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00:54, 4th May 2024 (GMT+0)

OOC: tenth jewel.

Posted by ShadowFor group 0
Water Hornet
Player, 1008 posts
Magnakai Primate
Sommlending, Age: 19
Wed 20 Jan 2016
at 20:44
  • msg #921

Re: OOC: tenth jewel

@Shadow: Yeah, waiting for Vyctar part was more of a joke - even if we should fail, it's still better to try and gain access to the Drakkar than no to try at all.

Below are my thoughts; if something sounds wrong, just give a shout.

the doll:
As far as I understand we need to cut it in half/to pieces; the greatest obstacle is that it is beyond our reach.
Means we could use to destroy it:
- thrown (or otherwise carried over a distance) sharp weapon - don't have skills to throw it; use of Nexus is questionable (probably wouldn't give the weapon enough force to cut the doll in half)
- lava splash from the deep pit - the Laethian threads would probably prevent that, right? (otherwise, using Fire Dominion, it would at least be easier than trying to bring lava into another room)
- Acid Ring (currently in Silver Raven's possession) - could it work? Korlinium makes the doll resistant to magic, but I'm not sure how much of the Acid Ring's effect is magic (and how much is the rest 'pure' acid)

the pillar:
Simply put, we need to crush the stone. :)

Means we could use to destroy it:
- the Starfield Warhammer (deals triple damage to structures) - since Swift gave us END score, could we reduce its END to some level and then deliver the final blow? (accepting the risk of not dealing enough damage, based on CRT)
- Swift's insta-destruction-weapon

the idol (changing defense):
We probably need to observe it for a while to gain more info. And, first of all, try Pathsmanship's "rune-decoding".
Also, do we know, if it's just two alternating states - physically indestructible / magically indestructible? Or there are more states? If it's just two, maybe our best bet would be to attack it both physically and with magic.

the spider sculpture (the room with stone animals):
Lightning hand + lightning rod (^_^) seems to be the agreed method.

the iron/wood sphere:
Shielded from magic, but susceptible to fire.
Also, should we wonder why is the sphere hovering over the piedestal? Probably reading too much into this, but maybe there's something about it...?

Means we could use to destroy it:
- lava - if we find a way to transport it to the room and not burn ourselves in the process
- Swift's insta-destruction-weapon
- maybe drill a hole and fill with something explosive...?

---

I know there are a lot of (rather general) questions above... I was merely thinking out loud, perhaps we can collectively think up of something.

Right now, it seems we can start with the attempt to read the runes under the idol with Pathsmanship. (I'll try to cook some IC post; any input on the matter is more than welcome.)
Shadow
GM, 5311 posts
Plotting turtle
GM
Wed 20 Jan 2016
at 21:31
  • msg #922

Re: OOC: tenth jewel


The summation is mostly correct from what I see. About the lava question, yes, the Laethian would stop the lava from working - otherwise the heat from the lava would have slowly consumed the doll over the three centuries it's been dangling over it. The lava being there is another big obstacle; it's not just that you need to reach it, you also need to deal with the low but steady amount of damage the lava deals over time.

As for the green ring, Silver Raven would probably be able to make a call on that after examining the way the effect manifests, although don't expect him to make miracles.

Laslty, I really ought to point out that this isn't the first time you've met incredibly high DC to something, and I will say that the way to beat them has never once changed, from the beginning of the game until now. You've done it before, you can do it again, you just need to figure out a way to do so in these particular circumstances.
Swift Fox
player, 3508 posts
Magnakai
Ghost of Anskaven
Wed 20 Jan 2016
at 21:36
  • msg #923

Re: OOC: tenth jewel

Water Hornet:
even if we should fail, it's still better to try and gain access to the Drakkar than no to try at all.

On the plus side, if we do fail, the resulting explosion from the barrier will kill everyone in Gazad Helkona (except Vyctar and his Nadziranim buddies) and the surrounding forest (hope the Skyrider isn't too close!)
So at least we get to go out in style! :)

For the doll, probably better for someone with Nexus to have a go at that one, thus avoiding nasty burny damage.  Perhaps it could be reached by using some trick similar to the one Peacock used back at the temple to "walk on air".  (Show off!)

For the pillar, that one seems simple enough to destroy.  But timing is the tricky bit, would have to be really careful not to happen to score a critical hit just as you're wearing it down.  Remember, the Dice Roller is EVIL!

For the idol, it did seem to be only two states.  Magic Shield (Blocks magic, weak against physical), and Physical Shield (blocks physical, weak against magic).  Watching it for a pattern might be useful, although there is the possibility it just changes randomly to stop people predicting it that way, also if we're on a time limit, we probably don't have the time to spend just watching that thing and timing the changes.  Might need some Divination trickery.
Disrupting the runes is another possibility, but a very very risky one, as the power source for the runes is the barrier itself, and messing with that might destabilise the whole thing, and...  Kaboomie!

Spider sculpture...  Yep, zap it.  Spiders are tiny pieces of evil anyway! >:)

Wood/metal sphere, probably easier to disintegrate that one, since it'll take too long to destroy it by just bashing away at it, or even setting it on fire.  Unless someone can figure a way to safely collect and transport lava (which I can't).

(That said though...  Would Kagonite be resistant to melting from direct contact with lava?  Probably a stupid question, but I'll ask anyway...)
Shadow
GM, 5312 posts
Plotting turtle
GM
Wed 20 Jan 2016
at 21:58
  • msg #924

Re: OOC: tenth jewel


Kagonite actually melts at lower temperatures, which makes it easier to work with when crafting things, so the lava would destroy it more easily. This is a direct result of it's otherwise normal hardness - each degree the temperature is lower doubles the durability, meaning that at subzero temperatures it works better, although, given that at it's already harder then most anything even in warm climates, that's really not particularly noticeable.

In fact, heat is normally considered the only reliable way to damage kagonite in any reasonable lass of time, and while the temperature required to melt it less than it is for steel, it's not like it's low in itself.

Swift Fox would be the only one to know all this in character, by the way.
Swift Fox
player, 3509 posts
Magnakai
Ghost of Anskaven
Wed 20 Jan 2016
at 22:00
  • msg #925

Re: OOC: tenth jewel

Aww ok.
Was looking through those materials I have for something that could be fashioned into a rudimentary "lava container".

(Well I'm getting desperate, so my ideas may not make much sense)
Shadow
GM, 5313 posts
Plotting turtle
GM
Wed 20 Jan 2016
at 22:22
  • msg #926

Re: OOC: tenth jewel


What you should be looking (all of you, by the way, not just Swift) is your character sheet. It usually contains a lot of things that could be useful, which you simply forgot you had. Also, you're in no rush, and I'm sure that if you keep discussing it among yourselves, some ideas will come to you; I think you've put out a few good ones already, don't you agree? :)
Swift Fox
player, 3510 posts
Magnakai
Ghost of Anskaven
Wed 20 Jan 2016
at 22:42
  • msg #927

Re: OOC: tenth jewel

Another couple of wild ideas...

Is the shape of the barrier a circular "wall" or a complete spherical/cylindrical shape completely encasing the central area?  (Specifically, does it look like it would be possible to bypass it by breaking through from the level above and dropping down?)

Also, are the beams being emitted from the soul objects just as destructive as the barrier itself?  (As in, could they be blocked by moving some kind of magical insulating object in front of each one simultaneously?)

Just exploring possibilities...
Shadow
GM, 5314 posts
Plotting turtle
GM
Wed 20 Jan 2016
at 22:59
  • msg #928

Re: OOC: tenth jewel


The beams are indeed just as destructive as the barrier itself - they're made of the same energy. And digging under the barrier would take far too long.

As for dropping in from above, that might be possible... if you can find the exact place to smash the floor on the fourth floor, above you. The barrier can be shaped in any way, so it could be both a sealed or an open cylinder, but it's usually pretty hard to build around and over a barrier, and if the barrier is activated and made to go through existing stuff, it would most probably destroy it. So, chances are good that the barrier is lacking a "roof", so to speak.


Of course, the main issue remains finding the precise point of the four floor which would be exactly above Vyctar's room, and then smashing the entirety of the roof floor/ceiling to get to it. That might be harder than you think it is, Swift Fox, but of course, if you want to try, you can; you're the player, after all. :)
Sun Snake
player, 4534 posts
Kai Lord
Tutelary
Thu 21 Jan 2016
at 23:43
  • msg #929

Re: OOC: tenth jewel


Remember the fourth floor had the astral maze with the psychic paralysing effect. That's one of the reasons Sun Snake wanted to avoid going that route - not knowing how to deal with that place.
Water Hornet
Player, 1011 posts
Magnakai Primate
Sommlending, Age: 19
Fri 22 Jan 2016
at 00:28
  • msg #930

Re: OOC: tenth jewel

Dropping on top of Vyctar's head could make some epic entrance! :) But I also think our chances here are still better. (But maybe I'm too narrow-minded. ;) )

Elaborating on Shadow's words regarding our equipment and what we could cook out of it. Here are some ideas (regarding WH's list):

 High Priest's Jade Mask of Weather Control
  • it allows the wearer to gain "Water Dominion" ability (i.e. do what Nexus' improvement Fire Dominion allows, but with water)
  • I was wondering if we could create cracks in the stone pillar, pour water inside and then, using the Mask, crack the stone (similarly like water freezing in cracks of a rock widens those cracks)
  • - although, I'm not sure if Water Dominion would allow us that; plus we have very limited amount of water (Water Summoning Chalice is still just a chalice, even when full); and it might not just be physically possible

 Laethian Gloves
  • allows to absorb fire and then unleash it consequently
  • maybe could be used to absorb the fire/heat/molten lava itself and then release it on a chosen target
  • - even if doable, I'm not sure about the target - the wooden/metal sphere won't get burnt instantaneously very likely (as we discussed) and there are not many other targets for a fire attack

among other equipment, WH has:
  • Spider-decorated sword
  • Dagger of Power
  • Jar of Gnallia leaf
  • Agdana leaf
  • Tortwich Salt
  • Anskaven Pendant - allows casting Battle Magic spell of Strength
  • Ruby Ring - allows to fire 3 small fireballs
  • Silver & Amethyst Ring - allows to "use Nexus" even for those not proficient in Nexus
  • Black Iron Key
but I can't think of uses for these (for now)

---

BTW, while writing this post (which takes some time in my case - I'm just slow :) ) the browser decided to crash. This happens to me from time to time, so I learned to copy-paste the currently written part of the post (usually after each paragraph) to Notepad which I keep open in parallel.
Just wanted to share the experience, since it really ground on my nerves when I lost a written text, ready to be posted. ^_^
This message was last edited by the player at 00:33, Fri 22 Jan 2016.
Shadow
GM, 5315 posts
Plotting turtle
GM
Fri 22 Jan 2016
at 17:23
  • msg #931

Re: OOC: tenth jewel


It's happened to me too, from time to time - and it's always annoying. So you have all my simpathy, Hornet.
Sun Snake
player, 4535 posts
Kai Lord
Tutelary
Fri 22 Jan 2016
at 17:47
  • msg #932

Re: OOC: tenth jewel


I never trust computers, too many times something has either failed or an update has decided to just shit everything down without a visible warning, so I habitually type long posts in to a notepad! So yes, I know that feeling of old and sympathise and do likewise :) !
Shadow
GM, 5320 posts
Plotting turtle
GM
Mon 25 Jan 2016
at 17:51
  • msg #933

Re: OOC: tenth jewel


Sabre Fox, Sun Snake, Swift Fox, you might want to copy Hornet, see if you can't figure out a use for your more exotic equipment, and if you cannot, post a list of the magical effects you have access to so that the others can brainstorm a solution you might have missed?
Sun Snake
player, 4536 posts
Kai Lord
Tutelary
Mon 25 Jan 2016
at 18:20
  • msg #934

Re: OOC: tenth jewel


Yeah, I just need to trawl through what's been posted so far then do the same.
Swift Fox
player, 3525 posts
Magnakai
Ghost of Anskaven
Mon 25 Jan 2016
at 19:43
  • msg #935

Re: OOC: tenth jewel

Well, been holding stuff back due to slight paranoia wishing me to keep the element of surprise.
Still, won't matter if we can't get past this.  So, putting all of Swift's cards on the table, so to speak.

Disciplines:
Weaponskill (+1 CS with Dagger type weapons)
Pathsmanship (Improvements: Detect Trap)
Huntmastery (Improvements: Night Vision)
Invisibility (Improvements: Blur)
Psi-Screen
Craftsmanship (Improvements: Past Memories Recollection, Repairing At Will, Fusion, Disruption, Evolution)

Weapons:
Back:
Silver-Plated Bow (Swift's old bow, modified) - (-1WP to add +4 to a roll of 3 or less.  -1WP to change attack roll to 2d4 (no miss or critical hit))
"Blessed Eye" (shield) - (+1CS, -1 Received Damage, Enchanted to be magically unbreakable, Reflects magic that hits it)

Belt:
"Jade Spike" (Dagger) - Special Abilities: "Strike from the Shadows", "Pierce Magic", Also retains past memories of all previous users.
"Blue Iris" (Dagger) (3/5) - (+1CS, +1 Damage on critical hit, -10WP to disintegrate a non-living target outside of combat)
"Pink Rose" (Dagger) (1/5) - (+2CS, -10WP to fully heal one target outside of combat)

Backpack:
"Green Ivy" (Dagger) (2/5) - (+1 Damage on critical hit, -10WP to grow forest area over current location outside of combat)
"Orange Lily" (Dagger) (4/5) - (+2 Damage on critical hit, -10WP to create temporary protective shield outside of combat)

Items:
Ishir's Diadem (worn on head) - (WP Pool, can only be used to heal others with Curing: 0/12)
Gourgaz Red Hide Vest (worn on body) - (+1CS, +2END) (Damaged: -1END)
Korlinium Doublet (worn on body beneath vest) - (+5WP, -2WP to neutralise spell effects, Cost of Mindshield/Psi-Screen abilities reduced to 0, Grants "Emotional Recharge" discipline improvement)
Korlinium Gloves (worn on hands) - (+1END, +3WP, Protects hands from dangerous magical radiation)
Box of Silver (crafting materials stolen from Gazad-Helkona's forge) (x5)
Box of Kagonite (crafting materials stolen from Gazad-Helkona's forge) (x2)
Box of Jadin (crafting materials stolen from Gazad-Helkona's forge)
Quiver (Contains 2 normal arrows, 1 Diamond Arrow (blunt tip, -1WP to use as ranged heal, restoring 5END to target), 1 Magical Kagonite Arrow (Enchanted with ability to penetrate almost anything, though Swift doesn't want to lose it))
Box of Frog's Pods (4/4)
Wind Scarf (worn on neck) - (Gives weaker version of Nexus Push and Cloud Pushing abilities)
Iron Key (from the gate used to enter Gazad-Helkona)
Brass Flask (worn on belt) - (Can be used to hold 2 doses of any potion.  Currently holding Laumspur (1/2))
Darklands Map (taken from the campsite Team Swift destroyed)
Belt with Kagonite Buckle (replaces normal belt) - (+1 to Hunting rolls)
Gold Dragon Earrings (worn on ears) - (+4WP each) (x2)
Bag of Volko Berries (3/4)
Vordak Gems (x3) - Can be used to make more Sun Shards
Sun Shards (x3) - (Power Source - Discharged) (When charged, can generate "Sun Flash" special ability, or can be absorbed into the Kai Pyramid Pendant to increase Max WP Pool by 5 and recharge it to full).
Restoring Ring - (-2WP to heal 1d6 END on target)
Kai Pyramid Pendant (worn beneath vest) - (WP Pool: 7/19 (recharges at sunrise, or when powered up by Sun Shard), Allows one free use per day of "Mend", "Exorcism", and "Memory Drift" improvements, can spend -4WP (or drain pool by -4 Max WP if less than 4) to turn Vordak Gem to Sun Shard)

Special Abilities:
"Strike from the Shadows"
Can only be used when target is unaware of Swift's presence.  Succeeding on an attack roll against an unaware target results in an instant kill.  When using this ability, the Jade Spike can be thrown to attack from a distance, even if the wielder lacks the Weapon Throwing improvement.  When used by someone with the Weapon Throwing improvement, the attack roll is boosted by +5

"Pierce Magic"
The Jade Spike can pierce through magical protections, such as the Invisible Shield spell.  Weapon inflicts +2 extra damage when the wielder receives no damage in a combat round.  When this ability activates, the Jade Spike is considered a magical weapon, for the purposes of damaging creatures that can only be harmed by magical weapons, otherwise it is considered a normal weapon.

"Sun Flash"
Only usable with a charged Sun Shard, discharges it when used.
Restores 5END, 5WP, and 1 lost CS to all Kai within range.  Inflicts 5END damage to all Undead/Darkspawn within range.


Volko Berry potion enhancements:
Laumspur: increase recovered END by 50%
Alether: doubles the number of times a single dose can be used
Giant Milk: adds 1.5 damage and lasts 5 rounds longer
Larnuma oil: adds 1.5 to both END and WP recovery
Mustow: gas turns poisonous and inflicts 2.5 END damage a turn to creatures inside it
Moonbalm: can reroll CS once (per berry used) before recharging to max
Shrueberry: increases recovered WP by 75%
EK Agdana: doubles the potency of ALL effects it has
This message was last edited by the player at 13:14, Wed 27 Jan 2016.
Sun Snake
player, 4537 posts
Kai Lord
Tutelary
Mon 25 Jan 2016
at 22:34
  • msg #936

Re: OOC: tenth jewel

Not sure there's much I haven't shared. Sun Snake is still not powerful enough to do anything more with the Seeing Stone, and I'm not sure it would be any use here anyway.

Sun Snake:
Disciplines
Weaponskill: Axe (+1 CS)

Magnakai Disciplines:
- Weaponmastery (Sword +1 damage, Axe +1 damage)
- Divination (costs 2WP less)
- Invisibility
- Pathsmanship
- Psi-screen (costs 2WP less)
- Psi-surge

Improvements:
Weaponmastery - Combat trick (-2dam,+3CS)(-2WP)
Divination - Telegnosis, Meditation (2(d10-4,min2)WP), Mind Reading (-4WP),
Memory drifting (-3WP), Spirit Walking (-4WP)

Invisibility - Suppress body scent (-2WP), Silent Step (-3WP), Fairy Step (-2WP)
Pathsmanship - Trail blazing (-3WP), Rabdomancy (-3WP), Tremorsense (-6WP)
Psi-screen - Effortless Defense, Psychic mirror (-3WP), Mind Peace (-5WP),
Mind Fort (-6WP)


*Divination (with PM) - follow emotional trails (-1WP)
*Divination (with PM and I) - modify own memories if being scanned (-4WP, roll)
*Divination and Pathsmanship - track area as if walking it (-1WP)


Weapons
Back:
- Sun Snake Shield: -1 received damage, +1 attack damage,
Special Effect: WP Battery (Can restore up to 7WP 5 times per day
Used: 5/5 times today)

Belt:
- Jewelled Sword 'Patience' [+3 magic damage when used against undead]
["Empowered Foresight" special ability, auto succeed with any
Divination roll for 2WP extra]
 - Kai Axe [Special traits / abilities "Sunlight Pool", "Sun Aura", "Sun Blast"]

Armour
Head - Silver Diadem (extra WP pool: 5/5 each morning)
Body - Shabot Gum Vest (all damage reduced by 1EP, only damaged on 1, cannot
        be repaired)
Hand - Bronin Gauntlets, (+2 CS and +1 WP)

Backpack (11 slots, -4 to hunting rolls)
- Seeing Stone

Special Items
- Compass (finds north)
- Kai cloak (touched by Hulmon)
- Blue Circle pendant
- Magical Compass (Bronin & Silver sphere)
- Silver Orb (Magic Compass, formelly owned by Haxadrom)


Empowered Foresight:

- Three times a day (3/3 used, '9th' day - actually 8th, third use added from
Weaponmastery/Divination discover), when wielded, automatically
 succeed in a Divination/Sixth Sense use with all WP costs (sword and ability)
waived.

Sunlight Pool:

 - 11/15 remaining
 - regains 1 SP fr 1h of direct sunlight
 - -1 WP while under direct sunlight to regain 3 SP.

Sun Aura:
 -1 WP, -1 SP, grants glowing halo, +1 to Kai Disciplines rolls
 for 5 rounds

Sun Blast:
 -2 WP, -1 SP, +1 CS, +1 damage vs dark creatures
(increase damage by paying extra SP; 3 SP = +1 damage), single round effect.

Sun Snake
player, 4539 posts
Kai Lord
Tutelary
Tue 26 Jan 2016
at 21:49
  • msg #937

Re: OOC: tenth jewel


The only power Sun Snake had that might not have been factored in is rabdomancy. It allows not only trailing through water, but detecting paths hidden by magic. However, I think Silver Raven and Swift Fox have read the various things in the trap so far, not sure there is any hidden areas/paths we have not found?

I'm sure tremorsense is a powerful detection tool if we were looking at ways to detect when something is about to break (like the pillar) but I don't believe Sun Snake has the skills to use it, that seems more craftsmanship like to understand things?
Sabre Fox
player, 2957 posts
Armageddon Fighting Kai
Twin Blade Revenger
Tue 26 Jan 2016
at 22:08
  • msg #938

Re: OOC: tenth jewel

Disciplines
Weaponskill: Sword (+1 CS)

Magnakai Disciplines:
- Weaponmastery(++) (Sword +1 damage, Bow +1 roll)
- Nexus(+)
- Huntmastery(+) (+3 Hunting Skill Rolls)
- Battle Magic(+) (Flaming Blade, Invisible Shield, Power Word, Invisible Fist, Strength)
- Psi-Screen

Improvements:
Huntmastery - Night Vision, Telescopic Sight, Enhanced Smell/Hearing

Weaponmastery - Amor knowledge, Sword - Nimble Slash

Nexus - Fire Dominion

Psi-Screen - Effortless Defence

Lore Circle of Fire
- +1 special attack can be used during every bout of 5 combat rounds (3 instead of 2)
- Dual Wielding: roll 7 dice instead of 5 for the combat roll, drop the lowest two.

Weapons

Back:
- Breakwater (Spear, formerly Rain Feather's)
- Vigilance (Sword) [+1 CS] [magically unbreakable] [-10 WP to use "Wrath" ability]

Belt:
- Blue Steel Blade (Sword) [+2CS, +2DMG, -1 Fatigue] [magically unbreakable] - Blue aura in effect, Battle Magic Reduced to 1WP
-
-

Armor
Head - Onyx Helm: +2CS, +8END - Power Control - 1WP to gain +2 attack damage for 1 round
Body - Kagonite & Bronin Chainmail: +2 CS, +2 END
Hand - Snake Gauntlets: +1 CS, +1 WP, Spend 1WP to increase CS by 1 for one round

Backpack
- Alether +4CS
- Moonbalm - Restores CS to original day score
- Climbing Equipment (Extended with Rope) +2 to climbing roll, use the highest roll for the whole team
- "
- "
- 1 potion of Giant's Milk (+2 damage in battle for the next five rounds of combat)
- Laumspur + 4END
- Laumspur + 4END
-
-

Special Items
* Magical sword scabbard: -3WP, Enemy -1CS, Ice Based (Not using a item space) - Currently sheathing Vigilance
- Snake Amulet (+2 WP, ? effect)
- WP Battery Ring - 9/9, can spend 1CS to give the ring 3WP
- Eagle's ring [To Haxadrom, Vakeros Knight and faithful servant of Dessi.] +1 to battle roll (1 use per day)
- 1 Wolf Brooch (special item): +1 WP
- 1 Sapphire Ring (+1 WP)
- 1 Blue Crystal Ring (6/6 WP, -2 WP to inflict 20 END)
- Fire Eye
- Ouroboros Necklace - Sleep wearing it, recover an extra +4 END, after five rounds of battle, +2END
- Swordsman Silver Pendant - 1END reduction from swords, +1CS While wielding swords
- Explosion Ring - -2WP to inflict 20END
-
-

Laser Staff (? effect, ? effect) - Stowed on Skystrider
Kagonite Snake: (+2 CS, +1 dmg) [No CS reduction if winning combat in 3 or less rounds using this weapon only] - With Sun Fox

Wrath of the Vigilant

- out of combat: a single slash that can cut through anything (except magically unbreakable things)
- in combat: roll for the round changed to 0, damage inflicted is doubled
This message was last edited by the player at 22:09, Tue 26 Jan 2016.
Swift Fox
player, 3526 posts
Magnakai
Ghost of Anskaven
Tue 26 Jan 2016
at 22:09
  • msg #939

Re: OOC: tenth jewel

A couple of things, just in case they weren't clear from what I posted above:

The daggers in Swift's inventory marked with numbers (1/5), (2/5), etc.  Are similar to the barrier we're currently stuck with in a way, given that they each contain a fragment of a soul separated into five parts.  Swift doesn't possess the 5th one though, so can't call on their full power, instead only being able to call on individual "facets" of that power in the form of a special ability each dagger has.
Since the incomplete soul doesn't have enough power on its own though, it costs 10WP for each use, and the user has to hold two of the daggers (thus forming a connection between two of the soul fragments to give them enough power).  Swift doesn't have the dual-wield ability, so can only use the abilities outside of combat.
(Swift does know where the 5th one is, although getting it might be rather tricky...)

Also the Sun Shards can be charged by exposure to direct sunlight, or by something capable of generating the power of the sun (like the Kai Axe).
Although triggering the Sun Flash power does have the unfortunate side-effect of letting everyone in the fortress know our location.  Use with caution!
Shadow
GM, 5321 posts
Plotting turtle
GM
Tue 26 Jan 2016
at 22:30
  • msg #940

Re: OOC: tenth jewel

Sun Snake:
The only power Sun Snake had that might not have been factored in is rabdomancy. It allows not only trailing through water, but detecting paths hidden by magic. However, I think Silver Raven and Swift Fox have read the various things in the trap so far, not sure there is any hidden areas/paths we have not found?

I'm sure tremorsense is a powerful detection tool if we were looking at ways to detect when something is about to break (like the pillar) but I don't believe Sun Snake has the skills to use it, that seems more craftsmanship like to understand things?

To elaborate, Rabdomancy grants a mystical awarenes of the natural paths in an area - so if a path has modifications of some sort (like a pit trap along the road), or is hidden by something that offers no real obstace to that path (like an illusory wall), Rabdomancy makes one notice the discrepance. Terrain features do not stop this ability to find paths - so the subterranean paths of underground rivers can easily be followed, as acn any other kind of path (say, a gold vein in a mine, and so on). It's not a trap detector (there's another improvement which does that, which Swift Fox has), but if something in the percepted map doesn't matches the mystical map, Rabdomancy will notice and notify the user.

As for Tremorsense, on its own it wouldn't be enough for what you're planning, Sun Snake (ie, detecting how far from breaking the pillar is), but yes, if combined with Craftsmanship as you suggest, then it would allow one to tell how much before the pillar broke from judging the vibrations with a Craftsmaster insight. This would work mechanically by allowing the one who had it and was striking the pillar to actually alter their roll somewhat. Other combinations might be possible who would make the job easier in different ways - you just need to think them up.

Lastly, to elaborate on what Swift Fox said about her daggers, if all five are collected, they'd need to be wielded all together by a single body, connected by a single soul, which seems impossible for normal, two-armed humans. Yet Ishir gifted the daggers to the Sommerlending, so there should be a way around it, but Swift still hasn't puzzled it out, so if any of you feels like helping her, feel free. As she said at other times, if you can unlock their true power, the five daggers combined are a worthy match for the Sommerswerd - though the way I use "match" here might be surprising for you in the way it'll manifest, I should point out.

If you can figure it out, you'll be deserving of the bonus, is the way I see it. :)
Water Hornet
Player, 1012 posts
Magnakai Primate
Sommlending, Age: 19
Thu 28 Jan 2016
at 15:48
  • msg #941

Re: OOC: tenth jewel

Eh, busy week at work, guys and gals. Will catch up in the evening.
Swift Fox
player, 3528 posts
Magnakai
Ghost of Anskaven
Thu 28 Jan 2016
at 17:12
  • msg #942

Re: OOC: tenth jewel

Seems like the doll floating over the lava is the only one proving difficult to find a way of destroying it.

Also figuring out a way to synchronise all our attacks perfectly.  Think that would be one for the Divination/psychic masters of the group there, since we'd be too far apart to communicate any other way.
Shadow
GM, 5323 posts
Plotting turtle
GM
Thu 28 Jan 2016
at 17:26
  • msg #943

Re: OOC: tenth jewel


I'm sure you'll figure something out eventually. :)
Swift Fox
player, 3529 posts
Magnakai
Ghost of Anskaven
Thu 28 Jan 2016
at 18:05
  • msg #944

Re: OOC: tenth jewel

Eventually...

Actually, forgot the shifting defence one.  That's probably still a bit of a headache.
So yeah, suggesting using the disintegration power on the sphere.  Acid ring on the pillar.  Silver lightning rod + Lightning Hand on the one behind the statues.

Just need to figure out those last two, then come up with a way of timing those attacks.

Afraid I can't help much with the timing issue.  Although I think Swift might be willing to let someone else guide her actions psychically if needed.
While previously, she'd probably have killed someone just for trying that, she's a lot more mentally stable now and considerably less stabby, so feel free to suggest it :)
Shadow
GM, 5324 posts
Plotting turtle
GM
Thu 28 Jan 2016
at 19:09
  • msg #945

Re: OOC: tenth jewel


It'll also be sort of necessary, if you want to coordinate the strikes...
This message was last edited by the GM at 19:11, Thu 28 Jan 2016.
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