So I have to jump across all these gears moving at high speed just to get to where I want to go?
Fuck that.
Build a motherfucking jetpack from stuff that is laying around. If not enough stuff is nearby, head to the town and get stuff there. FLYING GOLEM. Wish Riccto was here.
(2) There's just not enough stuff here to make a jetpack. You decide to head for the town to scrounge some materials. (4) You jump across to the other gear and find yourself pulled towards its surface, even though it's at a right angle to the one you came from. The town covers the whole of this face of the gear. I also looks deserted. Ominous...
Walk towards the gazebo.
You walk towards the gazebo, across the bridge. (6) There's an easily apparent ladder down here, probably into the rest of the dojo. Since there's nothing interesting on the island, you go down. You are now in a hallway. There's a ladder up. which you just came down, and doors lining the sides. The hallway appears to be parallel to the bridge, and you can see the sky out one end, probably at the cliff. And there's nobody here.
Nirur enters the portal, certain that this will be a trivial task and he will be the first to finish. ((I hope that it's a trivial task, but that he's the last to finish due to consistent non-lethally bad rolls.))
Torir enters the death portal, idly wondering whether or not his talisman can control liches, and if it's even worth trying.
Nirur jumps into the portal, and lands on a poofy white cloud. He can see almost nothing but cloud in every direction, except for a large fortress of golden stone. An angel flies from the fortress, and lands next to him. The angel says, "
Young human, you have come at the right time. The Stone of Balance has been under attack for a long time. You must come now, to the sanctuary of balance" He grabs him and flies over the wall of the castle to the keep within. He leads him down the stairs to a large golden stone. "
Quickly, activate the stone! Put your hand into the palmprint!" Nirur puts his hand into the palm-shaped indentation, and presses down. A blinding golden light shoots out, and when he can see again the stone has begun to glow yellow. The angel says, "
Now, there is someone who wishes to talk to you." A voice booms through his mind, "
Thank you, human, for saving Celestia from the invading darkness. I will get these 'gods' out of your bodies..." Nirur feels Imho's influence fading, and Torir feels Rnasthoth's incompetence leave him. "
...And return you to a single form. You will still have the two minds. That alchemist man somehow split your soul and reformed it into two pieces."
And now you feel an odd sensation. Both of you are in Torir's body (or in the place Torir's body was - white skin [as in paper white, not Caucasian white] and grey eyes, not gold and blue or grey and red), as he's jumping into the plane of death. After a quick battle of wills, (1 vs 2) Torir gains control and looks around. He only controls the movements, and for Nirur it's like feeling all of the sensations without being in control. You are standing on a hill with a gallows on it, and some corpses blowing around on the nooses. There is a huge dark fortress about a mile off, and a distinct lack of undead - which wouldn't be odd anywhere else, but here is downright
freaky. They must all be inside the castle listening to the lich's music, which you can hear faintly even here. Disturbing. (4 vs 6) Torir manages to stay in control for now.
Ax glared at the man as he walked by. Well, EXCUUUUSE ME, Mr. Nubby Horns, he thought, mimicking the other's horns with curled index fingers in a somewhat rude gesture... but only because the man's back was turned; Ax was too passive-aggressive to consider doing that to his face. After a moment to assess the situation further he decided to follow the guy to the city. Hopefully he could find the stone he needed. If nothing else, he could always steal something there to help out later.
Buncha friggin' automatons in this city, he thought as he walked. Schilcote'd feel right at home. I gotta remember not to sign anything while I'm here, I know how THAT story turns out. I ain't got time to be slaving away at a desk, filing things and crap. Hmm... anyway, who would know where the stone is? That I could talk to, anyway, I don't think the higher-ups would appreciate me breaking into their offices, although I probably should just to see what they got up in there. Ax finally stepped off of the bridge and into town proper. OK, plan of action. Get some better lockpicks, whether or not I have to pay for them, and then go see about finding a historian.
You go off off the main streets of the city, and into the less reputable back alleys, where there are barely any franchises, except for maybe an
HFH restaurant or two. (5) You look around for somewhere there might be some lockpicks for sale or steal, and see a little "Bob's Burglary Bazaar" on one of the streets. (3) Their best set of lockpicks is extremely well guarded, (3) and it's 75 gp, but with the cash you got from that Thieves' Guild chump, you can afford it. You buy it from the bored demon at the counter, and use them to easily pick one of their tester locks. Works like a charm!
FLYING GOLEM. Wish Riccto was here.
With a failed insanity check you would be the Jetpack. With Rims. And Cup holders
Be Offended. Take some herbs. Find some Wizards.
You look for some magical herbs in the garden. (3) Nothing special... Just a mild hallucinogen or two... (1) You take the herbs, and, um, "take" the herbs. You are standing WEST of a white house. There is a mailbox nearby. Exits are NORTH, SOUTH, and EAST. (6) Whoa... That was weird... You put some of that in your robe for later.
SCHI
Y U NO PATIENCE
Bust do'n da' fookin do'!
What door? I don't see a door here. Ah well, time to break the next best thing - Crates! (6) You smash a crate and a hand cannon falls out! And some ammo! (1) ...And no gunpowder. Damn.
Statuses:
Species: Mutant
Description: A "Being" That stands like a man, the size of a man, but covered with horrible burns and an alchemists robe
Profession: Alchemist/Mad Scientest
Background: He once was a man. Atleast he thinks so. But what he does remember is his knack for mixing up chemicals and herbs, always trying to find that perfect mix. But he has suffered his fair share of accidents in the lab
Home Plane: Astral Plane
Abilities:
Master Alchemist,
Mad Alchemist,
Astral Denizen,
Well-ReadMutations:
Alchemical Immunities,
Four Arms,
Inventory:
Bottle Sling,
Good Chemistry Set,
Leather Robes,
Phial of enchanted gas,
Doctor's Bag, Plague Doctor Mask, Iron Dagger, 5 gp,
SAM, Infinity doses of
Wizard's Wallbanger, Mild Hallucinogen (10 doses)
Spells:
Spined Hands,
Name: Axolisin Sathael. He prefers being called Ax or Sin since he thinks it's awesome.
Species: Tiefling
Description: Short, pale, and skinny. He stands about 5'5 and 120 pounds. His hair and eyes are pure black and his pure white skin has light gray spots across it. His horns are goat-like. He spends a lot of time moping and figures since he's just so mistreated he can do whatever he wants.
Profession: Thief
Background: He's been kicked around his entire life as you might expect and resorted to thievery since Tieflings are branded as thieves and untrustworthy anyway. He's very small time and hasn't progressed much beyond mugging, purse stealing, pickpocketing, and robbing the poor.
Home Plane: Plane of Shadow
Inventory:
Steel Daggers,
Throwing Daggers,
Good Lockpicks,
Black Leather Armor,
Magic Ring, 75 gp
Abilities:
Burglar,
Good Eyes,
Denizen of Shadow,
Fancy Horns,
Trap MasterHealth: Fine
Species: Golem
Description: Created as a result of DRUNK THAUMATOLOGY!. Was intended to have humanlike personality and intellgence. Doesn't talk much, but isn't stupid. Has no goals of his own besides survival, goes around helping people with various things for lack of a better purpose. Will do anything asked of him unless he has a reason not to (if it conflicts with an existing goal or his basic morality). Lawful Good (as in lawful as the opposite of chaotic). Extremely logical and unemotional. Dislikes entropic behavior. Is good with machines (clockwork and a bit of early steam power, I guess).
When he does talk, it sounds something like the above paragraph.
Profession: None. See above. Requires no food and builds his own shelter, and has very little interest in material goods.
Background: See description.
Home Plane: Material Plane.
Inventory:
Lifebane,
Toolkit, 15 gp,
Magitek ManualsAbilities:
Pneumatic Joints,
Simple Personality,
Material Plane Denizen,
Oh Captain My Captain,
Cannon RemoteHealth: Fine
Species: Mutant
Description: An ugly looking mutant who hates most people. Permanantly disguised as a beautiful woman.
Profession: A guard to a local inn.
Background: Created in a magic experiment gone wrong, he escaped and decided to live his live in a nearby city.
Home Plane: Material Plane
Mutations:
Rhinocerous Skin,
Claw HandsAbilities:
Alcoholism,
Brawler,
Material Plane Denizen,
Curse of BeautyInventory:
Half-Brick in a Sock, 3 Empty Beer Bottles,
Gloves,
Dress Cursed Brass Knuckles,
Bionic ArmsThis character brought to you thanks to the wonderful racial descriptions.
Species: Aasimar
Description: Lawful Neutral, almost Lawful Stupid. He firmly believes in the tenets of his faith, and is willing to die to uphold them. Was split into Nirur and Torir, god and evil respectively. A god of good put them back together, and they now are essentially one person with two minds.
Profession: Paladin.
Background: His people believe themselves to be the only true guardians of the material plane; the best way to help the mortal inhabitants of said plane is by not touching anything. Obviously this is what The Creator had in mind, and any who meddle in the plane, and therefore blaspheme The Creator, are to be punished severely.
After three decades of military service (doing nothing), he has been sent out as a sort of test to determine the extent of the planer distortion, fix it if possible, find the perpetrators, deliver justice, then report back.
Home Plane: Ethereal Plane.
Abilities:
Nirur:
Arson, Murder, and Jaywalking,
Righteous Fury,
Torir:
Puppy Kicker,
Evil BastardBoth:
Ethereal Denizen,
Split PersonalityInventory:
Variably Holy Longsword,
Variably Holy Symbol Full Plate Armor,
Enchanted Ring, 50 gp Scary Dagger
Name: Jo'Ldza (Big Jo)
Species: Orc
Description: We'sn orcs may be deesa jerks, but we's still hassda jobs. I'mn A big ork. Got'sa bald head, with red eyes and wella build a'ms. I'sa been a kaptain for more dan' twenn'y yea's. I 'elp keep the balance wit' mah krew.
Profession: Kaptain of an orc sailing ship
Background: Grew up on a sailing boat with his brother, who was also a kaptain. inherited kaptain'ism and crew from his brother when he died.
Home Plane: Water Plane
Abilities:
Sailor,
Swashbuckler Water Plane Denizen,
Dinghy PilotInventory:
Good Rapier,
Grappling Hook,
Pirate Outfit,
Magic Coin Necklace,
Paralyzing Poison (3 uses), Hand Cannon (no powder), 20 gp
Allies:
You kind of made his house into your flying machine, so he decided to tag along. He is now going all fangirl over Schilcote, who he sees as almost a demigod of mechanics.
Abilities:
Master Mechanic,
Old ManInventory: The entire contents of his house, which you made into a flying machine.
You saved them from some pirates. Yay!
Abilities:
Powder Monkeys,
Kids,
Air Plane NativesInventory:Clothes
A mindless cannon robot the size of a man. Has a shoulder-mounted badass cannon.
Abilities: Never runs out of gunpowder.
Inventory:
12 corrosive gas shells, 25 normal cannonballs
Vehicles:
The house part belongs to the gnome mechanic, the flying mechanism belongs to Schilcote, the fueling system was made by Riccto. It runs on air and can easily break the sound barrier. It will almost never break. Schilcote can planejump the ship, but will have -1 on all actions in the next turn.
First floor: Workshop, door outside, kitchen
Second Floor: Nirur's room (one cannon - left), Spare bedroom (one cannon - right), Engine room
Third floor: Spare bedroom, cockpit (two cannons - forward), Iali Boltcut's room, ladder to roof
Roof:
Pouting TieflingAx's "room",
Badass FlameTurret, Two swivelling cannons
Bought by Schilcote to keep Big Jo happy. Flies as fast as you can row it (with the orc alone? Pretty fast.), enchantment is permanent.
Vortices Found: Stones Activated:
Plane of Death √
Abyss √
Plane of Water √
Mechanus √
Celestia √
Wizard's Tower √
Generic Asian Dojo √