conversations: human
conversations:  Saint Bob  87/87, 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: Jormengand:
conversations: human
conversations:  Fort Save  (1d20+10)[ 19 ] 
conversations: LordDice:
conversations: human
conversations:  Saint Bob  78/87, no status
  Floor: N/A
  Key Items: None.
  
  You are blasted by the sand, and manages to inhale some. That can't be good for your health - indeed, you take 9 damage from the rough particles.
conversations: Jormengand:
conversations: human
conversations:  Gritting his teeth he tries to weather the storm and try to get out of it.
  
   
   Spoiler 
  Fast Healing 3
  
  And an Untrained Survival check to try and get out.  (1d20+4)[ 23 ] 
   
conversations: LordDice:
conversations: human
conversations:  Saint Bob  87/87, no status
  Floor: N/A
  Key Items: None.
  
  You manage to heal your wounds by the time you reach APEX.
  
  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.
  
  If there was anything that you planned to do before you went in, now would probably be a good time.
conversations: Jormengand:
conversations: human
conversations:  Praying for a second in thanks as the sandstorm didn't kill him he takes a minute to buff before heading inside.
  
   
   Spoiler 
  Persisting Vision of the Omniscient Eye for +10 Spot/Perception.
  Staying Invis and flying.
   
conversations: LordDice:
conversations: human
conversations:  Saint Bob  87/87, invisible, Vision of the Omniscient Eye.
  Floor: N/A
  Key Items: None.
  
  As you approach the tower, you notice a figure standing near it. It appears unable to see you, and takes no steps to stop you.
  
  (You can ignore the figure and go to the door if you like, I just thought it'd be polite to tell you.)
conversations: Jormengand:
conversations: human
conversations:  Is he evil ?
  
  Detect Opposition at will.
conversations: LordDice:
conversations: human
conversations:  (Nope. No evil here.)
conversations: Jormengand:
conversations: human
conversations:  Whilst flying around above him, I'll ask a question or two.
  
   "What brings you out here ?" 
conversations: LordDice:
conversations: human
conversations:  Saint Bob  87/87, invisible, Vision of the Omniscient Eye.
  Floor: N/A
  Key Items: None.
  
  The creature yelps as the invisible Saint Bob speaks, then regains its composition. "I am the guardian of this tower. Show yourself!"
conversations: Jormengand:
conversations: human
conversations:  Seeing as he doesn't seem to need help, Proceed to the door while checking it for traps. and keepin an eye on the Guardian.
  
  If no traps, open the door and slip through.
conversations: LordDice:
conversations: human
conversations:  heh, you know despite taking hours to find a trapfinding class I didn't mind.  I didn't bring a single bit of thieves tools &gt;_&lt;
  
  
  oops
conversations: LordDice:
conversations: human
conversations:  Saint Bob  87/87
  Floor: N/A
  Key Items: None.
  
  The door is not trapped. The door refuses to open. The creature speaks a few words you don't understand, and your buffs suddenly fail you.
  
  (If you want to go into combat, that was just its surprise round, so roll initiative. You can talk to it if you want.)
conversations: Jormengand:
conversations: human
conversations:  Suprised at the sudden turn of events he quickly flies up, hopefully out of reach.
conversations: LordDice:
conversations: human
conversations:  I need to learn how to read.
  
  Init.  (1d20+8)[ 25 ] 
conversations: LordDice:
conversations: human
conversations:  Saint Bob  87/87
  Floor: N/A
  Key Items: None.
  
  ??? Uninjured, no status.
  
  Turn: Saint Bob, ???
  
  The creature may have got the jump on you, but now you're ready to go up against it.
  
  (Make your move.)
conversations: Jormengand:
conversations: human
conversations:  Staying above it, he'll spit some acid at it.
  
  Ranged Touch Attack  (1d20+14)[ 25 ] 
  Damage  (3d6)[ 14 ] 
conversations: LordDice:
conversations: human
conversations:  Saint Bob  72/87
  Floor: N/A
  Key Items: None.
  
  ??? Barely Injured, no status.
  
  Turn: Saint Bob, ???
  
  The creature flies up towards you, and hits you once with a mace for 15 damage.
conversations: Jormengand:
conversations: human
conversations:  Spoiler 
  Didn't occour to me, Soulmelds arn't going to work in a Dead Magic area.  I'm assuming the effect goes a little ways or Invis would have kicked back in.
  
  In the event I can't spit some good ol fashioned Acid, I'll try flying down to whack him.
   
  
  
  Flying down he takes a swipe with his Guisarme.
  
   
   Spoiler 
  
  Using Mountain Hammer, Ignoring DR/Hardness
  Atk (1d20+8)[ 27 ] 
  Damage  (1d6+5)[ 7 ] 
  Mountain Hammer damage  (2d6)[ 12 ]   Ignoring DR/Hardness
   
conversations: LordDice:
conversations: human
conversations:  Spoiler 
  Just call that mountain hammer the attack after he flies up.  Also are you accounting damage before DR or after ?
   
conversations: LordDice:
conversations: human
conversations:  (Oops, that's before. Later numbers will be after.)
  
   Saint Bob  70/87
  Floor: N/A
  Key Items: None.
  
  ??? Barely Injured, no status.
  
  Turn: Saint Bob, ???
  
  You miss the creature, who strikes you twice more for a total of 12 damage. Take a fortitude save DC 22 or be stunned.
conversations: Jormengand:
conversations: human
conversations:  Fast Healing 3 from the last two rounds, mitigate some of that damage.
  
  Fort  (1d20+10)[ 20 ] 
conversations: LordDice:
conversations: human
conversations:  Saint Bob  76/87, stunned (4 rounds)
  Floor: N/A
  Key Items: None.
  
  You spend four rounds stunned. You fall to the ground, and the angel charges down to attack you.
  
   Saint Bob  70/87, stunned (3 rounds)
  Floor: N/A
  Key Items: None.
  
  The angel attacks you thrice more.
  
   Saint Bob  54/87, stunned (2 rounds)
  Floor: N/A
  Key Items: None.
  
  The angel continues to strike at you.
  
   Saint Bob  39/87, stunned (1 round)
  Floor: N/A
  Key Items: None.
  
  The angel smashes into you another three times. You would be glad of your fast healing and damage reduction if you weren't too busy being stunned.
  
  (Take another fortitude save.)
conversations: Jormengand:
conversations: human
conversations:  Fort  (1d20+10)[ 23 ] 
  
  If he gets stunned again, He'll IHS out of it and run like hell.  Clearly I need to rethink this :P
  
  Running like a scalded monkey either way I shoulda said.
conversations: LordDice:
conversations: human
conversations:  (Stunned creatures can't move, so they can't IHS.
  
  It's your turn, though.)
conversations: Jormengand:
conversations: human
conversations:  Run and recuperate...If I can.
conversations: LordDice:
conversations: human
conversations:  (Is that a withdraw run or a run run?)
conversations: Jormengand:
conversations: human
conversations:  Lets go with withdraw run
conversations: LordDice:
conversations: human
conversations:  Saint Bob  31/87
  Floor: N/A
  Key Items: None.
  
  Apparently, the angel is faster than you, and it whacks you on the head.
conversations: Jormengand:
conversations: human
conversations:  Running out of ideas, maybe I shoulda talked longer.
  
  Lore check to see if I can tell what I'm fighting or disrupting magic.
   (1d20+9)[ 27 ] 
conversations: LordDice:
conversations: human
conversations:  (You're fighting an astral deva. Your magic seems to be functional, currently - apparently it only dispelled your ongoing spells.)
conversations: Jormengand:
conversations: human
conversations:  So...I'm still invisible ?    I mean it's not like a buff, it's always on unless supressed.
conversations: LordDice:
conversations: human
conversations:  (Did not realise that. Where's the invisibility coming from?)
conversations: Jormengand:
conversations: human
conversations:  Part of bein a  Pixie 
conversations: LordDice:
conversations: human
conversations:  I assumed it was an Antimagic effect at the door, so tried to fly out of it.
  
  Then I was thinking it was him producing the effect that was keeping me visible.
conversations: LordDice:
conversations: human
conversations:  (Oh, yeah. You're still invisible, but the deva can still see you.)
conversations: Jormengand:
conversations: human
conversations:  "I yield and ask for mercy.  I was rather startled by the removal of my spells and reacted poorly" 
conversations: LordDice:
conversations: human
conversations:  Saint Bob  34/87
  Floor: N/A
  Key Items: None.
  
  The creature stands next to you. "Drop all your weapons, and leave this place. Never return."
conversations: Jormengand:
conversations: human
conversations:  "Why can't I try another time to challenge the tower ?  It's because I tried to sneak past ?
  
  Are there rules to the tower or something I should have asked about ?" 
conversations: LordDice:
conversations: human
conversations:  Saint Bob  34/87
  Floor: N/A
  Key Items: None.
  
  The angel looks perplexed. "The tower isn't a game. It doesn't have rules. It's designed to keep people like  you  out."
conversations: Jormengand:
conversations: human
conversations:  "Fair enough, don't come back...got it" 
  
  Dropping his Guisarme into the desert below, he backs away given the chance.
conversations: LordDice:
conversations: human
conversations:  (Assuming you intend to come back, you'll need a bluff check.)
conversations: Jormengand:
conversations: human
conversations:  Bluffing  (1d20+7)[ 26 ] 
conversations: LordDice:
conversations: human
conversations:  (I'm sorry, but do you KNOW what an astral deva's sense motive is?)
  
   Saint Bob  20/87
  Floor: N/A
  Key Items: None.
  
  "Liar!" screams the angel, before striking you thrice more.
  
  (Another fort save, please.)
conversations: Jormengand:
conversations: human
conversations:  (I went to look afterwards, the detect lies at will doesn't help things, lol)
  
   (1d20+10)[ 13 ] 
conversations: LordDice:
conversations: human
conversations:  Saint Bob  20/87
  Floor: N/A
  Key Items: None.
  
  You are stunned another 3 rounds.
  
   Saint Bob  5/87
  Floor: N/A
  Key Items: None.
  
  You can't see this ending well.
  
   Saint Bob  -6/87
  Floor: N/A
  Key Items: None.
  
  Oww... ow...
  
   Saint Bob  -10/87
  Floor: N/A
  Key Items: None.
  
   YOU HAVE BEEN SLAIN. 
conversations: Jormengand:
conversations: human
conversations:  Thanks for the game, shame I didn't get in....I hope the next contestant kicks his ass :o
conversations: LordDice: