"Here goes - What would be the best way for me to destroy the Wonder I would find easiest to destroy, given my skill set, with 'best' here being defined as 'most likely to succeed, again given my skills and abilities'?"
... The Wonders consist not only of it's physical presence, but also the concepts and things it represents. By leveraging the power of the Wonder to destroy or twist it's association with those concepts, the Wonder itself can be weakened to render it vulnerable to conventional attack.
"I suppose my question is how we get out of here and out into the world."
... Pass through the door, cross the river and defeat the hound.
"What dangers will we be likely to encounter while attacking the wonders?"
... All of the wonders will defend themself.
The Wyrm fights with tooth, claw and fire.
The Woods will grow vines, thorns and poisoned fruit.
The Colossus has a Trident and shield.
The Shard cloaks itself in darkness.
The Mountain's Song can flatten cities
The Eternal flame leaves not even ash.
In addition, all will be defended. The Wyrm by it's spawn, the Woods by the elves that worship it. The Colossus is surrounded by a massive human city, the Shard by a Dark Fortress filled with goblins and Orks alike. The Mountain's hollow caverns are inhabited by kobolds, while the Dwarves have build an entire fortress around the Flame.
"What dangers will we be likely to encounter while attacking the wonders?"
"And given our skillsets, what would be the best or most effective way for us to deal with these dangers?
If info regarding the whole team is too broad, I'd be happy with just myself."
... The Wyrm's spawn is territorial and enraptured by gold. The elves are obsessed by nature, and frail. The humans are divided and easily misled. The orks and goblins are hated by other races, and worship demons. Kobolds are fearful and superstitious. The dwarves are reliant on their industry as well as greedy.
"What is the fastest way to reach each of the wonders, without dying?"
... The fastest way would be to pay a daemon for transportation. Though it will require a hefty price, seeing as it's not entirely a trivial affair, a daemon can get you were you need to go.
You can decide to move on, or try to make a deal with the local denizens of the Underworld. One of you has not yet asked his question, after all.
Name : ATHATH
Character concept : A monk-mage who (secretly) murdered his teacher so that he could become the leader of his monastery. This concept was totally not stolen from a character from The Cave.
Description :
http://forgottenrealms.wikia.com/wiki/EyeballHP : 75/75
Wounds : None
Skills &Abilities:
Manipulative Magic : +1 to any attempt to cast such magic, ability to learn relevant spelks
Flight
Ki Channeling : Can transfer a +X modifier to an allied creature, at the cost of suffering from a -X yourself
Virtues : Knowledgeable, Charming, Calm (is less affected by fear)
Curses :
Demonic Taint : Detailed observation will reveal the Demonic Influence that affected you
Inventory : Empty
Name : Teneb
Character concept : An orcish shaman who ended up in Tartaros for reasons forgotten. He has average height for an orc, but not as strong as the orcish standard due to focusing on shamanic duties.
Description : An orc. A green-ish humanoid somewhat larger than a human and with more muscle mass.
Skills &Abilities:
- Can commune with spirits of dead orcs. +2 to any attempt to cast such magic, start with 1 spell/ritual
- Summon Minor Spirit : Requires either the remains of an Orc, or a source of magical power
- Knowledge of the customs of various orcish groups +2 to any attempts to communicate with Orcs
- Medical training - +1 to medical actions, counts as skilled practicioner
Virtues :
- Dutifulness
- Temperance
- Patience
Curses :Is compelled to challenge anyone who insults orcs in any way shape or form.
Inventory : Empty, for now
Name : Whisperling
Character concept : A thief who was eventually forced out of his home city. He took up residence near a forest path, and sustained himself largely by robbing more honest travelers.
Description: A short, shabbily-dressed human. He has elf blood several generations back, although it doesn't really show.
HP : 75/75
Wounds : None
Skills &Abilities:
Silent Moving +1 to sneaking
Crossbow. +1 to using crossbow
Illusion magic +2 to any attempt to cast such magic, start with 1 spell/ritual
- Concealing shadows
Virtues:
1: Careful and meticulous, at least when he needs to be.
2: Attentive to his surroundings.
3: Extremely persistent.
Curses :
Extreme fear of water in any amount larger than a puddle or canteen.
Inventory : Empty.
Name: Playergamer
Character concept: A persuasive cult leader who sold his soul for power long ago.
Description: A tall, attractive man, with blond hair and blue eyes.
HP : 75/75
Wounds : None
Skills &Abilities:
1. Extremely Persuasive +1 to convincing people to do things for you
2. Master Manipulator +2 to attempts to manipulate people who have no reason to suspect you
3. Sacrificer : Capable of executing minor sacrifives, giving +1 (non-stacking) to the next roll for the death of any creature you sacrifice
Virtues:
1. Intelligent
2. Pragmatic
3. Likable
Curses:
3. Must Sacrifice : Be wounded if you do not commit a minor sacrifice each day
Inventory : Empty
Name : TopHat
Character concept : Your typical necromancer, most definitely not unused to dealing with demons.
Description : An old and dishevelled, lanky, skulking human with a strange gait.
HP : 75/75
Wounds : None
Skills &Abilities:
Necromancy : +2, and knowledge of 1 basic spell
Enforced magic : +1 and the ability to learn spells whichever you choose
A lifetime of assorted arcane knowledge : +2 to attempts that use that knowledge
Virtues : 1. Creative
2. Energetic
3. Numerate
Curses :
- Harmed by holy water, divinely blessed substances and healing magic.
Inventory : Empty, for now
Name : AzyWng
Character concept : A hot-blooded human warrior.
Description : A young-ish human man, fairly strong.
HP : 100/100
Wounds : None
Skills & Abilities:
Berserker Rage : +2 to attacks when below 50% health
Strength : +25 additional HP
Swordsmanship : +1 to use of Swords
Virtues :
1.Brave
2.Determined
3.Confident
Curses :
Once he draws his weapon, it cannot be sheathed unless it tastes blood (includes his own)
Inventory : Empty, for now
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