like abilities per round, if I recall correctly).

She first tries dimension door (conjuration [teleportation]) to move 1 ft away (or the minimum allowed distance). She then tries with the following spell-like abilities in any order: minor creation (conjuration (creation)), prismatic sphere (abjuration), minor image (illusion (figment)), inflict light wounds (necromancy, used on herself), shatter (evocation, used on herself), elemental swarm (conjuration (summoning), identify (divination, used on the closest unattended object, if possible and within range of touch), bull's strength (transmutation, used on herself), heal (conjuration (healing), on herself), heal (applying the silent spell metamagic feat), heal (applying the still spell metamagic feat), heal (applying the heighten spell metamagic feat), heal (applying the improved heighten spell metamagic feat)

I'm assuming she casted spells with 24-hour or longer duration 8 hours ago (before meditating to regain her spell slots). Spell-like abilities are refreshed at half duration (quickened), unless she engaged in combat (duration left will be random between maximum and half maximum duration). In this case, she will refresh as soon as possible after combat.

Spells:
Pass Without Trace (Druid 1st, 62 hours)
Delay Poison (Druid 2nd, 62 hours)
Magic Fang, Greater (Druid 3rd, 62 hours)
Water Breathing (Druid 3rd, 132 hours)
Undetectable Alignment (Cleric 2nd, 16 hours)
Darkvision (Ranger 3rd, 62 hours)
Nondetection (Ranger 4th, 62 hours)
Tree Stride (Ranger 4th, 62 hours)

Spell-like Abilities:
Bull's Strength (Strength 2nd, 3'5-7 minutes)
Magic Vestment (Strength 3rd, 70 hours)
Spell Immunity (Strength 4th, 35-70 minutes)
Spell Resistance (Magic 5th, 3'5-7 minutes)
Stoneskin (Earth/Strength 6th, 35-70 minutes)
Spell Turning (Magic 7th, 35-70 minutes)
Protection From Spells (Magic 8th, 35-70 minutes)

Other:
none

+7 attack (bull's strength, magic fang, greater)
+7 damage (bull's strength, magic fang, greater)
+5 to AC (magic vestment)
+8 saving throws against spells and spell-like abilities (protection from spells)
SR 82 (spell resistance)
DR 10/adamantine (points left: 150) (stoneskin)

Protected against 1d4+6 = 9 (http://invisiblecastle.com/find.py?id=1023738) spell levels.

Spells protected by Spell Immunity:
Addiction
Crushing Despair
Dimensional Anchor
Enervation
Explosive Runes
Grim Revenge
Pshychic Poison
Rainbow Pattern
Ray of Enfeeblement
Ray of Exhaustion
Reality Blind
Sap Strength
Slow Consumption
Touch of Idiocy
Wither Limb
Witch

05-05-07, 03:57 PM
Petra arrives on Dis, just past Tiamat's lair. The path of skulls looms before her, waiting. Carefully, she attempts to burrow in the earth, only to notice there is no such thing as earth in this realm. The ground is naught but iron, which does not allow her to pass through. Quickly, she goes on to testing her abilities. Her experiments reveal that most spells function correctly: only her attempt to use teleportation magic, whether of elementals or of herself, fails. Well, not only that: as she picks up a bone, she notices she cannot identify it.


OOC: for more details regarding your location, refer to Mentator & Diplominator's starting post.
Bernat

05-05-07, 05:16 PM
Petra contains her anger and looks around trying to find any creature on sight, using her tremorsense to pinpoint any invisible creatures hidding.

She then activates an antimagic field and starts walking forward.


Spot +116, tremorsense 18 miles.

Antimagic Field (magic 6th, 70 minutes).
Witch

05-05-07, 05:19 PM
(You weren't in the cavern, but beyond it. This leaves you at the path of skulls, at the moment. The city is still quite a walk away. Edit your post appropriately)
Bernat

05-05-07, 05:39 PM
Ok, sorry. I read through previous posts and I found Diplominator started at some cavern, which led to the city, so I thought I would do the same.
Witch

05-05-07, 05:53 PM
OOC: You started at the same location, however, you were never in it. It's cavern -> path -> city. How are you getting 1800 mile tremorsense?
Bernat

05-05-07, 06:23 PM
OOC: Easy as pie, I just summoned a couple 0's from my keyboard. Oh, wait, summoning spells are prohibited inside Dispater's realm... I'll correct the typo in a sec.

I have tremorsense 18 miles, as a result of applying Extra Sense Enhancement to the tremorsense gained by Divine Earth Mastery (180 feet -> 18 miles).
Witch

05-05-07, 07:16 PM
Petra feels nor sees any creatures around - it's difficult to establish the distance to the city lying on the end of the path of bones, on the horizon.
Witch

05-06-07, 08:05 AM
The path seems to stretch for ages. Petra hears skulls cracking, even breaking, beneath her feet, though upon looking down, they are unfragmented - pristine, even. It seemed as if this walk would never end. An hour goes by. Another five minutes. Another minute. Suddenly, she walks inside the streets of Dis, as though they were always here. Where the gates are, seems unclear. A patrol of erinyes passes by; merchants, devil and mortal alike, advertise their wares. In a nearby street, a band of lesser devils tear down a building, while another group builds another anew, a few feet further. Wind rushes through Petra's hair as the evil of the Iron City dawns upon her - only one thing seems worse. On the other side of the city, a tower rises high into the skies, far beyond all vision.
Bernat

05-06-07, 12:31 PM
"That tower will be a good place to start", thinks Petra to herself as she begins walking again. Using her druidic powers, she tries to gather information about any magical protections the surrounding buildings may have.

Just a note: Petra has the permanent shape of an earth elemental, so she doesn't have hair ;).

Ok, my actions:
Cast a quickened Detect Magic (Druid, 0th level). Start walking towards the Iron Tower (I guess that's the big tower she can see) while detecting magic upon buildings. If she finds magic, she stops for 2 more rounds to find the different magical auras, the strength and the school (Spellcraft +110). The main thing that concerns her is whether the buildings are made of magical iron or the magic used to create them was gone after rising them.

She moves at 100ft. per round and stops 60ft. away from the Iron Tower. After detecting magic upon the tower, she moves back to 600ft. away from the Iron Tower.

This is her plan for now, if she finds any impediment, let me know at what point is she interrupted.

I'm assuming she casted spells with 24-hour or longer duration 8 hours ago (before meditating to regain her spell slots). Spell-like abilities are refreshed at half duration (quickened), unless she engaged in combat (duration left will be random between maximum and half maximum duration). In this case, she will refresh as soon as possible after combat.

Spells:
Pass Without Trace (Druid 1st, 62 hours)
Delay Poison (Druid 2nd, 62 hours)
Magic Fang, Greater (Druid 3rd, 62 hours)
Water Breathing (Druid 3rd, 132 hours)
Undetectable Alignment (Cleric 2nd, 16 hours)
Darkvision (Ranger 3rd, 62 hours)
Nondetection (Ranger 4th, 62 hours)
Tree Stride (Ranger 4th, 62 hours)

Spell-like Abilities:
Bull's Strength (Strength 2nd, 35-70 minutes)
Magic Vestment (Strength 3rd, 70 hours)
Spell Immunity (Strength 4th, 350-700 minutes)
Spell Resistance (Magic 5th, 35-70 minutes)
Antimagic Field (Magic 6th, 350-700 minutes)
Stoneskin (Earth/Strength 6th, 350-700 minutes)
Spell Turning (Magic 7th, 350-700 minutes)
Protection From Spells (Magic 8th, 350-700 minutes)

Other:
none

+7 attack (bull's strength, magic fang, greater)
+7 damage (bull's strength, magic fang, greater)
+5 to AC (magic vestment)
+8 saving throws against spells and spell-like abilities (protection from spells)
SR 82 (spell resistance)
DR 10/adamantine (points left: 150) (stoneskin)

Protected against 1d4+6 = 9 (http://invisiblecastle.com/find.py?id=1023738) spell levels.

Spells protected by Spell Immunity:
Addiction
Crushing Despair
Dimensional Anchor
Enervation
Explosive Runes
Grim Revenge
Pshychic Poison
Rainbow Pattern
Ray of Enfeeblement
Ray of Exhaustion
Reality Blind
Sap Strength
Slow Consumption
Touch of Idiocy
Wither Limb

22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (12/day)
1st (12/day)
0th (12/day)
Witch

05-07-07, 08:35 AM
In vain, Petra attempts to sense magic around her. Drawing on her personal might, she focuses her will to it. It is as though the spell simply does not exist. As though it goes against the laws of magic itself. As Petra ponders the situation, her spells fade into empty nothing. She senses thousands upon thousands of beings around her, but it does not help her anchor the location of the Iron Tower. She strides directly towards it, through alleys and roads, yet the tower is, if not further away, definitely not any closer.
Bernat

05-07-07, 09:43 AM
OOC: Do I at least know the distance to the tower? Am I getting closer?

I'm assuming she casted spells with 24-hour or longer duration 8 hours ago (before meditating to regain her spell slots). Spell-like abilities are refreshed at half duration (quickened), unless she engaged in combat (duration left will be random between maximum and half maximum duration). In this case, she will refresh as soon as possible after combat.

Spells:
Pass Without Trace (Druid 1st, 62 hours)
Delay Poison (Druid 2nd, 62 hours)
Magic Fang, Greater (Druid 3rd, 62 hours)
Water Breathing (Druid 3rd, 132 hours)
Undetectable Alignment (Cleric 2nd, 16 hours)
Darkvision (Ranger 3rd, 62 hours)
Nondetection (Ranger 4th, 62 hours)
Tree Stride (Ranger 4th, 62 hours)

Spell-like Abilities:
Bull's Strength (Strength 2nd, 35-70 minutes)
Magic Vestment (Strength 3rd, 70 hours)
Spell Immunity (Strength 4th, 350-700 minutes)
Spell Resistance (Magic 5th, 35-70 minutes)
Antimagic Field (Magic 6th, 350-700 minutes)
Stoneskin (Earth/Strength 6th, 350-700 minutes)
Spell Turning (Magic 7th, 350-700 minutes)
Protection From Spells (Magic 8th, 350-700 minutes)

Other:
none

+7 attack (bull's strength, magic fang, greater)
+7 damage (bull's strength, magic fang, greater)
+5 to AC (magic vestment)
+8 saving throws against spells and spell-like abilities (protection from spells)
SR 82 (spell resistance)
DR 10/adamantine (points left: 150) (stoneskin)

Protected against 1d4+6 = 9 (http://invisiblecastle.com/find.py?id=1023738) spell levels.

Spells protected by Spell Immunity:
Addiction
Crushing Despair
Dimensional Anchor
Enervation
Explosive Runes
Grim Revenge
Pshychic Poison
Rainbow Pattern
Ray of Enfeeblement
Ray of Exhaustion
Reality Blind
Sap Strength
Slow Consumption
Touch of Idiocy
Wither Limb

22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (12/day)
1st (12/day)
0th (12/day)
Witch

05-07-07, 10:06 AM
No, you don't: it always seems the same distance, but that distance seems to be metaphysical rather than physical.
Also, your active effects & temporary modifiers derived from spells or SLAs are all deactivated now.
Bernat

05-07-07, 12:05 PM
"The time to forge a new world has arrived."

Petra raises her arms, concentrating on the essence of earth as a growing mass of stone forms at her feet.

OOC: If I fail to use any of my SLA, let me know (and the reason as long as my character knows it).

Round 1:
activate Divine Aura (daze) (DC 48)
quickened earthquake (http://www.roles.es/sovelior_sage_srd/spellsDtoE.html#earthquake) (destruction/earth 7)
true creation (http://www.roles.es/sovelior_sage_srd/divineNewSpells.html#true-creation) (artifice/creation 8) to create 70 cubic ft. of stone.

Round 2:
quickened earthquake (http://www.roles.es/sovelior_sage_srd/spellsDtoE.html#earthquake) (destruction/earth 7)
true creation (http://www.roles.es/sovelior_sage_srd/divineNewSpells.html#true-creation) (artifice/creation 8) to create 70 cubic ft. of stone.

Round 3: repeat round 2 until I create a mountain of colossal size or anything strange happens.

I'm assuming she casted spells with 24-hour or longer duration 8 hours ago (before meditating to regain her spell slots). Spell-like abilities are refreshed at half duration (quickened), unless she engaged in combat (duration left will be random between maximum and half maximum duration). In this case, she will refresh as soon as possible after combat.

Spells:
none

Spell-like Abilities:
none

Other:
Divine Aura (daze) (DC 48)

none

22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (12/day)
1st (12/day)
0th (12/day)
Witch

05-07-07, 12:15 PM
OOC: earthquake fails; true creation fails. Your Divine Aura is succesfully activated to "daze".
Bernat

05-07-07, 01:34 PM
Petra's anger rises as she slams a nearby building. She then calms for a moment as she concentrates on her powers to try, once more, to reproduce her chosen element.


OOC:
[Slam damage on building. (3d6+48=57) (http://invisiblecastle.com/find.py?id=1028041)] (Assuming I get the bonus of both being touching the ground).
18000 cubic ft. of building are obliterated (18x10-foot cubes) (Anihilating Strike SDA).

Use Alter Reality to duplicate the effects of a true creation (http://www.roles.es/sovelior_sage_srd/divineNewSpells.html#true-creation) (artifice/creation 8) to create 70 cubic ft. of stone. (Question: does this work as a Supernatural Ability or once the effect is duplicated by Alter Reality it is treated as a spell (or maybe SLA)?)

If true creation doesn't work, Petra casts mage's disjunction (http://www.roles.es/sovelior_sage_srd/spellsMtoO.html#mages-disjunction) on herself, tries Alter Reality once more and then tries to alter the traits of the realm to allow Conjuration spells to work.
[Conditional Divine Rank check. (1d20+18=20) (http://invisiblecastle.com/find.py?id=1028060)] (crap, what a roll, that's an autofail against 1d20+26, am I allowed to repeat later?)


I'm assuming she casted spells with 24-hour or longer duration 8 hours ago (before meditating to regain her spell slots). Spell-like abilities are refreshed at half duration (quickened), unless she engaged in combat (duration left will be random between maximum and half maximum duration). In this case, she will refresh as soon as possible after combat.

Spells:
none

Spell-like Abilities:
none

Other:
Divine Aura (daze) (DC 48)

none

22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (12/day)
1st (12/day)
0th (12/day)
Witch

05-07-07, 02:07 PM
Slamming her body into a building, it is annihilated, leaving no remains. Petra's attempt to alter the reality of Perdition fails, her force of will utterly surpressed by that of an ancient, magnificent being. Even her attempt to disjoin herself helps little, and a second try aids naught. A voice out of nowhere speaks soothingly. Why this drastic attack on what belongs to me, while I allowed you free entrance to my city, and I was about to send you a welcoming envoy? Would it not be better to talk things over, rather than use force?

Expend one of your spells; you cast your MDJ and retry (I rolled that second rank check, and it failed as well.)
Make a Sense Motive check.
Bernat

05-07-07, 02:52 PM
"I cannot tolerate a world made of iron. Even humans have learned to build their strongholds of durable stone.

If you want to speak with me, come here. Hiding your cowardice behind your insignificant servants dishonors your rank."



OOC: I have mage's disjunction at will thanks to the Magic domain, should I still remove a spell slot for another reason?

Sense motive (1d20+61=64) (http://invisiblecastle.com/find.py?id=1028190)

Petra has read the Gates of Hell chapter 9 and knows the power of the Iron Tower, so she isn't likely to enter such building.


Her actions: I'm assuming a god knows how her powers work, and thus she knows that trying again may report a success. If she isn't supposed to know that there's is a chance that this will eventually work, let me know and she'll try something different.

So she repeats her last actions: anihilate two buildings, try to use Alter Reality to create stone (true creation (http://www.roles.es/sovelior_sage_srd/divineNewSpells.html#true-creation)) and altering realm traits to allow conjuration (creation) spells to work (a total of 2 rank checks, I think). That's 1 full-round action and 2 standard actions that she spends unless something interrupts her, as usual.

Divine Rank checks (1d20+18=23, 1d20+18=19) (http://invisiblecastle.com/find.py?id=1028219)
(crap, somebody change my dice)
Witch

05-07-07, 03:05 PM
I'm afraid you're going to have to adjust your actions. Said Sense Motive check was in response to Dispater's use of the Bluff skill to instill a suggestion, and you failed against it. The suggestion was to talk things over, rather than use force. Adjust your actions appropriately.


I have mage's disjunction at will thanks to the Magic domain, should I still remove a spell slot for another reason?

No.
Bernat

05-07-07, 03:36 PM
I will give you a chance to redeem your offenses against earth. Leave your hiding place and honor me with your presence, for I will give you no other chance.



OOC: Petra tries to cast Antimagic Field (SLA, Magic 6) to see if it works. If it does, she may continue self-buffing.
Bernat

05-07-07, 03:44 PM
OOC: Prior to using her SLA, she uses her SDA Overlord (earth elementals) to locate all earth elementals within the same plane. She may call them depending on number and strength.
Witch

05-07-07, 03:45 PM
A hooded figure comes forth from one of the nearby buildings. Standing before you, he lifts the cap somewhat, revealing the diabolical face you know to be Dispater's. It is an odd thing, then, to notice that he didn't seem to limp. Let us go to a safer place, dear guest, where we will no longer be disturbed. You seemed to search for my tower. I can bring you there in a mere few moments, if you will.


Antimagic Field fails.
There are no earth elementals here.
Bernat

05-07-07, 03:53 PM
"Mmh, I don't recognize you, Dispater. Did you put yourself on a low-iron diet?"

OOC:
Upon Dispater's appearance, she uses Sense Motive (1d20+61=75) (http://invisiblecastle.com/find.py?id=1028291) to uncover a possible supplantation. At the same time, she uses mage's disjunction (or tries) upon him trying to dispell a possible illussion.

Does her tremorsense reveal there is in fact a creature in front of her?
Witch

05-07-07, 03:59 PM
Another, identical figure comes out of a nearby building even as the first disappears into nothing. That was uncalled for, I think. There was no need, after I extended a friendly invitation. Some distrust is understandable, ofcourse, so I hereby repeat my invitation.


Sense motive gave no indication that it wasn't Dispater.
No, tremorsense did not reveal that, nor does it do that about the current one.
Bernat

05-07-07, 04:13 PM
"Your invitation hasn't been refused, you are welcome to come and discuss. Just don't try to fool me like you do with mere mortals. I shall not harm you while we speak."



OOC: I forgot SLA's aren't likely to work. This time she tries to spot illusions:

Spot to defeat illusion (DC 80) (1d20+114=120) (http://invisiblecastle.com/find.py?id=1028324)

Spellcraft (1d20+110=128) (http://invisiblecastle.com/find.py?id=1028331) to identify the trick, if any.

When speaking, Diplomacy (1d20+82=96) (http://invisiblecastle.com/find.py?id=1028339) to convince him her intention is not to engage him while they talk. (I don't know if this roll is needed)
Witch

05-07-07, 04:18 PM
You misunderstand, lady. I do not intend to come here - I expect you to come to my tower. I can bring us there in a fraction of a second, if you wish. If you do not trust me, I can always send you an envoy to bring you there.


Spellcraft reveals it's a Project Image.
Bernat

05-07-07, 04:37 PM
"I allowed you to speak, but you don't look truly interested in doing so. If you don't think the destruction of your realm is a matter not worthy of your personal intervention, allow me to continue doing what I've come for."



OOC: As I told you, Petra is aware of the power Dispater holds within the Iron Tower, and doesn't trust him so as to enter it voluntarily. However, she may give up on not talking personally to Dispater, though doing so would lower her disposition to him.

Actions:
tremorsense, spot and listen to locate anything hidding/coming.
Witch

05-07-07, 05:00 PM
What was visible beneath the being's hood was but a mere smile. As you wish. However, I'm afraid you have not truly found out what you have come here for. He raises his hand.
At that point, a blast hits Petra in the back, utterly unanticipated. Electricity fizzles all across her body in an effort to rip it apart. She sees another electrical sphere fly past her, eventually dissipating before touching anything else. Looking behind her, she can see another figure of the same stature, coming out of yet another building.


Roll initiative.
Take 90 vile electricity damage and 90 normal electricity damage
Bernat

05-07-07, 05:12 PM
OOC:

Initiative (1d20+7=14) (http://invisiblecastle.com/find.py?id=1028424)


I guess I'm second, so I'll wait for your actions before deciding what to do. Remember Petra is spotting Dispater's images, and she's immune to electricity (unless on a successful rank check, taking those 90 electricity damage assuming you made a hidden divine rank check).

Did the blast come from the Iron Tower?


Max: 2310
Current: 2130
Witch

05-07-07, 05:34 PM
The images act in conjunction, one performing the exact same actions as the other: both of them make gestures in order to cast a spell, though only one of them seems to send its effects towards Petra. Two orbs of sonic energy twirl towards her in unison; a second later, another pair of them spins toward her. Parts of her body shatters as the orbs land on the earth elemental. Entire fragments of her being crumble away to tiny pieces of rock and minerals, barely larger than sand.

The blast came from a second image. I have no clue how you think you're spotting them. As far as I know (and I've checked your senses line), you're not spotting them.
I made a hidden rank check.
This round provided another twinned intensified vile orb of force, and an additonal quickened version of that thing.
You take 240 sonic damage and 240 vile sonic damage.

Your turn.
Bernat

05-08-07, 06:26 PM
Petra recovers from the blast, slightly shocked by corruption feeding upon her body. Immediately, the ground starts shacking as the iron turns swiftly into stone. Petra merges with the ground and disappears.


Remember that if the attacker is touching the ground, Petra gets a +18 competence bonus to AC.

If she can spot as a free action to see if any or both of Dispater's images are illusions, she does so. Does tremorsense give any useful information (Divine Earth Mastery SDA allows me to "automatically sense the location of anything that is in contact with the ground")?

Actions:
automatic: fast healing 76
free action: activate divine shield SDA (180 pt, ignore all damage except for vile damage of any kind)
swift action 1: [Alter Reality SDA] change size to fine (alter reality)
swift action 2 to 20: 19 x [Divine Earth Mastery SDA] transmute a semicircunference centered on me pointing down from iron to stone. (SDA doesn't specify the mass affected)
move action: if transmuting worked:Spot (1d20+114=126) (http://invisiblecastle.com/find.py?id=1030885) (around and above) and/or tremorsense anything around.
standard action: burrow 100ft. below the ground (remembering the direction of the tower).
if transmuting didn't work:standard action: [Alter Reality SDA] create a 10-ft. cube of stone.
move action: move inside the cube of stone (gain total cover).

Size:
STR 44 (-13 atk, -13 dmg)
AC +10 (size)
atk +10 (size)
reach 0ft.

Divine Shield: 180 pt, 10 min.

Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (12/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1726
Damage taken: 330 vile, 254 other
Witch

05-08-07, 06:46 PM
Before I take my actions, let's clarify some things: as with many cosmic powers, if you fail to affect Dis with your SDA, the parcel of land you attempted it on cannot be affected again in 24 hours. Do you try the creating stone thing, or do you move elsewhere first and retry?

Tremorsense gives no useful information. Also: about the "sensing what's in contact with the ground" thing. Guess why Dispater wasn't showing a limp ;)
Bernat

05-08-07, 07:55 PM
Crap, don't tell me he's floating 1 inch above the ground :).

swift action 3: [Divine Earth Mastery SDA] move ground up below Dispater 1 (15 ft. away) until it touches his feet or moves past them.
swift action 4: [Divine Earth Mastery SDA] move ground up below Dispater 2 (150 ft. away) until it touches his feet or moves past them.
free action: tremorsense.
standard action: [Alter Reality SDA] create a 10-ft. cube of stone.

If the cube is created:move action: move 45 ft. away from the cube and then 55 ft. to the cube, until I'm inside.
swift action 5-X (during the move action above): [Divine Earth Mastery SDA] transmute a semicircunference centered on me pointing down from iron to stone. (I don't know the range of this ability, so repeat as many times as needed).

If the cube isn't created:move action: move 100 ft. towards the Iron Tower.
swift action 5-X (during the move action above): [Divine Earth Mastery SDA] transmute a semicircunference centered on me pointing down from iron to stone. (I don't know the range of this ability, so repeat as many times as needed).
If at any time the SDA works, I change my direction from forward to down, keeping track of what's the direction to the Iron Tower.

What's the radius / range of the transmute SDA?
Witch

05-09-07, 07:10 AM
Range on the transmuting will be treated as "Short"

Though she had to try several times before succeeding, eventually Petra manages to alter some of Dis' structure into earth. Passing devils gaze in awe and shock. The coming of several colossal creatures, though they avoid Petra's unconventional senses, deafens the ears of all. Their approach shakes the surface, as though a meteor crashed into it with every step.

Petra waits, safely in the earth - safe only to a degree. The earth surrounding her melts away into a foul, disgusting pudding of inert flesh.
However, though she moved away from her original position, she notices that it is not merely the surface of Dis which is iron: the dark metal is the plane's very essence. Coming closer to the tower seems a difficult thing to do. I'm afraid I must leave you, for now. I have more pressing matters to attend to , said one of the images before turning his back and moving towards the tower.
Bernat

05-09-07, 07:46 AM
Can I guess the distance to the Iron Tower?

Sense motive (1d20+61=72) (http://invisiblecastle.com/find.py?id=1032077) to find out wether he's leaving to attend something or he's just avoiding me temporarily.
Witch

05-09-07, 08:06 AM
Too low a sense motive check to find that out.
I've answered your earlier question already, as you asked it before. You might want to read Fiendish Codex 2's parts on Dis to find out why.
Bernat

05-09-07, 05:13 PM
Petra raises from the mass of flesh to continue his advance, trying to locate the source of the noise. She then resumes her attempt at reshaping Dis' surface.


automatic action: fast healing 76
move action: Spot (1d20+114=124) (http://invisiblecastle.com/find.py?id=1032766)
If nothing is revealed:
standard action: move 100 ft. towards the Iron Tower (even if I stay at the same distance).
various swift actions (during the standard action above): [Divine Earth Mastery SDA] transmute a semicircunference centered on me pointing down from iron to stone.
If at any time the SDA works, I change my direction from forward to down.
free action: quickened consecrate (druid 2nd)


Size:
STR 44 (-13 atk, -13 dmg)
AC +10 (size)
atk +10 (size)
reach 0ft.

Divine Shield: 180 pt, 10 min.

Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (11/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1802
Damage taken: 330 vile, 178 other
Witch

05-09-07, 06:44 PM
Behind her, Petra notices a triad of Iron Colossi, quickly striding her way. She moves towards the Iron Tower, away from them - and 'lo! There it is - the entrance no more than nine paces away. She attempts to alter some iron into stone at that location, and, upon failing that, goes a little further only to try again. Eventually, she succeeds and ducks within the ground.
Bernat

05-09-07, 06:58 PM
Did I just find the Iron Tower? Err, did the Iron Tower just found me? I was about to spot for some baatezu to take me there...

I take it's Dispater's turn, otherwise let me know and I'll post my actions.
Witch

05-09-07, 07:01 PM
You suddenly found out it. Dispater is either not taking a turn or doing something you don't know about. Consider combat ended for the time being, unless those Iron Colossi catch up.
Bernat

05-10-07, 05:42 AM
Petra moves out of the ground once more and starts moving towards the tower, slowly growing until reaching the size of a colossi. When she arrives, she lets a powerful slam at Dispater's home.

Did the consecrate spell work?

Witch, I must ask you for pardon because I missread the last entry at the Divine Earth Mastery SDA. I first thought I could not affect a given object twice the same round, but in fact, it says I cannot target more than one object the same round (I guess it implies I cannot target the same object twice as well). So no more turning the ground below my feet into stone :(. Let me know if we should rollback to some point.


automatic action: fast healing 76
move action: move out of the ground and to the tower
swift action: [Divine Earth Mastery SDA] transmute iron to stone at the Iron Tower
swift action: change size from fine to colossal
standard action: (power attack 41) Slam damage (6d6+48+8+41=121) (http://invisiblecastle.com/find.py?id=1033860) (my attacks are considered as if made of adamantine). If the Iron Tower is not magical, 18 x 10-foot cubes are instantly obliterated. Otherwise, it can make a Fort save 66 to negate the effect.

Size:
STR 86 (+8 atk, +8 dmg, slam damage 6d6)
AC -6 (size)
atk -6 (size)
space/reach 30ft.

Divine Shield (ignore all but vile damage): 180 pt, 98 rounds.

Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (11/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1878
Damage taken: 330 vile, 102 other
Witch

05-10-07, 06:12 AM
Your not noticing of that isn't any worse than my forgetting that your MDJ didn't work. Nothing significant has been altered by it - I'm not going to go back for that. I'll just assume you succeeded on the rank checks required while you acually didn't.

Petra slams her body at the Iron Tower, unleashing in a single blow all strength her mighty body holds. Fully expecting to see part of it demolished, and its stability threathened, she is shocked to see that naught has changed. The Tower stands there still, in all its timeless glory, in all its eternal majesty. Though a mighty blow indeed, Petra's strike had not even rendered a scratch within the iron.
Bernat

05-10-07, 06:33 AM
Petra ignores the drawback and begins climbing the Iron Tower, looking once again to send it to oblivion.


By saying that it didn't work, do you mean that nothing happened because I had no magic on me at that moment?

Are the colossi still out of range?

Can you provide me the height of the tower?

Actions:
automatic action: fast healing 76
move action: climb 100 ft. (take 10, 10+84=94)
free action: [Magic 9 SLA] mage's disjunction (http://www.roles.es/sovelior_sage_srd/spellsMtoO.html#mages-disjunction) at the Iron Tower, right where Petra is going to slam
swift action: [Divine Earth Mastery SDA] transmute iron to stone at the Iron Tower
standard action: (power attack 41) Slam damage (6d6+30+8+41=99) (http://invisiblecastle.com/find.py?id=1033964) (my attacks are considered as if made of adamantine). If the Iron Tower is not magical, 18 x 10-foot cubes are instantly obliterated. Otherwise, it can make a Fort save 66 to negate the effect.

Size:
STR 86 (+8 atk, +8 dmg, slam damage 6d6)
AC -6 (size)
atk -6 (size)
space/reach 30ft.

Divine Shield (ignore all but vile damage): 180 pt, 97 rounds.

Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (11/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1954
Damage taken: 330 vile, 26 other
Witch

05-10-07, 06:42 AM
Colossi are still out of range. Height of the tower is difficult to estimate, but you suspect it's about 999 miles, as the legends say.
MDJ didn't function because it's a spell/SLA. Which don't function. The same goes for consecrate. This also prevents your other attempts at altering the tower.

After climbing up somewhat, Petra forces her will upon the tower, in a futile attempt to alter its very essence. She tries to slam into it again, in order to destroy it and possibly break herself a way in. Both are to no avail.
Bernat

05-10-07, 07:06 AM
Petra roars in anger as she feels her element resist transmuting at her will, just to continue with her attemps, moving around the exterior of the tower.

MDJ didn't function because it's a spell/SLA. Which don't function.That's what I thought from the beginning. I guess I missunderstood you the first time :).

This also prevents your other attempts at altering the tower.Divine Earth Mastery and Anihilating Strike may still technically work since they are SDA's (with the one attempt per year restriction), I guess.

Actions: Unless something special happens, Petra repeats these actions for 10 rounds.
automatic action: fast healing 76
move action: climb 100 ft. around the exterior of the Iron Tower, without moving too high, and trying to stay outside the reach of the Colossi (take 10, 10+84=94)
free action: [Magic 9 SLA] mage's disjunction (http://www.roles.es/sovelior_sage_srd/spellsMtoO.html#mages-disjunction) at herself
swift action: [Divine Earth Mastery SDA] transmute iron to stone at the Iron Tower
standard action: (power attack 41) Slam damage (6d6+30+8+41=105) (http://invisiblecastle.com/find.py?id=1033975) (Petra's attacks are considered as if made of adamantine). If the Iron Tower is not magical, 18 x 10-foot cubes are instantly obliterated. Otherwise, it can make a Fort save 66 to negate the effect.

Size:
STR 86 (+8 atk, +8 dmg, slam damage 6d6)
AC -6 (size)
atk -6 (size)
space/reach 30ft.

Divine Shield (ignore all but vile damage): 180 pt, 96->86 rounds.

Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (11/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1980
Damage taken: 330 vile, 0 other
Witch

05-10-07, 07:08 AM
You can repeat those actions as long as you'd like, nothing will happen. I recommend you read Dispater's description to see what the tower is.
Bernat

05-10-07, 07:24 AM
Fiendish Codex II?
Witch

05-10-07, 07:27 AM
No, Gates of Hell Chapter 9.
Bernat

05-11-07, 12:03 PM
Seeing she is making no progress, Petra finally desists and returns to the ground, looking to dismiss the Colossi and maybe try something different afterwards.

Ok, I guess that when it says that divine and cosmic beings can't make a divine rank check to avoid the Iron Tower's powers, it implies that the Iron Tower doesn't need to make a divine rank check to avoid divine and cosmic powers. Even if it doesn't say so.

Actions:
automatic action: fast healing 76
move action: climb 100 ft. down to the ground (take 10, 10+84=94)
free action: [Magic 9 SLA] mage's disjunction (http://www.roles.es/sovelior_sage_srd/spellsMtoO.html#mages-disjunction) at herself
swift action: [Divine Earth Mastery SDA] transmute iron to stone at the ground.
standard action: (power attack 41) Slam attack (6d6+48+8+41=123) (http://invisiblecastle.com/find.py?id=1036906) (Petra's attacks are considered as if made of adamantine). If the Iron Tower is not magical, 18 x 10-foot cubes are instantly obliterated. Otherwise, it can make a Fort save 66 to negate the effect.
swift action: change size from colossal to fine

Size:
STR 44 (-13 atk, -13 dmg)
AC +10 (size)
atk +10 (size)
reach 0ft.

Divine Shield (ignore all but vile damage): 180 pt, 85 rounds.

Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (11/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1980
Damage taken: 330 vile, 0 other
Witch

05-11-07, 12:09 PM
I see that you haven't understood why it's not working ;)
Why do you keep MDJing yourself? It's not suddenly going to work =)

The colossi take places aside the tower's gates, dropping their mechanisms into rigid immobility. After a period of pointless toil, Petra returns to the surface, where she attempts to alter some of its material into stone. Alas, it seems as though even these works are without success.
Bernat

05-11-07, 12:31 PM
Wishing for some action, Petra moves towards the Colossi, preparing herself for a possible attack

I see that you haven't understood why it's not working ;)I'm reading description on page 21 (341) and I can't find anything explicitly saying it's immune. I guess this is one of those flavour rules that aren't written and can't be circunvented.
Why do you keep MDJing yourself? It's not suddenly going to work =)I didn't think of a best use for my free action. Plus... what if it had worked? I don't know what is Dispater planning and what he may do :).

Actions:
automatic action: fast healing 76
move action: move towards the colossi
free action: [Magic 9 SLA] mage's disjunction (http://www.roles.es/sovelior_sage_srd/spellsMtoO.html#mages-disjunction) at herself
swift action: [Divine Earth Mastery SDA] transmute iron to stone at the ground.
standard action: ready a standard action in case something attacks me.

Size:
STR 44 (-13 atk, -13 dmg)
AC +10 (size)
atk +10 (size)
reach 0ft.

Divine Shield (ignore all but vile damage): 180 pt, 84 rounds.

Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (11/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1980
Damage taken: 330 vile, 0 other
Witch

05-11-07, 12:36 PM
The giant constructs offer no response.


I'm reading description on page 21 (341) and I can't find anything explicitly saying it's immune. I guess this is one of those flavour rules that aren't written and can't be circunvented.
It's not a flavor rule, and the reason it's not working is explicitly stated, albeit indirectly, in the description.
Bernat

05-11-07, 12:51 PM
Actions:
automatic action: fast healing 76
swift action: [Alter Reality SU] change size from fine to colossal
move action: Spot (1d20+114=126) (http://invisiblecastle.com/find.py?id=1037000), looking for baatezus, the bigger the better
free action: [Magic 9 SLA] mage's disjunction (http://www.roles.es/sovelior_sage_srd/spellsMtoO.html#mages-disjunction) at herself
swift action: [Divine Earth Mastery SDA] transmute iron to stone at the ground.
standard action: slam the ground next to the tower. As always, Fort 66 or 18 x 10-foot cubes are obliterated if conditions are met

Size:
STR 86 (+8 atk, +8 dmg, slam damage 6d6)
AC -6 (size)
atk -6 (size)
space/reach 30ft.

Divine Shield (ignore all but vile damage): 180 pt, 83 rounds.

Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (11/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1980
Damage taken: 330 vile, 0 other
Witch

05-11-07, 06:36 PM
The streets around the entrance seem abandoned of all life and movement. Nowhere within Petra's sight can even a single devil be seen. The tower's oppressing form, as well as that of the other nearby buildings, becomes ever more clear in these times of unsettling peace.
Bernat

05-12-07, 12:48 PM
Ignoring the big tower in front of her, Petra resumes her natural form and decides to go on with turning the iron city into stone. Ground turning into stone, and buildings falling down, she seems to be looking for something.

[Divine Blast SDA] Divine Blast (38d12=264) (http://invisiblecastle.com/find.py?id=1038894)

If Divine Blast doesn't work, Petra continues with the actions below.
[Alter Reality SU] change size to huge (normal)
[Divine Earth Mastery SDA] turn ground from iron to stone
[Alter Reality SU] disintegrate at the closest building
tremorsense, looking for baatezus, the bigger the better ;)

Size:
STR 86 (+8 atk, +8 dmg, slam damage 6d6)
AC -6 (size)
atk -6 (size)
space/reach 30ft.

Divine Shield (ignore all but vile damage): 180 pt, 82 rounds.

Divine Blast: 22/day
Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (11/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1980
Damage taken: 330 vile, 0 other
Witch

05-12-07, 06:09 PM
It seems all Baatezu have fled. How they could've escaped beyond Petra's tremorsense is a mystery. After unleashing a divine blast at the tower, which did not leave a scratch, Petra continues demolishing some buildings, some of them utterly annihilated, other aspects of the plane altered to stone. To do this to an infinite plane though, has little chance of lasting success. As the earth elemental continues, clouds gather above her head, water pour out of them. As the drops impact her body, it burns. Untold numbers of scars form all across her elemental form.

The rain is limited to a 20ft-radius above you.
You take 32 damage, half of which is vile, every round you remain in the rain.
Bernat

05-12-07, 06:24 PM
Did the Divine Blast at the Iron Tower work?
Witch

05-12-07, 06:26 PM
Edited that in. I didn't notice it earlier.
Bernat

05-12-07, 06:34 PM
Petra burrows under the ground (anywhere where her DEM worked).

How much rain damage did I take? What type of damage is that? How many rounds have passed since I used Divine Blast? I need to keep removing rounds for my Divine Shield...
Witch

05-12-07, 06:36 PM
About five rounds have passed. If you fled the rain immediately, you took damage for one round. This is untyped, half of which is vile.
Bernat

05-13-07, 12:46 PM
Petra moves 100 ft. away and takes a look out to see if it's raining. (Assuming she can use Alter Reality all her way through)

With her head out, she tries to spot any creatures around (I keep track of my tremorsense like I do of any other sense).

Size:
-

Divine Shield (ignore all but vile damage): 164 pt, 77 rounds.

Divine Blast: 22/day
Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (11/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1980
Damage taken: 330 vile, 0 other
Witch

05-13-07, 12:49 PM
why hasn't your vile damage increased? Are you still moving underground? I've been keeping track of your senses.
Bernat

05-13-07, 12:51 PM
why hasn't your vile damage increased? Are you still moving underground? I've been keeping track of your senses.
I was moving underground, then having a look outside. I have taken both vile and (unholy?) damage, but the former was absorbed by my divine shield, and the latter was fast-healed.
Witch

05-13-07, 01:28 PM
How are you limiting Divine Shield to Vile damage? I don't see anything in the SDA that allows this.

Petra travels underground for a small distance - not very far. Upon looking out of the earth, she notices the rain still continues, though it hasn't moved in location. Currently, she is outside of its range.
Bernat

05-13-07, 01:40 PM
I guess you mean I can't choose it to ignore damage, just damage I'm immune to. Ok, corrected.

Petra moves towards the colossi, trying to stay below the floor. She keeps transmuting iron to stone. And she readies an action to hide completely in case she any other vile spell coming.

Tell me how many rounds pass until she reaches them.

Size: Fine
STR 44 (-13 atk, -13 dmg)
AC +10 (size)
atk +10 (size)
reach 0ft.

Divine Shield (ignore damage for which Petra is immune): 148 pt, 77 rounds.

Divine Blast: 22/day
Divine Shield: 27/day

Divine spell slots:
22nd (2/day)
21st (2/day)
20th (2/day)
19th (2/day)
18th (3/day)
17th (3/day)
16th (3/day)
15th (3/day)
14th (4/day)
13rd (4/day)
12nd (4/day)
11st (4/day)
10th(5/day)
9th (9/day)
8th (9/day)
7th (9/day)
6th (10/day)
5th (11/day)
4th (11/day)
3rd (11/day)
2nd (11/day)
1st (12/day)
0th (12/day)

Max: 2310
Current: 1980
Damage taken: 330 vile, 0 other
Witch

05-13-07, 02:15 PM
You're already almost beneath them.
Witch

05-21-07, 07:26 AM
As this challenge is over, I'm going to take a few liberties in this finishing. Nothing is against the rules, but it involves the use of Bluff to instill a suggestion in a situation where I wouldn't find it appropriate, and hence wouldn't use it if the actual challenge was still going on. I need to deal with the situation creatively, though.

The figure returned, apparently. It still wasn't Dispater in the flesh, but it took quite a bit of effort to notice this. Now, now, Lady. Can you not see that your effort is in vain? As soon as you leave this area, devils will be sent to rebuild. Do I not demolish my own city in order to have it rebuilt myself, already? All you have done here is excert your own petty anger. You attempted to tell to this world that you are not without power. But nothing you have done has constituted a fundamental difference in this plane - it has only emphasized your own powerlessness in this regard. Do you not think that our differences could be better discussed without violence - say, by a pact? You should come with me, so that we may sit comfortable and ponder the viability of such a treaty. If you'd but follow, we can come to an arrangement.

The projection moved towards the tower. Petra seemed to hesitate for a moment, but eventually came out of the earth in order to enter the Tower. At times, the figure would stop in order to give some directions to devils moving about the halls. Eventually, the two of them arrived in a chamber holding merely an Iron Throne. As Dispater's projection took a seat on the throne, a sense of falling overcame the earth elemental deity. Looking back, she noticed that the door hole was blocked entirely by a wall of purest iron. We have come to an arrangement, the figure spoke as it smiled. An instant later, it disappeared.
Buugipopuu

05-21-07, 11:19 AM
Character Sheet (http://boards1.wizards.com/showpost.php?p=12454167&postcount=1121)

T -1 Day: Cast all four Esoteric Aegis spells.
T -1 Day, Free Action: Cast Quickened Silenced Divine Insight (Sense Motive)
T -1 Day: Cast Automatic Quickened Silenced Undetectable Alignment
T -1 Day, Free Action: Cast Automatic Quickened Silenced Magic Vestment on self.
Rest to recover spells.
T -21 Minutes, 2 rounds: Cast Automatic Silenced Sign.
T -21 Minutes, 1 round: Cast Epic Consecrated Stealth Planar Bubble
T -21 Minutes, 1 round, Free Action: Cast Automatic Quickened Silenced Protection from Negative Energy on self.
T -11 Minutes, 1 round: Cast Stealth and Cloak
T -1 Minute, 1 round: Cast Automatic Silenced Fortunate Fate on self.
T -1 Minute 1 round, Free Action Cast Automatic Silenced Planar Bubble.
T -1 Round, Standard Action: Cast All-Seeing Absence of Eye.
T -1 Round, Free Action: Grant Power of Luck on self.
T -1 Round, Free Action: Make Knowledge (The Planes) check (d20+123 = 142) and Wisdom check (d20+49 = 59 vs DC 15, passed) to stabilise area of Limbo 70 ft in diameter to mimic ambient conditions on Dis, and create a thin layer of smoke of the kind that covers the whole layer of Dis beneath my feet.
T -1 Round, Move Action: Move Silently at full speed on smoke 10 feet above the ground while Hiding in Plain Sight through portal to Dis. (Balance: d20+164 = 171 vs DC 125, passed, Move Silently: d20+206-5 = 202 (natural 1, doesn't automatically fail), Hide d20 +206-5 = 211)



Awesome, Desu, Win and Godly Esoteric Aegis active, 6 days remaining.
Quiescence Active
Power of Luck active, +18 Luck bonus on attack rolls, saves and checks, 23 hours remaining
Sign active, +4 on next Initiative check, 7 hours remaining
Divine Insight active, +15 on next Sense Motive check, 1 day remaining
Planar Bubble active, 7 hours remaining
Epic Consecrated Stealth Planar Bubble active, 2 days remaining
All-Seeing Absence of Eye active, 5 hours remaining
Stealth and Cloak active, 16 hours remaining
Undetectable Alignment active, 1 day remaining
Magic Vestment active, +5 Armour Bonus to AC, 1 day remaining
Fortunate Fate active, 7 hours remaining
Protection From Negative Energy active, 7 hours remaining

Spells used:
3 Epic Spells (2 Remaining)
2 7th level spells (9+1 Remaining)
1 2nd level spells (11+1 Remaining)
1 1st level spells (12+1 Remaining)

Other consumables used:
1 Power of Luck (17 remaining)


After completing two days' worth of meticulous preparations, in order to make his insertion into Dis as stealthy as possible, right down to affecting the very air around him to blend in with the environment on the other side of the portal, he performed the astonishing act of walking through the portal while suspended in mid air, invisibly, silently, and in the manner of someone who does this sort of thing all the time.
Witch

05-21-07, 11:56 AM
Before I proceed, can I assume everything else is set to default?
Buugipopuu

05-21-07, 01:12 PM
The only thing I can think of is that my Divine Aura needs to be set to 0 feet, otherwise yes.

Also before we start, I have 18 rerolls per day from my Luck domain. Should I have 9 or more remaining at any point, and you make a hidden Divine Rank or Caster Level check on my behalf, and I do not have reason to believe that the entity that the roll is opposed against is much weaker than I am, and I roll 5 or less on that check's d20 roll, I wish to use one reroll on that check.
Witch

05-23-07, 10:17 AM
As the nameless one arrives on Dis, he notices a vast cavern behind him, which he knows to be the famous lair of Tiamat. Iron stretches out into eternal, flat plains, the sole exception being the vast city in the distance. How far it away it is, the nameless figure cannot tell. However, a path of skulls leads towards it.
Buugipopuu

05-23-07, 06:30 PM
Put hand through Ring Gate and retract, to see if it functions as normal.

Move at full speed diagonally upwards away from the cave until I reach 1000ft from my starting position, making sure never to exceed the height of the pall of smoke (how high is it anyway?), while still Hiding in Plain Sight and Moving Silently. (Taking 10 on all checks in this post).

Use Greater Teleport SLA to teleport 10ft towards the city.

Use Greater Teleport SLA to teleport 60ft towards the city.

Descend to 61 feet above the path and continue moving in the direction of the city until something happens, while constantly on the lookout for any evidence of creatures around me. (Spot and Listen both 145 vs Evil Outsiders, Greater Arcane Sight and All Seeing Absence of Eye active)


Seeing nothing worth interacting with in its vicinity, nameless runs a couple of tests of his abilities, as a precaution against unexpected interdiction, and proceeds cautiously in the direction of the city, in search of its quarry.
Witch

05-23-07, 06:55 PM
The smoke dissipates a bit above the surface. If you attempt to get up there another way, you'll need to tell me - for the moment, I'll ignore the attempt, as the smoke simply doesn't reach that high.

Testing his abilities, the nameless deity notices that neither of his teleportation attempts succeeded - rather than a lack of magic, however, the spell seemed to struggle, to reach towards a place that was beyond reach. The gate in his shield seems to have deactivated entirely. Stepping on the clouds above the path, he notices that, even as he keeps walking, his location never actually changes. The god is still standing above the same spot he arrived at.
Buugipopuu

05-24-07, 02:36 PM
Use Subjective Directional Gravity (Planar trait of Limbo brought here, thanks to Planar Bubble) to fall 300ft in the direction of the city. If that fails to bring me closer to the city, I make contact with the ground and move Silently/Hide in Plain Sight (Still taking ten on routine checks) at full speed in the direction of the city, still keeping a lookout for creatures. Will you allow Balance checks to defeat Tremorsense? Someone who has so little ground pressure that they can walk on clouds isn't going to send tremors through the ground. If yes, assume I'm taking 10 on balance checks to reduce my ground pressure to prevent detection by tremorsense-using creatures.

As its primary and backup modes of locomotion seem to have been foiled by the nature of Dis, nameless tests its second and third backup modes, and again tries to move towards the city, and the Iron Tower within; cautiously as ever.
Witch

05-24-07, 02:51 PM
Falling towards the city seems to fail entirely - once again, little advancement is made - or rather, none at all. When he touches the ground, however, the deity's steps bring him closer and closer towards the city, even though it still lies far in the distance.


I'll allow Tremorsense to be ignored with a balance check countered by the opponent's spot check (by lack of a more appropriate skill).
Anything else you plan to do before moving onward?
Buugipopuu

05-24-07, 03:24 PM
Not really. One clarification request: I can fall in any direction at 300ft/round. I don't think this takes an action, since controlling Limbo is a Free Action that can be made once per round, but I'm not entirely sure. Does this take an action, and if not, can I run on clouds with my actions to go faster than 300ft/round? What about Free Move?
Witch

05-24-07, 03:27 PM
Expect me to reply IC a while later. I have some other things to do at the moment.

Subjective Directional Gravity

The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but is common on “weightless” planes.

Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one’s movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).

It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.
This indicates it takes only a free action.
Witch

05-28-07, 07:18 PM
The nameless deity proceeded through this eternal realm of malice. Every step seemed to be slowed down by the layer's will to sloth. Travelling here was drudgery above all. But suddenly -- it took but a moment. There he was, standing in the midst of the city, surrounded by creatures of all kinds, but devils foremost. Some of them conducted business, others were marching across the streets. Dis: the city itself.
Buugipopuu

05-29-07, 05:23 AM
Can I ask how many rounds have elapsed, so I can update the durations on my spells?

I presume my Ring Gates have not started functioning again. If they have appeared to regain functionality, I use Greater Teleport to teleport next to the Iron Tower.

If not, I locate the Iron Tower, which is presumably fairly obvious, and fall towards it at maximum speed, aiming for a point about halfway up, after falling directly upwards to bring myself above the level of the buildings. Still Taking 10 on everything. Still Moving Silently and Hiding in Plain Sight. Using Spot and Listen to look for evidence of creatures that are aware of my presence initially, and then constantly during the trip. Also using Greater Arcane Sight to look for significant looking magic.


Still not wanting to get involved with anything which could potentially reduce its stealthiness, nameless attempts to get away from the cramped confines of the streets and its myriad potential hazards, and fly towards his objective through its control of Limbo.
Witch

05-29-07, 07:40 PM
The nameless god arises from the iron ground, directing gravity to take him upwards, towards the foul tower standing amidst the city. It takes him little time to arrive.

By the time you reach the tower, 27 minutes have passed.
Buugipopuu

05-30-07, 08:36 AM
Observe the Iron Tower for 4 rounds, as Greater Arcane Sight appears to be able to penetrate walls. Is the tower doing its Disjunction thing? I also cast Automatic Quickened, Silenced Freedom of Movement and Automatic Quickened, Silenced Aid at this time.



Awesome, Desu, Win and Godly Esoteric Aegis active, 5 days, 23 hours, 33 minutes remaining.
Quiescence active
Greater Arcane Sight active
Divine Aura set to 0ft
Power of Luck active, +18 Luck bonus on attack rolls, saves and checks, 22 hours, 33 minutes remaining
Aid Active, +1 Morale Bonus on Attack roles, 1d8+10 = 13 Temporary HP, 47 Minutes remaining
Freedom of Movement active, 7 Hours Remaining.
Sign active, +4 on next Initiative check, 6 hours, 33 minutes remaining
Divine Insight active, +15 on next Sense Motive check, 23 hours, 33 minutes remaining
Planar Bubble active, 6 hours, 33 minutes remaining
Epic Consecrated Stealth Planar Bubble active, 1 day, 23 hours, 33 minutes remaining
All-Seeing Absence of Eye active, 4 hours, 33 minutes remaining
Stealth and Cloak active, 15 hours, 33 minutes remaining
Undetectable Alignment active, 23 hours, 33 minutes remaining
Magic Vestment active, +5 Armour Bonus to AC, 23 hours, 33 minutes remaining
Fortunate Fate active, 6 hours, 33 minutes remaining
Protection From Negative Energy active, 6 hours, 33 minutes remaining

Spells used:
3 Epic Spells (2 Remaining)
2 7th level spells (9+1 Remaining)
1 4th level spell (12 Remaining)
2 2nd level spells (11 Remaining)
2 1st level spells (11+1 Remaining)

Other consumables used:
1 Power of Luck (17 remaining)


Before attempting to interact with it, nameless studies the tower with its magical vision, so as not to be caught out by any tricks the tower may have.
Witch

05-31-07, 05:25 AM
The tower radiates overwhelming magic, and within, the expected magical aura's can be detected. However, they don't seem to affect the deity currently flying outside the tower.
Buugipopuu

05-31-07, 09:36 AM
Standard Action: Notice that the tower is casting a (9th level) Abduration spell every 4 rounds. Also take 10 on a Knowledge (The Planes) check to remember what the Tower's defences are (I can hit DC 133 with that). Deduce that this is almost certainly the tower's Disjunction power. Wait part of one 4-round cycle until I see the tower cast such a spell and then immediately cast Surpasswall on the tower using a ranged touch attack from 5 feet away.
Still taking 10 on Move Silently/Balance/Spot/Listen/Hide in Plain Sight
Free Action: Fall up to 150 feet into the hole created, stopping at the first intersection with an existing passage I encounter.
Swift Action: Free Move 100 feet either further down the hole created, or down any intersection encountered.
Move Action: If no intersection is encountered after 250 feet, move a further 100 feet down the hole, turning off at the first intersection encountered.



Awesome, Desu, Win and Godly Esoteric Aegis active, 5 days, 23 hours, 33 minutes remaining.
Quiescence active
Greater Arcane Sight active
Divine Aura set to 0ft
Power of Luck active, +18 Luck bonus on attack rolls, saves and checks, 22 hours, 33 minutes remaining
Aid Active, +1 Morale Bonus on Attack roles, 1d8+10 = 13 Temporary HP, 47 Minutes remaining
Freedom of Movement active, 7 Hours Remaining.
Sign active, +4 on next Initiative check, 6 hours, 33 minutes remaining
Divine Insight active, +15 on next Sense Motive check, 23 hours, 33 minutes remaining
Planar Bubble active, 6 hours, 33 minutes remaining
Epic Consecrated Stealth Planar Bubble active, 1 day, 23 hours, 33 minutes remaining
All-Seeing Absence of Eye active, 4 hours, 33 minutes remaining
Stealth and Cloak active, 15 hours, 33 minutes remaining
Undetectable Alignment active, 23 hours, 33 minutes remaining
Magic Vestment active, +5 Armour Bonus to AC, 23 hours, 33 minutes remaining
Fortunate Fate active, 6 hours, 33 minutes remaining
Protection From Negative Energy active, 6 hours, 33 minutes remaining

Spells used:
4 Epic Spells (1 Remaining)
2 7th level spells (9+1 Remaining)
1 4th level spell (12 Remaining)
2 2nd level spells (11 Remaining)
2 1st level spells (11+1 Remaining)

Other consumables used:
1 Power of Luck (17 remaining)


After waiting for the opportune moment, nameless traces an imaginary symbol of a twisted labyrinth in the air in front of it, and ceremonially thrusts its hand through the symbol, carving a long cylindrical hole through the wall of the tower, which is immediately disguised with an illusion. nameless proceeds down the hole, wanting to vacate it as soon as possible, to avoid being in it when it is eventually disjoined.
Witch

05-31-07, 09:43 AM
After casting his spell, nameless notices that does not only fail to see the hole - there simply is no hole in the tower. It stands entirely undamaged.
Buugipopuu

06-02-07, 05:43 PM
Standard Action: Use Miracle Spell-Like Ability to replicate the Vision spell, to pose the following question about the Iron Tower: "What is the location, and status thereof, within the tower I now see before me from which it is now possible to reach the highest authority in Dis who does not rule all of the Nine Hells, in the most expedient fashion, through mundane means only?"

Note: I still have actions left in this round (most notably one Quickened spell), which I may or may not be using depending on what is revealed, so please refrain from having anything happen that couldn't happen between me casting a spell and then casting another spell immediately afterwards as a free action.


A lesser being may have been frustrated at the complete noneffect of its own magic that nameless currently observed, but nameless merely switched to its first backup plan, having expected to be blocked at nearly every turn by the Lord of the Second's excessive defenses. Calling upon its own reserves of divine power, nameless attempts to locate its target within the tower, to better allow it to plan its future actions.
Witch

06-08-07, 11:11 AM
(OOC: make a caster level check)
Buugipopuu

06-08-07, 04:48 PM
Rolled 11. Caster Level 47th, +18 Luck, +18 Divine, +6 Typeless. Total: 100)
Witch

06-13-07, 07:54 PM
The spell fails to divine the information. It may simply not exist.
Witch

06-19-07, 04:28 AM
:bump: (Buugipopuu?)
Buugipopuu

06-21-07, 07:12 PM
I'm going to need some more Epic Spells to accomplish this, so I'm making a Knowledge(The Planes) roll to see if I know of a working portal off Dis. Rolled 18+123 = 141 No description since I haven't actually done anything.
Witch

07-14-07, 09:58 AM
The nameless god recalls the existence of three portals: one near Tiamat's lair, to Avernus; another leads to Minauros; the third leads directly to Sigil. Each of these portals is intensely guarded.
Buugipopuu

07-15-07, 08:08 AM
Take 10 on a Search check to locate a devil that looks like it is on an errand, or traveling across the city and not being observed by too many other devils. Search check result = 133.

Rather than counterproductively pressing deeper into Hell, or suicidally walking into Sigil, nameless decides on the Avernus portal as his route off the plane. Firstly, it needed a devil to tailgate, so as to pass out of the city undetected.
Witch

07-15-07, 08:15 AM
You don't find many devils who're on an errand and take that portal - they generally have the appropriate requiremed items and knowledge for teleportation. However, eventually one shows up anyway, and you manage to get out. If you want to retrain, don't do anything absurd like switching all feats. A few, I'll allow.
Buugipopuu

07-15-07, 08:29 AM
I wasn't looking for one heading to the portal. Just one on any errand. I was intending to either Bluff or Suggestion it to get it to walk to the portal, as that would be faster than waiting for one actually intending to use the Avernus portal. Sorry if I didn't make myself clear.
Witch

07-15-07, 10:09 AM
Oh - in that case, you'll easily get yourself there in any case.
Buugipopuu

07-19-07, 07:35 PM
I'd just like to clear something up before I carry on: Swapping out 22 Ranks of Heal for 11 Skill Tricks (The most powerful of which is Mosquito's Bite; most skill tricks are junk at Epic.): Yay or Nay? If you don't have Complete Scoundrel I could PM you the text of the ability if that matters. If that's too drastic, I could settle with dropping a smaller number of skill points, as I really should have waited until CS arrived before posting my final character sheet.

Also: Did you read the question I posted in the main thread?
Buugipopuu

07-31-07, 12:40 PM
I planeshift back to Limbo, acquire an additional Rod of Excellent Magic, and research the Epic Spell mentioned in the main thread, at a total cost of 1,657,000gp, leaving me with 47,543,348 still unspent. No retraining needed. This takes about a month. I then repeat the preparations I made before, and use the same route to get back to the Iron Tower, eliminating any pointless detours, tests, and other such things that I wouldn't need to do with the knowledge obtained during my first attempt. This is unless something of note happens while I'm doing all this.

nameless thinks "Well, let's try that again, shall we?".
Buugipopuu

08-12-07, 02:49 PM
After having reached the tower, I cast my new Epic Spell, with the target volume of the Iron Tower, and the target object being the Iron Staff of Dis.

nameless attempts once again to locate his target within the expansive tower before him.
Witch

08-23-07, 11:23 AM
Inform me of the caster level of this spell, please.
Buugipopuu

08-23-07, 03:00 PM
My Caster Level is 47th, however for the purpose of all Caster Level Checks, it is 89th. Note that for caster level checks, if I have more than 9 Luck rerolls remaining, I would like to reroll any result of 10 or less, and reroll any result of 5 or less regardless of the number of Luck rerolls I have remaining.
Witch

08-28-07, 06:56 PM
I rolled a natural 20 for your caster level check. Consider yourself pretty darn lucky. You have a location on Dispater.
Buugipopuu

08-30-07, 08:42 PM
Swift Action (Same round as my Divination): Cast Automatic Quickened Silenced Time Stop
Duration = (1d4+1=3) (http://invisiblecastle.com/find.py?id=1234073)
Next Round:
Free Action: Activate Sacred Flame, Flaming Burst property
Standard Action: Cast Automatic Silenced Miracle, move to closest empty square to divined location.
Free Action: Look around.


nameless, having located its target, calls upon its power over Celerity to allow it to perform multiple tasks in the blink of an eye, causes its weapon to burst into black flame, and moves to the location of its target, ready to take stock of the situation and react accordingly.
Witch

08-31-07, 07:40 AM
Our dark protagonist appears in the darkness of a passage in the Iron Tower. The passage turns towards the right at one side of the corner, to the left at the other. It does not appear to be very long - the nameless god suspects his enemy is somewhere in the area surrounded by these hallways.
Buugipopuu

08-31-07, 10:45 AM
Am I exactly half way along the section I can see? How long (in feet) is the section I can see?
Witch

08-31-07, 10:49 AM
50ft. long., roughly halfway.
Buugipopuu

08-31-07, 12:33 PM
Still the first round of Time Stop.
Swift Action: Alter Reality to replicate Ghostform.
Move Action: Walk through the wall.

I expect to be stopped because the wall is too thick, but I'll cross that bridge when I come to it.


Surmising that it was located in a square passage, and that logically Dispater would be in the centre, the nameless god took on the ultimate aspect of Silence, a creature that disturbs nothing because it touches nothing, and walked through the inside wall of the passage.
Buugipopuu

09-08-07, 03:15 PM
Standard Action: Take 10 on an Escape Artist check to pass through a Wall of Force, carry on moving. Result = 105 + 18 Luck + 10 = 133 (Passed)

Confronted with what its magical vision revealed to be a barrier composed of magical force, nameless simply located a point of weakness in the obstruction, and walked by as if it were not there.
Witch

09-18-07, 06:59 PM
Past the Walls of Force, the hidden one moves on... only to feel his fingers materialize slightly in front of him. The iron quickly shoves him backwards.

You recognise the effect as a Ghost Trap.
Lobsopdoy

10-16-07, 04:37 PM
Don't stop now! Not right on a cliffhanger!!:eek:
Amon_V

10-17-07, 08:24 PM
Come on Guys! Pick up the Game!!
Buugipopuu

10-19-07, 01:11 PM
Second round of Time Stop: Standard Action: Use Mordenkainen's Disjunction targeted immediately in front of me. (Assuming the Ghost Trap effect is a spell effect, rather than part of the Tower (no Ghost Trap effect is listed in the Tower's entry, and Ghost Trap isn't a viable construction material, like Force is) and thus not subject to the Time Stop restriction on attended objects).

Applying its divine mastery over magic, nameless attempts to banish the latest in the long line of obstructions.
SokenzanMarauder

12-04-07, 01:06 AM
:bump: