{CONTINUED FROM PREVIOUS POST}
STAGE TWO, STEP ELEVEN – RESULTS CONTINUED
It almost feels sooner than expected when the sandglass runs out and Janis calls on the Link to everyone to reassemble on the ship for underwater practice. Once everyone is on board in the Bags, Janis reviews the instructions, and sets the activities in motion. The copies of Janis doublecheck to make sure all Bags are empty and closed.
Halfaz then dunks the ship into the lake, much more easily than on his first try, and everyone scrambles to make sure their things don’t wash away, makes their choices for Water acclimation, and experiences Water Breathing or a form with gills. The Water Breathing is not as odd as some may have expected; the sensation is just a little bit syrupy, but there is no urge to gag or pressure to breathe; it seems surprisingly normal.
The parrots are not nearly as upset at Water Breathing as they are about getting soaked to the skin. It takes Vir the entire sandglass duration to calm all the bedraggled parrots with matted feathers; he notices that many of them are shivering without their fluffy insulation. On the Link, Star helps Halfaz make the slight adjustment necessary to the heat he is directing into the sails from the Artifurnace to warm the water without boiling it, just enough to take off the chill. The practice NOT to boil the water earlier makes this much easier; it really pays off! Halt’s horses are as stolid as usual, though they too seem to relax a little as the chill passes.
When the sandglass ends and Janis closes the practice, Halfaz brings the ship back to the surface. Water streams off of everyone and everything. A little more heat brings a warm wind that dries things very quickly. Star checks below decks and reports back to Captain Halfaz that the hold is full of water... of course. While everyone is drying, she takes out her Staff, tunes it in moments, goes back below and Casts a string of Cantrips, safer for the crew than Halfaz boiling the water off, then reports to Captain Halfaz again, that the hold is clear and dry.
Janis comments on the Link, {Janis} Star, you’ll need to dry everyone out a lot quicker than this when you’re coming out of the lake in Bral because every moment you spend will cost you some of your surprise in the assault on the compound... be ready to handle it with those Cantrips, just point your Staff at everybody on board, not only the hold of the ship. Good thing we practiced and found out this situation.
I can see I’ll have to rearrange the step coming up soon where everybody either Gates from here or Earthglides from under the lake. A tiny adjustment. Very tiny. Janis chuckles.
Star taps her lips with a forefinger in thought for a moment, then says on the Link, {Star} I can cover a nine foot cube with a Dry Cantrip through the Staff, so I’ll probably need two per group, and I can Cast two of them within the time Sheerak makes one Gate... so I can Dry each group just before their Gate is ready.
Halfaz returns the ship to the drydock and does kiss it perfectly onto the drydock supports, and Janis picks up her instructions again on the Link: {Janis} Star, it’ll be easier than that, I’m going to make the problem small, very small, by doing more of what we’re doing right now. I’ll tell you all when we get to that step… let’s get this step done first.
OK, everyone, originals and copies, and Halfaz, yourself and the ship… you all get small, like Vir. Vir, you won’t shrink, you have something else to do in a couple of steps.
And Vir… now that you’ve seen your parrots in battlefield conditions, start thinking about how you want them deployed on the battlefield. I put them in numbered groups in ‘families’ but you don’t have to keep them that way. There will be an opportunity just before you go in, to stop using the groups I numbered for my logistical purposes. I’ll let you know when you can switch them around.
Everyone else, you will Polymorph yourselves as the ship shrinks down, until the ship is just under five feet long and will fit through one of Sheerak's Gates. That’s a ten to one shrink, just like you did in the lake… Did I say that? What lake?... Remember, if you’re six feet tall now, you’ll be about seven inches tall. Halt, if you can get the horses to Polymorph Self, great. If not, they need riders who Polymorph Self and affect their mounts along with themselves… it’s all about frame of reference… see, Star, I do pay attention to your lectures. My Janis copies will come in and take care of the horses if needed, I’ll send all twenty four, one for each horse, just in case.
Goldenseal doesn’t need any shrinking – he should be back in a moment with his spy report, the status of the Prince’s lake on Bral.
Halfaz, as you shrink the ship it will fall off the mooring points and hit the floor… unless you fly it and keep it stable while you shrink it with ShipShape and shrink yourself too with Polymorph Self. So you have three things to do at once. How about you shrink yourself right now… good. That’s done. Now you’ll have to keep the ship flying while you shrink it, but at least both things are all about paying close attention to the ship. Star can help you keep track, on the Link.
Everybody, shrink as Halfaz shrinks the ship, stay in proportion at least, don’t fall behind. Ready, go!
Quickly everyone and the ship diminish in size, and… shortly… a five foot ship is floating above the moorings, filled with little creatures no more than one tenth their normal size.
STAGE TWO, STEP TWELVE – RESULTS
On the Link: {Janis} Wow, we are so tiny… Vir, you’re so big!! Sable, this is pretty ordinary for you, you probably think we’re on the large side of small.
OK, since we can’t trust the underground tunnels in Bral, Sheerak is putting you into the lake… not a place anyone would think of looking, offhand.
Goldenseal! Good, you’re back. Any problems around and about the lake? No? Just the usual little red fish? Good.
Everyone, back out on deck. If you find you need to get smaller to fit, do it. Everyone needs to be on deck to get their new Polymorphs.
Vir, let everyone back out of the Bags and onto the deck, then get the Bags closed. They stay closed while you’re in the lake. My copies will double-check.
Star, give Sheerak the exact image location to put the Gate, in the middle of the lake, at the lake bottom, along with anything else she needs to know. Move yourself to the middle of the ship now, so your Water Breathing radius reaches everybody.
Sheerak, make one of your Gates into the lake on Bral using the location Star gives you on the Link.
Halfaz, fly your ship through the Gate into the lake.
OK, everyone, after the last step, this one is a snap. I’m not going with you, either me or my copies, but I’m staying on the Link for a few more steps before I put you on your own.
Ready... go!
Everyone comes out on deck. Some have to shrink more, to fit, but the shrinking practice makes this easy. The groups are well coordinated by now. Star makes her way through the crowd to the center of the ship. Virs close the Bags, and Janises check them; then the Janises fly up off the ship and wait to the side for a later step. Star gives Sheerak the lake bottom image on the Link, along with its map coordinates, and along with the exact Color of the Gate for Bral’s current Prime Plane, while explaining to Sheerak that Bral wanders from Prime to Prime. Sheerak opens the Gate, and Halfaz moves the ship through.
Everyone is on Bral!!!!! …and wet. SQA… glub glub… AK!
STAGE THREE, STEP THIRTEEN – RESULTS
Janis is still on the Link: {Janis} OK, congratulations, or condolences, I can see you’re in the lake. Let’s make sharks and then get you back to normal.
Sheerak, keep concentrating on that Gate, hold it open as long as you can, but it will probably close before this step is done, so be ready to reopen it.
Vir, you and all your copies trigger Ror’s Least Spell Ritual, Speak With Animals, do that now.
Now, Vir, you and all copies go out into the lake and convince the fish to accept a gift to be able to become much bigger fish with much bigger teeth when danger comes. Tell them you know there may be danger in the river soon, and the gift will last till the danger is done, so you are helping them to defend themselves. The gift is they will become much bigger fish with much bigger teeth, and then they can become little red fish again just like usual, by just being themselves. And change back to bigger fish with big teeth when they need to, just by becoming what they became… very simple… just be yourself, and if you want to be big, just be big.
Don’t forget to tell them that friends smell like you – shake some Pixie Dust around so they know the smell – and their enemies… don’t. Make sure these soon-to-be-sharks are clear about that!!
Vir, then get the fish to swim over to Halfaz’s ship and hang out right above it. Pack the waters.
Vir, remember that you as original, and some of your copies, have to stay near Ror, so you and they will recruit nearby fish. Other copies can get further away, all across the lake. Send the right copies to the right places, using your own Link. Ready, go!!
While Vir is doing this, Halfaz, make the ship normal size again. Everyone, Polymorph back to normal size to be ready to lose the Polymorph Self, so you control the size change and don’t crash into each other when it goes away. Do it now… Good.
Halfaz, unlock and deselect the Polymorph Self from the ship’s Ioun Crystal, do it now... good.
OK, while we’re waiting, Star, shift over a little to the Spell Cannon. Everybody at the stern, walk ten feet closer to the bow… come on, everyone squeeze up. You won’t like it if you go out of range of Star’s Water Breathing. Swim up if you need to… just stay over the ship and near enough to Star. Thirty feet!
And Star, while you’re waiting, I need you to help set up part of the adjustment I’m making to the Gates step. Look down into the lake bottom, underneath it as deep as you can see, as close as you can get to the Illithid compound down there. I know the rock is dense, just do the best you can. And also look to make sure there is no Magic Ward against Planar travel, Earthglide, that sort of thing. Dumathoin told Ror the area was clean for Earthglide, but doublecheck it anyway, it could have changed. Pick out a spot for Sheerak to open an Earthgliders’ Gate, just in case we need it, as far down as possible, and memorize that location… Got it, honey? Good. Do it.
Everyone’s actions to begin this step in The PlanTM proceed quickly and flawlessly:
Vir departs, and is dimly visible in the lake. Halfaz, the ship, and everyone are normal size; the Polymorph Self and ShipShape are gone. Star is sending the locations of Virs on the combat map, and tracking clouds of fish as well as everyone on the ship. With the help of the combat map to identify the less densely packed areas where there is extra room, everyone has managed to squeeze into a thirty foot radius of Star, some swimming above the deck.
The density of fish around the ship begins to increase dramatically; the water is dark with hundreds of little red shapes, near-colorless dark gray in the dimness. The scent of Pixie dust in the water is heady.
Sheerak’s Gate closes; her concentration did not falter, even underwater, even while changing form, but its duration has run its course. Meanwhile, Star is alternately tracking Virs and staring intently downward, probing different areas below, finding a location for Sheerak’s next Gate to open deep under the lake instead of in it, in case the Gate is needed.
Janis is back on the Link: {Janis} Great focus, Sheerak, with everything else going on around you. Be ready to open it again.
Fish are starting to gather… good! When all the Virs are back with their clouds of fish, Star, Cast the Polymorph Other through the ship’s Spell Cannon, and turn all the fish and all of you into sharks. Halfaz, as soon as you’re a shark, ignore it! …And re-select that Rainbow Spindle Ioun Crystal, thinking of the fish as part of the crew along with everyone else. And lock it in. Star will help you on the Link if you need it. The main thing is: Don’t lose focus by being a shark.
Then everybody, you turn back into your normal self, then back into your tiny self, using Polymorph Self. First you’re going to feel rigid sharkiness. Then you’re going to feel that rubber-skin Polymorph Self, that’s when you change back to tiny you. Except Vir, you’re tiny enough already, you change into normal Vir.. My copies will help on the Link if necessary to keep you focused on the Polymorph Effect to over-ride the sharkiness – and Vir, you tell the fish they can be what they are right now, sharks, or themselves, just by being big, or small. You and your copies can even demonstrate with your own Polymorph Self. Then Vir, send them off down the river to eat any Umber Hulks they find… they were going there anyway because of the strong currents always cycling through the lake.
Here’s all the Virs, they’re back…Wow, there have to be 1500 fish here! …Star, Polymorph Other to shark, do it! …Ready, go!
Once again the Magic resonates through the Spell Cannon from end to end, with a torrent of Arcane Energy flashing in the emerald linkage, and the Effect floods the area, turning fish and everyone to sharks. The form feels rigid, much more disorienting than the Polymorph Self, as sharkiness permeates everyone’s thoughts.
Halfaz has that same grim, single-minded concentration that brought him through the Plane of Magma; now it is a narrow beam of focus on the Rainbow Spindle. Sharkiness means nothing compared to his other trials. The Rainbow Spindle blazes on the Link, and the rigid sharkiness melts away into the suddenly much more comfortable feeling of strangely flexible skin… Polymorph Self.
Creatures begin popping back to their normal forms, including many of the fish… but many of the fish stay big and toothsome, and quite a few of the ones who became small again, now become large again. It seems a lot safer to be a shark, when surrounded by sharks.
Originals and copies get small again, following directions from Janis and her copies.
The Virs send the fish off downriver as Star moves back toward the center of the ship to relieve the crowding on the deck toward the bow, though it’s much less with everyone tiny.
Janis comes back on the Link: {Janis} Well done, all… I see on the Link that no one got stuck as a shark. That makes it a success. So now you all have three easy forms: Earthglide, shark if needed for the river, and yourself… and fourth, anything else you can imagine, with Polymorph Self.
And the sharks are on their way downstream to clear the river of Aquatic Umber Hulks. Your attack on the compound has begun.
Sheerak, get that Gate open, coming back to here…. Good. Nice placement, right on target.
Objectives accomplished. Let’s move out.
STAGE FOUR, STEP FOURTEEN – RESULTS
The work area on the warehouse floor is visible through the Gate. Janis sounds urgent on the Link. {Janis} Ok, everyone fly through the Gate at once! Low number groups, 1-2-3-4, fly low, middle number groups, 5-6-7-8 fly halfway up, high number groups, 9-10 and all extras, fly high… remember you can fly! You’re all tiny, so everyone go through the Gate at once and get back to the warehouse! Move quickly now, the advantage of surprise can only decrease from here.
Don’t worry about keeping exact groups yet, just crowd through. Go!
Sort yourselves out on this side, in the warehouse. It’ll be quicker. My copies are big, and waving for your marshalling areas, holding up fingers to number the groups. Go to them. Stay tiny and close together. Vir, get those Bags open as soon as you’re back in the warehouse, but not before, no flood of lakewater please, and get the right Vir copies to the right Janis copies.
Vir, this is your opportunity to re-sort the parrots however you decided you want them, since every creature is out of their Bag and getting sorted anyway... I kept the parrots in numbered groups so I could keep track of them for preparation logistics, but battlefield deployment of the Parrot Clouds of Death is your decision, Captain Vir. Just keep them moving quickly.
Original Sheerak, go to group 1, not group 10. Your copy 10 goes to group 10, but you have to open the Gate for group 1. Then move from group to group, in number order. You’ll be the driest creature here, because you may be getting Star’s Dry Cantrip more than once… your hair and wings will be really fluffy, haha. Good, Sheerak, get ready to open that Gate. I’ll tell you when to drop the Gate to the lake on Bral.
Halfaz… your ship is almost empty. As soon as everyone but you and Star come through, shrink down the ship and carry it through, and join the Bag with the other originals in Group 10, keeping the Polymorph Self for everyone selected and locked in. Wait to pack it in your pocket until Star casts the Dry on you and it, so the ship’s hold won’t be full of water. You come through next to last.
Star, you have to be last because you have the Water Breathing for everyone… then as soon as you’re through the Gate and back into the warehouse, hit everyone at once with the Dry Cantrip through your Staff. I marked off two nine by nine areas on the floor, and all those short groups are marshalling into them, so you will be done… shortly, haha. I told you I would make the problem smaller. See the nine by nine with group 1, hit them with your Dry Cantrip first, as soon as they’re all there, my Janis copy is tracking that to know the group is all there.
Everyone stay small till I tell you to change, otherwise we’ll have chaos on the floor because I packed you tight together.
Flying! Reminded by Janis, everyone flies through the Gate nearly at once in a stream of streaming wet tiny creatures, and is back in the warehouse very quickly where the Janis copies help to sort them back into groups even more quickly. Sheerak goes to group 1, Halfaz shrinks his boat and comes through, and Star comes through with her Staff ready. The Janis copies report on the Link that everyone is present and accounted for, and three seconds later, Star finishes Casting her Cantrip, her Staff flashes in a kaleidoscope of Colors, and everyone in the first batch of groups is Dry. Three seconds later, another flash, and everyone is Dry. Halfaz finds that the hold of his ship is dry too, so he can pack it.
Even the parrots have settled down, apparently resigned from yet another bout with water, and they perk up as soon as they are dry. The Virs have no problem handling them, and Halt’s horses are as cooperative as ever.
Janis on the Link: {Janis} OK, everyone, this is it! You’re going in, group by group.
Remember we don’t expect the Plan A Gates to work, so we expect to fall back to Plan B Earthglide. We DO expect Plan B to work because Dumathoin told Ror the way in was clear for Earthglide. Star has located a place as deep under the lake as she could, to get you as close as possible to the Illithid compound. Sheerak will make a Gate to there and if their Gates don’t work, all groups will Earthglide to their positions, then emerge in group order one after the other, group 10 last.
Not using Plan C the River is best, since it’s full of sharks probably already eating Aquatic Umber Hulks.
When I call off your group number you will return to normal size… I will be overlapping numbers so listen carefully. The Ror copy in all groups with a demolitions objective will ready himself for demolitions; the Janis copy with your group will double check the procedure with him. The group will ready your weapons for combat and get into your Bag. Meanwhile the Vir copy will ready the parrots. Then the Vir copy will close up the Bag while original Sheerak opens your Gate. If it works, you go through, and the Ror copy will accomplish the demolition while the rest keep him safe, and keep reporting on the Link. If not, you will go to the Earthglide queueing area, and await further instructions from me, which will come shortly.
I will be signing off the Link as soon as all groups are underway… it’s your show after that, with battlefield decisions to make, not by some general hiding back at the warehouse. My planning task will be done.
I hope and expect to see you all safely back at a celebratory party catered by Inn Champagne, as soon as Star can arrange it.
The Best Of Luck! …and when Janis Fortune says that, you know it’s for real.
Ready…………………………. Go! Group 1! Back to normal size, weapons ready, Ror 1 check demolitions with Janis 1, Vir 1 check parrots, everyone but Vir into the Bag. Sheerak, Gate 1, now! Vir 1, close the Bag, get ready to pass through Gate 1 if it opens… and Group 2! On my mark…. Go! Same drill! Sheerak will be there as soon as Vir 1 goes through Gate 1.
Everyone in the staging area holds their breath collectively as Sheerak tries to open Gate 1, following the exact map location Janis prepared as shown on the Link via Star’s combat map.
The edges of the Gate take on the pearly metallic color Star showed to Sheerak, and… it opens. Vir 1 steps through into the Illithid compound with the Bag containing group 1.
There is a collective gasp on the Link, of pleased surprise, and some cheering.
Sheerak releases Gate 1, and moves on to group 2. Its Gate opens too, and Vir 2 with group 2 steps into the Illithid compound.
Janis begins wondering if it will really be this easy.
Sheerak moves on to group 3, and tries to open Gate 3, but it does not open… Janis says on the link, {Janis} OK, it’s not going to be as easy as it was beginning to look.
Sheerak, move on to Gate 4, then Gate 5, then Gate 6... keep going, one after another. Group 3, Vir 3, you will go to the Earthglide queueing area, get out of the Bag and form up for Earthgliding as your Janis copies direct, and then await further instructions from me. Do it now.
Gates 4 and 5 do not open either; groups 4 and 5 receive the same instructions from Janis and queue up behind group 3, guided by their Janis copies.
Gate 6 turns pearly metallic, and opens. Vir 6 takes group 6 through the Gate into the Illithid compound.
Gates 7, 8, 9, and 10 do not open. Janis directs the groups to the Earthglide queue, with all of the extra copies assigned to group 10.
Janis continues on the Link: {Janis} Good, better than we expected, groups 1, 2, and 6 are in. Groups 3, 4, 5, 7, 8, 9, and 10:
You will now Earthglide quickly to your assigned locations.
Sheerak will open the Earthgliders Gate to the place under the lake that Star located as the Earthglide starting point. Star has verified there is no Magical obstacle there.
You will pass through the Gate in group order and arrive at your assigned locations in group order.
Star will monitor and place you on the combat map on the Link, so that you all can emerge in your assigned location exactly, and on time.
You will not stay in the Bag because we don’t know if the Bag will open in a location where a Gate would not open. Instead you will all Earthglide individually.
Group 10, I have more instructions for you which I will give you while the other groups get underway… quickly, do not waste any surprise.
Star, give Sheerak the Earthgliders Gate location under the lake, and get the combat map going to guide everyone. Tag it for each group so you don’t confuse groups 1, 2, and 6. I see it, good.
Sheerak, open the Gate there… do it. Good. Looks like solid rock on the other side… hah. What else would it be.
OK, group 3, you had your Earthglide practice, now it’s for real. Just walk into the rock as you go through the Gate. Follow Star’s directions on the combat map for you to your exact assigned location…. Ready, go! Group 4, go right after group 3. Keep going, 5, 7, 8, 9…
Group 10, here are your special instructions. You have lots of extra copies to bring in Bags that may not open, probably won’t, but we weren’t planning on using those extra extra copies. So they will travel in the Bags. There are some copies that have to stay within Ror’s radius. You know who you are. You can’t travel in a Bag because you can’t get cut off from Ror. And the horses will be ridden, the riders will Earthglide with their Earthgliding mounts.
Vir, you have all the extra parrots. Have fun.
Ror 10, you have the demolitions for your group, because original Ror will be busy with Rituals.
Star, you’re with group 10 originals as planned. Enjoy the demolitions, honey, I know you will.
Halfaz, you have your ship, keep Polymorph Self selected. You are exit Plan B, so keep track of the river.
Sable, you’re in group 10 but not with Ror, we all know that, you’re on your own, you don’t need to worry about the group 10 demolitions objective… but you have demolitions for your amusement and pleasure, enjoy! You will also begin at the exact location for group 10 so that you have protection immediately on arrival, but then… Go find the slaves and put their location on the Link, figure out how to get them to Bags or Halfaz’s ship.
OK, Sheerak, you will be last through the Earthgliders Gate, then you can shut it down.
Group 9 is away…
I’m done; I’m dropping off the Link.
Group 10, you have the Link, I’m passing battlefield executive control to you… ready… go!
Janis… out.
The Earthgliding groups, 3, 4, 5, 7, 8, 9, and 10, find their way through the rock and the dimness that passes for sight during Earthglide, following the shimmering images in the combat map on the Link to their assigned locations in the Illithid compound.
Images start flowing on the Link from groups 1, 2, and 6.
Sheerak is last, stepping through into the rocky face on the other side of the Gate. It winks out.
Janis heaves a sigh of relief as her copies wink out too; she has disconnected from Ror’s radius so they are gone. Goldenseal hurries up, his copies vanishing too. She reaches down, he reaches up, and they solemnly shake hands.
Janis breaks a stick of Antidotegum and chews half, to clear the Link from her mind; she offers the other half to Goldenseal. She says to him, {Janis} Here, have some Antidotegum, I should be off the Link so they rely on their own field decisions, but you might want to stay on to monitor the Bags. Chew it when you’re ready. I didn’t mention it to them… this was complicated enough.
I hope they make it. Acheron… duped Drow… there are a lot of other plans in motion that we don’t know anything about. But they have a great plan, tremendous firepower, and a lot of reserve strength we didn’t even figure in…. They’ll do well.
Goldenseal eyes the gum thoughtfully, and then looks wistfully at the spot where the Earthgliders Gate just winked out. {Goldenseal} I’ll go make sure we get the Bags back, just in case.
They’re good people, I like them. I hope they come back too… and besides… they took all those leftovers with them, in Star’s Scarf.
THIS ENDS THE “WITH JANIS” THREAD; YOU’RE NOT WITH JANIS!
EACH GROUP WILL CONTINUE ON ITS OWN THREAD FOR NOW; SEE:
ACTION THREAD – GROUP 1 through 10 and post there as soon as I post the first set of results and instructions.
All information on all GROUP threads is available to all, via the Link, so you can assume that everyone knows all of it, and things on one thread don’t have to be re-posted on another.
Please DO NOT post actions on one thread for any other thread; it will get too confusing. For example, don’t post on Group 10 an action that is for your copy in Group 1. Each of your copies is acting independently, with independent attacks, HP, etc., even though you can assume that all are communicating with each other at all times. I realize that if Groups meet this could get messy, but we’ll deal with situations as they arise. Separate threads are cleaner, for the moment at least.
Very important: There will be yet another action thread (not a Group X thread) that I will send to you as a link via PM when the time comes. You’ll know it when it does. Different characters may receive that link at different times. Please do not go looking for that thread, or read it, until you get the PM from me about it... it will be a very interesting surprise. Trust me on that; we’re just in the early phases of a long adventure to 20th Level and beyond. You’ll need all of it, and more.