conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Jormengand: Yuckamuck  119/119, no status.
  Floor: N/A
  Key items: None.
  
  You are lost. The Kasator desert is like an endless wasteland around you, and the massive sandstorm abounding doesn't help. You haven't even reached the tower, and you already feel as though you're about to die.
  
  There is a hill nearby, but apart from that, you can't see anything of use. As another blast of sand comes up, you quickly wish that you'd learnt to survive in the desert.
  
   
   Spoiler 
  Take a fortitude save, DC 20.
   
conversations.from: human
conversations.value: Jurai: (1d20+14)[ 34 ] 
  
  Yuckamuck looked around, his three disgustingly violet eyes stinging as the sand ripped past him.  "*Gurgle-Blurb* sand in my eyes..."  He said, his bubbling, rippling vocal cords doing him no end of good for his socialization talents.
conversations.from: human
conversations.value: Jormengand: Yuckamuck  119/119, no status.
  Floor: N/A
  Key items: None.
  
  You are unharmed, for now, but it would be best to keep moving.
conversations.from: human
conversations.value: Jurai: Yuckamuck heads north, keeping his eyes covered from the sands.
conversations.from: human
conversations.value: Jormengand: (Take another fortitude save.)
conversations.from: human
conversations.value: Jurai: (1d20+14)[ 28 ] 
   'If I die, I hope my afterlife doesn't have sand in it.'   Yuckamuck thought to himself.
conversations.from: human
conversations.value: Jormengand: Yuckamuck  119/119, no status.
  Floor: N/A
  Key items: None.
  
  North doesn't seem to be the right way to go. You are quickly getting more and more lost.
  
  As though that were possible given your current situation.
  
  (Another save, please.)
conversations.from: human
conversations.value: Jurai: (1d20+14)[ 20 ] 
  
  Yuckamuck grumbles, and starts looking around to get himself un-lost.
  
   (1d20+4)[ 15 ] 
conversations.from: human
conversations.value: Jormengand: Yuckamuck  119/119, no status.
  Floor: N/A
  Key items: None.
  
  You just manage to find the tower successfully, almost getting lost again on your way.
  
  It is a dark night, and as you explore the Kasator desert you can barely make out the shape of Apex, the first of the towers of the archmagi. Due to the poor lighting, it's hard to see the two flags at the front, but you can just about see that they bear the Apex sigil if you look closely. You take a moment to observe the tower.
  
   
   Spoiler: APEX 
   
   
  
  
  You know that the archmagi, for whom these tasks were meant to be easy, were capable of impressive feats of magic, and could probably have lifted Apex from the ground were it not for its magical protection.
  
  Even to the untrained eye, it is obvious that APEX is incredibly top-heavy, and should not, by rights, be able to stand upright alone on such unstable ground. You suspect magic.
  
  You notice that there is a figure at the bottom of APEX making little to no attempt to hide, merely sitting at the bottom of the tower.
  
  If there was anything that you planned to do before you went in, now would probably be a good time.
conversations.from: human
conversations.value: Jurai: Yuckamuck looks up.  "Neat.  Maybe I'll be able *gurgle-belch* succeed."  He walks up to the door.
conversations.from: human
conversations.value: Jormengand: Yuckamuck  119/119, no status.
  Floor: N/A
  Key items: None.
  
  The creature walks up to you, and blocks your path. "I... am not quite sure what you are, but you are not an archmage, and I can only let archmagi in here. Please, leave, whoever you are."
conversations.from: human
conversations.value: Jurai: "You see, I am an Archmage in training."  He was not lying, and thankful for his vocal cords remaining solid at that point.  "I wish to meet the Archmage at the peak of this tower to learn from him."
  
  (He's not lying at all, so no Bluff check for you!)
conversations.from: human
conversations.value: Jormengand: Yuckamuck  119/119, no status.
  Floor: N/A
  Key items: None.
  
  "I am sorry, but there is no archmage at the top of this tower. The archmagi put something there, but none of the archmagi are currently in this tower. I'm sorry, you'll have to try again some other time, or find some other way of getting to them."
conversations.from: human
conversations.value: Jurai: Yuckamuck looks the creature over.  He would call it strange, but that would be  hypocritical , considering his own physiology.
conversations.from: human
conversations.value: Jormengand: (You don't know anything about the strange creature, but it appears to be too tall to be most humanoids - over seven feet.)
conversations.from: human
conversations.value: Jurai: (1d20)[ 19 ] 
  
  Yuckamuck asks nicely, "May I enter the tower?"
conversations.from: human
conversations.value: Jormengand: Yuckamuck  119/119, no status.
  Floor: N/A
  Key items: None.
  
  "No."
conversations.from: human
conversations.value: Jurai: (Well, here goes nothing.)
  
  Yuckamuck began to snarl.  "Your mind is unready to see me furious.  Do not earn my wrath."
  
   (1d20)[ 6 ] 
conversations.from: human
conversations.value: Jormengand: (Was that an intimidate?)
conversations.from: human
conversations.value: Jurai: (Yes, it is.)
conversations.from: human
conversations.value: Jormengand: Yuckamuck  119/119, no status.
  Floor: N/A
  Key items: None.
  
  The creature snarls. "Do not try to frighten me, creature!"
  
  (Roll initiative.)
conversations.from: human
conversations.value: Jurai: (1d20)[ 5 ] 
  
  Yuckamuck smiles, and shifts into his Amorphous form, a roiling, bubbling ball of tentacles, and then breathes a cloud of noxious green and violet gas.
  
  (Change Form, and then use Sickening Breath, Fortitude save DC 24.)
conversations.from: human
conversations.value: Jormengand: Yuckamuck  76/119, no status.
  Floor: N/A
  Key items: None.
  
  Before you have a chance to do that, the guard steps up and whacks you three times with a mace. It hurts.
  
   
   Spoiler 
  Take a fortitude save DC 22.
   
conversations.from: human
conversations.value: Jurai: Yuckamuck snarls, his voice an otherworldly cacophony of screams and hisses and boiling flesh noises.
conversations.from: human
conversations.value: Jurai: (1d20+14)[ 20 ] 
  
  (Pardon the double post.  The roll command likes to act up when it thinks you're editing a post.)
conversations.from: human
conversations.value: Jormengand: Yuckamuck  76/119, no status.
  Floor: N/A
  Key items: None.
  
  You are stunned for 4 rounds.
  
   Yuckamuck  34/119, no status.
  Floor: N/A
  Key items: None.
  
  The angel strikes you thrice more.
  
   Yuckamuck  -8/119, no status.
  Floor: N/A
  Key items: None.
  
  And again.
  
   Yuckamuck  -10/119, no status.
  Floor: N/A
  Key items: None.
  
   You have been slain. 
conversations.from: human
conversations.value: Jurai: WHOO HOO!  A new world record!
conversations.from: human
conversations.value: Jormengand: Originally Posted by Jurai 
   WHOO HOO!  A new world record! 
   
  
  Nah, Tristan and Alana made it through the door at least. 😛
  
  Not to mention that Saint Bob and Klireo actually injured the guard.
  
  Maybe a record for how ineffective you can be? 😛
conversations.from: human
conversations.value: Jurai: I already am working on a second.  Aberrant Aegis||Synthesist Summoner||Gifted Blade Soulknife with Vow of Poverty.