The Primordial Chaos
14:01, Today: Roland rolled 7 using 2d4. Writ for spire.
10M monies
4M
Roland will give 1 million each to Shelly and Garra for gear upgrades and set aside 1M each for Carnage and Baer. And then goes in search of information on his missing friends and on the planes they may travel while searching for Bree.
When he returns the next day he has information gathered for the group.
2350000 on Information
"In the event we traverse the elemental planes toward the Primordial, I've gathered info on the planes. Additionally, I've arranged for my missing teammates to be recovered and brought here to spire. I expect them here in about a week or so barring any problems. The information of each plane also contains a neutral settlement site for a shifter to make a safe teleport to..."
Elemental Plane: Air
The Elemental Plane of Air was filled essentially completely with air but had various impurities that tended to form pockets or bubbles in the otherwise pure atmosphere. Gaseous bubbles included clouds of every type, fog, steam, mist, smoke, poisonous clouds and acidic vapors; also the rare intrusion of elemental fire which is flame without fuel. Liquid impurities were usually water or water-based and tended to form floating spheres when not buffeted or frozen by the winds. Solid matter could be found here, from dust, ash, salt, or sand, to chunks of earth approaching the size of a large asteroid. The larger chunks were often brought into the plane by intelligent beings and were very likely to be inhabited or formerly inhabited. As described by the Great Wheel model, a traveler with a guide could approach the boundaries with the para- and quasi-elemental planes: where the whiff of smoke eventually became hot, thick, and choking, or the tang of ozone soon lead to heavy storms with arcs of lightning in all directions, or the temperature dropped until flakes of snow, crystals of ice, and lumps of hail finally became a wall of ice, or the light faded to gray and the air thinned out until there was nothing.
Dimensional Rules
Type: Infinite
Size: Infinite
Primary Medium: Gaseous, Clear
Secondary Medium: Floating Multiple Land Masses
Density: Permeable
Magic Level: High
Matrix: Universal
Flow of Time: Normal
Quirks: Missing Element: Earth
Elemental Plane: Earth
The Elemental Plane of Earth was an infinite expanse of solid matter pockmarked by bubbles of other elements and riddled with fissures and tunnels created by burrowing creatures or the occasional small mining operation. Ensconced in a few of these pockets were trading outposts and the rare hidden wizard fortress.[18] Solid does not imply stationary: the substances of this plane were constantly moving in a slow, grinding motion punctuated by earthquakes from small tremors to massively violent upheavals. Open spaces were gradually filled by the relentless shifting (or marauding earth elementals) unless action was taken to prevent it. Air could be found in scattered pockets but unbreathable gasses were also present—unprepared travelers lucky enough to arrive in a cavern might slowly asphyxiate while the unlucky quickly suffocated by being buried alive. Other pockets of magma, water, ooze, dust, or ash were particularly dangerous for miners if they accidentally breached one of these. No light existed in the Plane of Earth except for rare luminous gems buried in the crushing darkness. Travelers able to pass through stone were effectively blind unless they used magic such as a ring of x-ray vision, or until their eyes reached an open space where night vision could operate or a source of light could be produced. Hearing was actually enhanced while encased in earth, to the point where travelers could detect any movement through the rock within a certain radius of their position.
Dimensional Rules
Type: Infinite
Size: Infinite
Primary Medium: Element: Earth
Secondary Medium: Floating Multiple Land Masses
Density: Permeable
Magic Level: High
Matrix: Universal
Flow of Time: Normal
Quirks: Missing Element: Air
Elemental Plane: Fire
Arriving on the Plane of Fire was like stepping into the flaming maw of an ancient red dragon; if one didn't have protection or immunity from temperatures high enough to melt stone then death was swift. The following discussion assumes a visitor and all their clothing and gear had this capability and either did not need to breathe or could compensate for a superheated, often toxic atmosphere that could immolate one from the inside. In general, the more fluid the elemental fire, the hotter it was and the more damage it did to unprotected material. Unlike the other three elemental planes, the Plane of Fire had normal gravity and a landscape, although most of the "ground" was made primarily of loosely packed elemental fire and felt like walking in a swamp of hot coals. The rivers and oceans were filled with a more liquid version of the same stuff and swimming worked normally as a mode of transportation. Non-native flying creatures found the atmosphere thin and therefore did not have their usual speed or maneuverability. Visibility was hampered by the smoke coming off the flames engulfing, but not consuming, nearly every solid, liquid, or gas (and creature) on the plane. What one could see was usually distorted by heat ripples. Geographic features such as hills, mountains, and cliffs did not have a geologic lifespan because even the more solid areas slowly moved like a subterranean magma flow as seen on the Prime Material Plane. Permanent physical structures were very rare.
Dimensional Rules
Type: Infinite
Size: Infinite
Primary Medium: Fire and Heat
Secondary Medium: Single Land Mass
Density: Permeable
Magic Level: High
Matrix: Universal
Flow of Time: Normal
Quirks: Missing Element: Water
Elemental Plane: Water
There was no deep or shallow, no dark depths nor wavy surface, just an endless ocean that felt as if you were submerged several feet (say a couple meters) in any body of water on the Prime Material Plane. There was no sun, yet the water itself seemed to glow dimly with a bluish green luminescence. Volumes of water at any temperature and salinity could be found if you knew where to look or had a guide. The Great Wheel cosmology model explained this by the proximity to the para- and quasi-elemental planes: water became cold and formed icebergs as you neared the Plane of Ice; water became brackish as you approached the Plane of Salt; water became silty and slimy as you neared the Plane of Ooze; water started to boil as you approached the Plane of Steam. The World Tree cosmology described this plane as having all varieties of water constantly in motion, influenced by currents and tides. Life that depended on particular conditions flowed along with their preferred environment or suffered the consequences. Impurities such as bubbles of air, chunks of earth, and even short-lived balls of fire could be found floating about due to elemental vortices or the workings of powerful beings. Habitats and settlements typically formed near sources of food and shelter, or near portals and vortices to facilitate trade.
Dimensional Rules
Type: Infinite
Size: Infinite
Primary Medium: Liquid / Fluid
Secondary Medium: island sized land masses
Density: Permeable
Magic Level: High
Matrix: Universal
Flow of Time: Normal
Quirks: Missing Element: Fire
Going to Discord is a one way trip and no information gets out. The location looks like an idyllic location filled with floating tropical jungles. Portal have never opened up to any sign of civilization.
21:25, Today: Roland rolled 3 using 1d6. Carnage Recovery .
21:25, Today: Roland rolled 6 using 2d4. Baer Recovery .
Roland will also pick up 50,000 in supplies (10K per person) on his team for Talisman material and 100K (or what he needs for 500 rounds) for ammo material for his rifle (He only has 100 rounds but he can make more ammo per your earlier ruling on it. Just needs supplies. I just don't know how much material it takes to make more rounds, it's never been quantified.).
100k on Shotgun rounds (5 boxes, 144 rounds per box).
/ooc more to come, just sorting it out.
This message was last edited by the player at 02:42, Thu 24 Sept 2020.