Once things are decided, Afina, Surraruthru, Calleigh, Sylvie, the Master and Tannin gather to prepare. It's in Sylvie's room, a bunch of chairs brought in and everything pushed aside. Sylvie's sitting in one, nose in a book as people come in. The Master's leaning against a wall, arms crossed and waiting. Tannin comes in and goes to a wall, leaning against it and going to put his hood up - only to glance at the Master. He scowls a bit and kicks off the wall, going to a chair instead.
"Alright, let's get to this," Sylvie says, closing her book. "In case any of you aren't familiar with Gehenna, let's get to it. It's known as the Fourfold Furnace - it has four layers of volcanic super-islands floating in an infinite void. Everything is on a sharp slope, and I do mean sharp. If you take a tumble, you'll get sliced up on top of breaking your bones. It's hot, it stinks and the yugoloths call it home. Oh, and we're going to the deepest layer, which is the worst one."
Pausing just a moment to wait for any questions, and once they're done with if there are any, "Krangath is the fourth and final layer of Gehenna. It's known as the Dead Furnace. The volcanoes have gone dead there and bleak, black obsidian blends into the void perfectly. There is silence there, for the land is dead. It's bone cold there and sometimes poisonous acid snow falls down from the previous layer in great avalanches."
"So we've established it's horribly dangerous. We'll all want to be able to fly since trying to travel the slopes is suicidal. Anyway, our greater target is Hopelorn, a city in Krangath. A cabal of liches runs it. Not much is known about them, between the location, secrecy and the fact that there's turnover in the ranks. But the city's infested with undead of every type. The yugoloths can get around if they're careful, but any other creature quickly ends up mobbed by the undead. Most of those hapless enough to end up there join the undead in short order."
Sylvie pauses to stretch, "Aaah. So to deal with that, we need to be like the wind. If they get one look at us, one sniff, one glow of our life energies, we're probably dead or making a fighting retreat out of the city. The entire city's warded. I don't know what all is in effect there, but I suspect it's a mythal. In addition the city's warded against teleport, plane shift and all of that. We'll have to go around the normal way, no shortcuts there. I don't fancy my chances of trying to subtly circumvent the accumulated wards of a city like that, so that's probably out."
Sylvie then looks around and asks, "Questions?"
Gehenna (6) - Afina, Surraruthru, Calleigh, Sylvie, Master, Tannin, Posted for reference.
"If you're seen, if you even think you're seen, then go straight for the kill," Afina says after Sylvie's explanation. "Quick, clean, and without mercy. We can't afford to get bogged down in a running fight through the city. Hopefully we won't be seen at all, but if we are don't hesitate to silence anyone too attentive before they can raise the alarm."
After making sure everyone's on board with her infiltration philosophy she asks Sylvie, "Do we know anything about the city's layout? Where Finality is and what's around it?"
"Yeah. Thing is, the town's full of the undead. If you have to put one to rest, don't think twice. Just do it." Tannin seconds, "Heard nothing good about Hopelorn."
"Not much," Sylvie admits, "The city's hard to move around in unless you're a fiend or have a devil's eyes. It's black obsidian surrounded by black void. True seeing helps as well, from what I understand. The undead seem to be able to see fine there as well."
"I can sense my way around in the dark but it's not perfect, so that'll be a disadvantage in combat." Her ethos of self-sufficiency ingrained by a year spent on Gehenna's upper slopes without any support means learning spells with rare material components goes against the grain, so true seeing never held any interest to her. "How about everyone else?"
"Well, my shirt here-" Surraruthru takes a moment to show it off, after all, it's part of his meager hoard, "will let me hide from the undead. Or rather, it should. Since we have our own forges and things here, should we not look into making something similar for everyone? Even if it's just something we use until we're discovered for sure, then switch back to your regular things, it should let us get deeper into the city before that happens. Also, if it's considered pure suicide to travel the slopes, then they wouldn't expect us to do that, so we really should. Even if we're flying only a foot or two above the slopes, it might let us get closer."
"I'm fine," Sylvie says. "I can hide and use magic, if they can beat all I can do, none of us would make it anyway."
Tannin hmphs, "Well, I'm better at stopping magic, got a fancy ring that does that. Some of the trickier ways can get me, like that stuff devils do with their mind."
"I can move like the wind and be just as visible. Not even those senses are a problem for me," The Master replies.
"Likewise," Afina nods to Sylvie and the Master's sentiments. "For things like that," she then says to Tannin, "Don't underestimate the value of cover. Whether it's tremorsense or mindsense, if there's a solid barrier between you and the other creature then it can't perceive you. We'll stick you in the middle of our group so others can make sure there's nothing like that around any corners."
That considered she gets back to general planning, "Surraruthru's right about the slopes though, if we can skim around them it'll offer plenty of cover on our approach to the city. If we're caught in a bad spot and need to flee we can just fly straight up to get above their mythal so we can escape, assuming we can't dispel a section of it."
"We can be incorporeal and largely indistinguishable from ghosts! Also we can create cover or blockades if we need to!"
"It's a good start. The only advantage we have is that you can actually gate to Krangath and fairly close to Hopelorn. If you're foolish enough to go there willingly, why stop you?" Sylvie shrugs. "So what's our plan for dealing with this?"
"I don't like the idea of blindly exploring the city to look for Finality," Afina says, "But we have a pair of necrolytes in the dungeon. If they don't know they'll know someone who does and I can planar bind them to get some up to date intelligence."
"Alright then," Sylvie says.
So what's your plan here, Afina?
We have 2 necroyltes from Castle Crumbling sitting in our dungeon. 'Ask' (ie have someone dominate them or use mind probe) them what they know about Finality. If their knowledge is lacking ask them for the names of any devils they know that have served there, then planar bind said devils and 'ask' them.
Okay.
The first necrolyte doesn't know anything about Finality.
The second does know a little something. He knows it's in the center of the city, near a 'bone mill', whatever that is. It is guarded by several powerful flesh golems, enhanced with the eyes of dragons to see anything. The current ruler there is High Necrolyte Garnor, a paeliryon cleric of Asmodeus. She serves Lixer by command of the Lord of the Ninth.
Freshly fortified with valuable intelligence and even more valuable directions, Afina is ready to head out unless anyone has any more preparations they need to do.
Sylvie would recommend planar protections or at least immunity to cold for all.
[17:35] <@Ebiris> roll 1d8+10 heroes feast temp hp
[17:35] <Rei-chan> Ebiris rolled : 1d8+10 heroes feast temp hp --> [ 1d8=4 ]{14}Afina is planar protected thanks to one of her swords but she also casts spells to resist acid and cold for when things get a bit more fierce than normal planar conditions. In addition to her usual mage armour and moment of prescience spells she also has the benefit of her shadow form spell, turning her into a figure of monochrome greyscale that the eyes have just a bit harder a time capturing and more importantly allows her to slip through walls and magical barriers with ease.
She also has a scroll of Gate for their exit, but for getting there they must rely on someone like Tepen or Vul'lath to make a gate to Gehenna on the outlying slopes surrounding Hopelorn.
Afina: 208+14/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23)
AC 60, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear
Spell charges: 6/10/7/8/9/8/8/8/6/7
The True Seeing ability of those golems is going to be a problem. I can work with it, but I'l need to be creative.
So are y'all gonna do planar protections? Looking for someone to just declare what's being cast and set up so we can get this on the road already.
Afina's cast all her buffs. If anyone wants a buff that's on her spell list she'll provide it. If anyone wants a buff that's not on her spell list they'll have to cast it themselves or ask someone else.
Per nagging post:
Sylvie can cast attune form on herself, Surraruthru, Tryll, Calleigh, the Master, and Tannin. She can also cast overland flight on the Master so everyone has flight.
Done and with a new stat block to track it. Iddy and Yuth, note any buffing and then we'll get this on the road.
[spoiler]
Trying a new format.
Sylvie
HP: 290+17/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions. (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: -
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions.
Resources used: -
Other: -
Moment of Prescience and Greater Mage Armor.
Inertial Armor, overchannelled, shared (Calleigh, Psicrystal).
Manifesting as 27th level Psion.
Effect: +17 Armor bonus, affects incorporeal attacks
Duration: 24 hours.
Tryll
HP: 183
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor
Passive Effects: Incorporeal, Hide Mind
PP: 317
Calleigh
HP: 91
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion
Psicrystal
HP: 91
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
Black. The portal is pure black, nothing but darkness as you fall. You plummet into void, leering faces of shadow watching as you pass through the portal. It is silent. A silence where your own breathing sounds as loud as thunderbolts. It is dark here, no light. You hover above a slope of dull black stone, a sharp angle one slip away from a nasty tumble. It's cold here, a cold that it held back by your magic but still bone-chilling. You grow numb in moments, body feeling like little more than a puppet loosely connected to your awareness.
Sylvie floats around and peers, in a whisper that seems as loud as a shout, "This way," she points downwards. "Keep your eyes open. If I have to use 21, it'll probably be like a beacon to anything here, so that's an absolute last resort unless I get a free shot at Lixer himself."
The Master lands in the air, not missing a single step. "So cold that it freezes the heart," he speaks, a muted murmur to himself that sounds like a bellowing yell to all of you. "This is the chill of death Tempus warns us not to fear."
Tannin shivers and draws his cloak tighter around himself. He just nods, starting to fly downward.
[spoiler]
Trying a new format.
Sylvie
HP: 290+17/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions. (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: -
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions.
Resources used: -
Other: -
Calleigh and Tryll float silently in the void. Calleigh keeps quiet, staying near the others.
Surraruthru follows along, keeping an eye out for threats and hiding places alike, looking to take advantage of the darkness himself.
> roll 1d100+10 vs ??? (+10 is for ??? reasons)
<Serith> Kotono roll for Serith < 23 > [d100=13]
> roll 1d100+10 vs ??? (+10 is for ??? reasons)
<Serith> Kotono roll for Serith < 89 > [d100=79]
> roll 1d100+10 vs ??? (+10 is for ??? reasons) sub tables for the second rol
<Serith> Kotono roll for Serith < 22 > [d100=12]
Since the party has noted taking pains to be quiet, I'm going to call for everyone to make a Move Silently check. Calleigh, would you roll for Afina and Surraruthru, as they're currently unavailable? Thanks.
> roll 1d20+34 Master
<Serith> Kotono roll for Serith < 47 > [d20=13]
> roll 1d20+30 Tannin
<Serith> Kotono roll for Serith < 46 > [d20=16]
> roll 1d20+72 (+22 inspiration, 11/12 for encounter) Sylvie
<Serith> Kotono roll for Serith < 83 > [d20=11]
Posting these now.
[spoiler]
Trying a new format.
Sylvie
HP: 290+17/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions. (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions.
Resources used: -
Other: -
[/quote]
[19:08] <LobsterSquid> roll 1d20+47 Afina Surru
[19:08] <Serith> LobsterSquid roll for Serith < 67 >12 [d20=20]
[19:10] <LobsterSquid> it's Iddy's modifier
[19:11] <LobsterSquid> roll 1d20+37 Afina for real
[19:11] <Serith> LobsterSquid roll for Serith < 43 >12 [d20=6]
The party goes down the endless slope as silently as it can, flying. There are only the barest noises. Breathing. The slight flap of Afina's wings. The rustle of Tannin's rapier. Yet they still sound too loud. As you go down, there is a sudden, soundless voice in your minds. 'The only noise of this place is the cries of the dying.'
The darkness above you stretches apart, like flesh rent asunder by claws. It is 15ft above you and 40ft away. Two of them floating in the air, unbothered by gravity. They appear as human sized dogs, pale as death and covered in armor. Each has two heads, each mouth open and with a far too long tongue covered in sharp metal thorns. Just behind them is a set of glowing green eyes and a shadowy black cloak.
'You will fall!'
Initiative here.
Don't hate me, Iddy!
[20:00] <LobsterSquid> roll 1d20+27 Afina init
[20:00] <Serith> LobsterSquid roll for Serith < 34 > [d20=7]
[20:01] <LobsterSquid> roll 1d20+12 Surru
[20:01] <Serith> LobsterSquid roll for Serith < 13 > [d20=1]
[20:02] <LobsterSquid> roll 1d20+6 Tryll
[20:02] <Serith> LobsterSquid roll for Serith < 26 > [d20=20]
[20:02] <LobsterSquid> roll 1d20+7 Calleigh
[20:02] <Serith> LobsterSquid roll for Serith < 15 > [d20=8]
[20:03] <LobsterSquid> roll 1d20 Psicrystal
[20:03] <Serith> LobsterSquid roll for Serith < 9 > [d20=9]
> roll 1d20+9 Tannin
<Serith> Kotono roll for Serith < 13 > [d20=4]
> roll 1d20+9 Master
<Serith> Kotono roll for Serith < 16 > [d20=7]
> roll 1d20+24 Sylvie
<Serith> Kotono roll for Serith < 39 > [d20=15]
> roll 1d20+6 two headed dog 1
> roll 1d20+6 two headed dog 2
<Serith> Kotono roll for Serith < 14 > [d20=8]
<Serith> Kotono roll for Serith < 19 > [d20=13]
> roll 1d20+8 eyes and cloak
<Serith> Kotono roll for Serith < 27 > [d20=19]
Initiative order is Sylvie (39) > Afina (34) > Eyes and Cloak (27) > Tryll (26) > Canoloth 2 (19) > Master (16) > Calleigh (15) > Canoloth 1 (14) > Surraruthru = Tannin (13) > Psicrystal (9)
Sylvie opens and will hold on Afina, in case she's about to go all radius damaging.
It's common knowledge enough that all of you know the dog creatures on sight. They are canoloths, lesser yugoloths that serve as scouts and guardians. Two heads means these aren't normal ones, and their tongues look upgraded as well. Normally they'd be no threat to you, and probably still aren't. But obviously watch out for their bites or being tackled by them. That tongue of theirs can paralyze.
No chance of failing the roll on the dogs, so there you go. K:P is possible on the cloak + eyes creature.
> roll 1d20+34 K:P
<Serith> Surraruthru roll for Serith < 44 > [d20=10]
Whatever it is, Surraruthru is sure it isn't a normal yugoloth. It could be a unique fiend or something that isn't a yugoloth at all. It could also be an illusion of some sort or a projection, little more than light and magic.
"It's not a yugoloth... At least not a normal one. A fiend or something... Maybe an illusion."
Well this certainly isn't an auspicious start. She can only hope the others are having better luck on their missions.
Still, it's nothing a quick meteor swarm wouldn't fix. The only problem being that such flashy magic would serve as a beacon for miles around, drawing in anyone too stupid or too powerful to be dissuaded by ninth circle magic being thrown around. Not to mention anyone in the city looking out over these blasted slopes. Luckily her water side serves for subtlety where her fiery side does not. "This won't go as you hoped it would," she chides the yugoloth in a whisper, hasting her allies and violently sucking vital moisture out of the yugoloths' bodies before she darts behind some jagged spikes for cover. Besides she may as well use this ability while she can, since it won't do much against the creaking undead to come.
[12:55] <@Ebiris> roll 1d20+23 horrid wilting SR
[12:55] <Rei-chan> Ebiris rolled : 1d20+23 horrid wilting SR --> [ 1d20=15 ]{38}
[12:55] <@Ebiris> roll 20d6 dessication
[12:55] <Rei-chan> Ebiris rolled : 20d6 dessication --> [ 20d6=57 ]{57}
DC 31 fort halves
Afina: 208+14/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), haste (CL 23)
AC 68, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, miss chance 50% (vs spells as well as attacks)
Spell charges: 6/10/7/7/9/8/8/8/6/7
Surraruthru and Afina's voice are too loud here, echoing amid the slopes as she draws on her innate magic. The canoloths and figure before her shudder as they are dried out suddenly, water flowing from them from dozens of points over their bodies.
> roll 1d20+8 canoloth 1
> roll 1d20+8 canoloth 2
<Rei-chan> Kotono rolled : 1d20+8 canoloth 1 --> [ 1d20=17 ]{25}
<Rei-chan> Kotono rolled : 1d20+8 canoloth 2 --> [ 1d20=6 ]{14}
> roll 1d20+11 mask and eyes
<Rei-chan> Kotono rolled : 1d20+11 cloak and eyes --> [ 1d20=1 ]{12}
The blast of magic is too much for your foes. The canoloths wither like old sponges until nothing is left, utterly annihilated save for their armor, which crashes down with ear-aching force on the slopes below and tumbles down. The figure of eyes and cloaks recoils, a vaguely humanoid body seen as it is drained of water.
Initiative order is Afina (34) > Sylvie (33) > Eyes and Cloak (27) > Tryll (26) > Master (16) > Calleigh (15) > Surraruthru = Tannin (13) > Psicrystal (9)
Sylvie's up, she'll take her held turn.
"Got you," Sylvie says softly, virtually a shout as she pounces on him as fast as she can.
> roll 1d20+39 (+1 heroes feast)
<Rei-chan> Kotono rolled : 1d20+39 (+1 heroes feast) --> [ 1d20=13 ]{52}
> roll 3d10+28
<Rei-chan> Kotono rolled : 3d10+28 --> [ 3d10=15 ]{43}
She's over there in a minute, snapping off a kick that catches the figure right where his face should be. As he reels, Sylvie darts up and above him, hands going out. The snap of the creature's neck breaking is like an explosion of noise, the entire entity vanishing, save for his cloak. It falls to the ground, tumbling with the armor.
> roll 1d100+30 vs ??? (+30 ???)
<Rei-chan> Kotono rolled : 1d100+30 vs ??? (+30 ???) --> [ 1d100=46 ]{76}
But despite the noise, nothing else happens. Have you won?
Free act.
[spoiler]
Trying a new format.
Sylvie
HP: 290+17/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions. (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions.
Resources used: -
Other: -
Wasteful. Casting message to link them up for subvocal speech, Afina passes on her next words silently. "Lets move, that will have drawn notice," she mouths, heading off perpendicular to their intended destination of Hopelorn, so that they won't end up running headfirst into anyone investigating from the direction of the city. Not that they'll make it easy for them, moving with stealth and silence as they go.
Afina: 208+14/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), haste (CL 23), message (CL 23)
AC 68, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, miss chance 50% (vs spells as well as attacks)
Spell charges: 6/10/7/7/9/8/8/8/6/7
"Right," Tannin murmurs silently, the spell stopping sound. "Quiet as a baby's breathing now, eh?"
"Quieter," Sylvie mutters, "Babies are much too loud."
"Like a leaf on the wind?" The Master suggests, "The sound of one hand clapping?"
Move Silently checks again, y'all. Since the other two aren't around right now, would you roll the other PCs, Afina? Thanks.
Sylvie
HP: 290+17/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions. (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions.
Resources used: -
Other: -
[16:26] <@Ebiris> roll 1d20+47 Surraruthru
[16:26] <Rei-chan> Ebiris rolled : 1d20+47 Surraruthru --> [ 1d20=5 ]{52}
[16:26] <@Ebiris> roll 1d20+37 Afina
[16:26] <Rei-chan> Ebiris rolled : 1d20+37 Afina --> [ 1d20=4 ]{41}
Calleigh/Tryll are incorporeal and thus perfectly silent
> roll 1d20+34 Master
<Rei-chan> Kotono rolled : 1d20+34 Master --> [ 1d20=7 ]{41}
> roll 1d20+30 Tannin
<Rei-chan> Kotono rolled : 1d20+30 Tannin --> [ 1d20=19 ]{49}
> roll 1d20+50 Sylvie
<Rei-chan> Kotono rolled : 1d20+50 Sylvie --> [ 1d20=4 ]{54}
> roll 1d100+20 vs ??? (+20 noise)
<Rei-chan> Kotono rolled : 1d100+20 vs ??? (+20 noise) --> [ 1d100=88 ]{108}
> roll 1d100+20 vs ??? (+20 noise) subtables, yep
<Rei-chan> Kotono rolled : 1d100+20 vs ??? (+20 noise) subtables, yep --> [ 1d100=40 ]{60}
The party silently flies off in the direction Afina wishes. They go a few minutes away, silence again reigning, until they seem them ahead. 60ft ahead and closing in the darkness, standing out as fading, semi-visible humanoid figures. They are wrapped in cloudy gray with hints of green, eyes shining with the same green light. There are three of them in total, coming towards the party.
K:R checks here, y'all.
[16:45] <@Ebiris> roll 1d20+26 Tryll religion
[16:45] <Rei-chan> Ebiris rolled : 1d20+26 Tryll religion --> [ 1d20=1 ]{27}
<Ebiris> roll 1d20+26 Tryll religion
<Rei-chan> Ebiris rolled : 1d20+26 Tryll religion --> [ 1d20=1 ]{27}
> roll 1d20+28 Master
<Rei-chan> Kotono rolled : 1d20+28 Master --> [ 1d20=8 ]{36}
> roll 1d20+54 Sylvie
<Rei-chan> Kotono rolled : 1d20+54 Sylvie --> [ 1d20=18 ]{72}
Tryll can identify them as dread wraiths. Bigger, stronger and more Constitution drain than normal wraiths. They also look stronger than usual, bolstered by something.
"Dread wraiths," The Master murmurs, slipping into a defensive stance flawlessly, "Evolved and bolstered in the powers of this realm."
"The dead are coming to greet us," Sylvie says, smiling grimly, "Let's show them how Aurora deals with them."
Init here.
[17:04] <@Ebiris> roll 1d20+6 Tryll init
[17:04] <Rei-chan> Ebiris rolled : 1d20+6 Tryll init --> [ 1d20=14 ]{20}
[17:05] <@Ebiris> roll 1d20+7 Calleigh init
[17:05] <Rei-chan> Ebiris rolled : 1d20+7 Calleigh init --> [ 1d20=7 ]{14}
[17:05] <@Ebiris> roll 1d20+2 psicrystal init
[17:05] <Rei-chan> Ebiris rolled : 1d20+2 psicrystal init --> [ 1d20=20 ]{22}
[17:05] <@Ebiris> roll 1d20+12 Surraruthru init
[17:05] <Rei-chan> Ebiris rolled : 1d20+12 Surraruthru init --> [ 1d20=20 ]{32}
[17:05] <@Ebiris> roll 1d20+26 Afina init
[17:05] <Rei-chan> Ebiris rolled : 1d20+26 Afina init --> [ 1d20=12 ]{38}
> roll 1d20+9 Tannin
<Rei-chan> Kotono rolled : 1d20+9 Tannin --> [ 1d20=9 ]{18}
> roll 1d20+9 Master
<Rei-chan> Kotono rolled : 1d20+9 Master --> [ 1d20=19 ]{28}
> roll 1d20+24 Sylvie
<Rei-chan> Kotono rolled : 1d20+24 Sylvie --> [ 1d20=10 ]{34}
> roll 1d20+13 dw1
<Rei-chan> Kotono rolled : 1d20+13 dw1 --> [ 1d20=19 ]{32}
> roll 1d20+15 dw2
<Rei-chan> Kotono rolled : 1d20+15 dw2 --> [ 1d20=5 ]{20}
> roll 1d20+13 dw3
<Rei-chan> Kotono rolled : 1d20+13 dw3 --> [ 1d20=10 ]{23}
Initiative order is Afina (38) > Sylvie (34) > Dread Wraith 1 = Surraruthru (32) > The Master (28) > Dread Wraith 3 (23) > Psicrystal (22) > Dread Wraith 2 = Tryll (20) > Tannin (18) > Calleigh (14)
Afina opens. Go steam pixie, go.
Unfortunately Afina has nothing guaranteed to work against the incorporeal - she even gave up magic missile when she became a creature of fire. At least everyone is still hasted for a little longer so she doesn't have to worry about that, so instead she flashes out to quickly carve through one of the wraiths before retreating back where she was, employing Afame to improve her dodging even as she strikes out with Hywelbane II.
[17:18] <@Ebiris> roll 1d20+45
[17:18] <Rei-chan> Ebiris rolled : 1d20+45 --> [ 1d20=12 ]{57}
[17:18] <@Ebiris> roll 1d20+40
[17:18] <Rei-chan> Ebiris rolled : 1d20+40 --> [ 1d20=10 ]{50}
[17:18] <@Ebiris> roll 2#1d100
[17:18] <Rei-chan> Ebiris rolled : 2#1d100 --> [ 1d100=48 ]{48}, [ 1d100=62 ]{62}
[17:18] <@Ebiris> roll 1d4+22+2d6+2d6
[17:18] <Rei-chan> Ebiris rolled : 1d4+22+2d6+2d6 --> [ 1d4=3 2d6=7 2d6=6 ]{38}
[17:21] <@Ebiris> roll 2d6 anarchic
[17:21] <Rei-chan> Ebiris rolled : 2d6 anarchic --> [ 2d6=2 ]{2}
So 40 damage.
Afina: 208+14/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), haste (CL 23), message (CL 23)
AC 72 (64 vs incorp touch), spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, miss chance 50% (vs spells as well as attacks)
Spell charges: 6/10/7/7/9/8/8/8/6/7
Afina is a silent blur, ripping through the first wraith faster than it can even move. Her blade tears ghostly flesh, ripping away insubstantial ectoplasm. Sylvie's a split second behind her, muttering, "21 or turning the dead would make this so much easier," she gripes through Message, "But no more noise." Her feet flies at that wraith, a precise kick right to its middle.
> roll 1d20+40 (+1 heroes feast, +1 haste)
<Rei-chan> Kotono rolled : 1d20+40 (+1 heroes feast, +1 haste) --> [ 1d20=6 ]{46}
> roll 1d100
<Rei-chan> Kotono rolled : 1d100 --> [ 1d100=88 ]{88}
> roll 3d10+28
<Rei-chan> Kotono rolled : 3d10+28 --> [ 3d10=18 ]{46}Sylvie's blow hits the wraith dead on, knocking it back as if it were solid. It howls silently, not a sound coming from its empty face. Smoky, ghostly hands reach for Sylvie as it closes back in.
> roll 2d6 damage Sylvie
<Rei-chan> Kotono rolled : 2d6 damage Sylvie --> [ 2d6=6 ]{6}
> roll 1d20+50 (+14 inspiration 10/12 left for encounter) Sylvie fort
<Rei-chan> Kotono rolled : 1d20+50 (+14 inspiration 10/12 left for encounter) Sylvie fort --> [ 1d20=11 ]{61}}Sylvie's not fast enough, getting grabbed and strangled. She manages to escape after a few moments, a bit bruised but otherwise unharmed.
Surraruthru's up. Go.
Sylvie
HP: 290+11/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, +1 to attack rolls, Ref saves and movement speed boost, +1 attacks on full attack. (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, +1 to attack rolls, Ref saves and movement speed boost, +1 attacks on full attack.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, +1 to attack rolls, Ref saves and movement speed boost, +1 attacks on full attack.
Resources used: -
Other: -
Following the aggressive actions of the others, Surraruthru heads into cover, moving for better positioning on the foe!
> roll 1d20+51 Hide
<Serith> Iddy roll for Serith < 67 > [d20=16]Once there, he takes on the enemy wraith the others are focusing on and fires off a Disintegrate spell at it!
Edit: Wraith number 1 is the target. Cloaked Casting, Bypasses SR, 26 DC.
> roll 26d6 Disintegrate Damage
<Serith> Iddy roll for Serith < 95 > [d6=1,2,6,6,3,6,3,5,1,2,3,1,5,2,4,4,2,4,6,5,1,4,5,4,4,6]
Evil aligned +1 CL (+2d6), Evil subtype +2 CL (+4d6)Surraruthru: 238/238 HP, Greater Mage Armor (CL 13), Moment of Prescience (+25)
AC: 32+6GMA (Touch: 20, Flat Footed: 26+1) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing, True Seeing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
Forgot miss chance for incorporeal, so let's sort that out first.
> roll 1d100 miss chance, let's see if incorporeal miss chance comes through or not, Iddy didn't roll it
<Kobot> Kotono rolled 1d100 miss chance, let's see if incorporeal miss chance comes through or not, Iddy didn't roll it --> [ 1d100=60 ]{60}
Gets through. Creature has no SR so that part's not relevant.
> roll 1d20+10 vs DC 26 undead have crappy fort
<Kobot> Kotono rolled 1d20+10 vs DC 26 undead have crappy fort --> [ 1d20=12 ]{22}
> roll 2d6 +1 CL for evil but not evil subtype
<Kobot> Kotono rolled 2d6 +1 CL for evil but not evil subtype --> [ 2d6=6 ]{6}
A thin green beam strikes the dread wraith, making part of it crumble to ethereal dust. Hunks of it are missing, the wraith silently howling. Its ghostly, gassy form shakes with rage as the Master glides through the air towards it. He leaps and tumbles through the wraith's guard...
> roll 1d20+34 tumble vs wraith's CMD to avoid AoO
<Kobot> Kotono rolled 1d20+34 tumble vs wraith's CMD to avoid AoO --> [ 1d20=19 ]{53}
Smoothly as a running stream, the Master penetrates the wraith's guard and unleashes a snap kick right at the wounded spirit's head.
> roll 1d20+31 (-5 PA)
<Kobot> Kotono rolled 1d20+31 (-5 PA) --> [ 1d20=6 ]{37}
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=20 ]{20}
But the kick goes right through the undead as of it were not there, flickering incorporeal.
The third wraith begins to trace pulsing arcane patterns in the air. Lines of dull blood red throb as numbers and formulas are drawn, all before coming to a conclusion. Black light flows from the wraith's hand and into the pattern, which fires a great beam of coruscating purple light at Afina.
> roll 1d20+26 touch AC vs Afina's 64 needs a 20
<Kobot> Kotono rolled 1d20+26 touch AC vs Afina's 64 needs a 20 --> [ 1d20=4 ]{30}
Yet Afina blurs to the side, dodging the black before it's even close to her.
Initiative order is Afina (38) > Sylvie (34) > Dread Wraith 1 = Surraruthru (32) > The Master (28) > Dread Wraith 3 (23) > Psicrystal (22) > Dread Wraith 2 = Tryll (20) > Tannin (18) > Calleigh (14)
Go Psicrystal and Tryll. DW2 will go after you.
Power coalesces, lashing out in a pair of lightless orange-black rays from the mist surrounding Calleigh to strike at one of the wraiths.
Power displays suppressed, no flashy lights or explosions of sound yay.
Poking Wraith 2 to say hello.
Manifesting:
Disintegrate, twinned, empowered
PP Cost: 11+6+2
Fort DC 26
<Kobot> LobsterSquid rolled 1d20+19 ranged touch --> [ 1d20=7 ]{26}
<Kobot> LobsterSquid rolled 1d20+19 ranged touch --> [ 1d20=1 ]{20}
Psicrystal refocuses. Tryll refocuses.
> roll 1d20+10 vs DC 26 wraiths have crappy fort
<Kobot> Kotono rolled 1d20+10 vs DC 26 wraiths have crappy fort --> [ 1d20=1 ]{11}
Full damage, tortle. Go ahead and just roll both pass and fail damage next time, so I can just grab whichever is needed. Or note whatever the total is after maximizing.
<Kobot> LobsterSquid rolled 22d6 --> [ 22d6=73 ]{73}
Empowered to 109 damage.
The blast hits the second wraith right on, causing a good part of its side to simply cease to exist. As it howls in silent agony, it advances onto the Master, trying to rip him apart with a single touch.
> roll 1d20+25 vs touch AC of 57
<Kobot> Kotono rolled 1d20+25 vs touch AC of 57 --> [ 1d20=13 ]{38}
But the Master whirls around, a strike at the air making a small ripple of force that knocks the wraith back. The silent battle rages on, only the barest sounds from the party, as Tannin watches the scene.
Tannin holds to intercept reinforcements or an enemy attack of note. Calleigh is up.
Calleigh launches magic missiles!
Magic missiles on #2.
[12:13] <Kobot> LobsterSquid rolled 1d4+1 --> [ 1d4=3 ]{4}
[12:13] <Kobot> LobsterSquid rolled 1d4+1 --> [ 1d4=1 ]{2}
[12:13] <Kobot> LobsterSquid rolled 1d4+1 --> [ 1d4=3 ]{4}
[12:13] <Kobot> LobsterSquid rolled 1d4+1 --> [ 1d4=1 ]{2}
[12:13] <Kobot> LobsterSquid rolled 1d4+1 --> [ 1d4=3 ]{4}
The missiles strike true, further battering the wounded wraith. It stumbles back from the blows, reeling from the magical assault as...
Afina's up.
[spoiler]
Sylvie
HP: 290+11/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, +1 to attack rolls, Ref saves and movement speed boost, +1 attacks on full attack. (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, +1 to attack rolls, Ref saves and movement speed boost, +1 attacks on full attack.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, +1 to attack rolls, Ref saves and movement speed boost, +1 attacks on full attack.
Resources used: -
Other: -
Once more Afina rushes out to stab into a wraith, but after her attack she remains in their midst to offer herself up as a tempting target. Their chances of hitting her are negligible so by doing this she can hopefully spare others from being subject to their dreadful touch.
[11:09] <@Ebiris> roll 1d20+46 Afina attack #1
[11:09] <Rei-chan> Ebiris rolled : 1d20+46 Afina attack #1 --> [ 1d20=13 ]{59}
[11:09] <@Ebiris> roll 1d20+41 Afina attack #2
[11:09] <Rei-chan> Ebiris rolled : 1d20+41 Afina attack #2 --> [ 1d20=19 ]{60}
[11:09] <@Ebiris> roll 2#1d100
[11:09] <Rei-chan> Ebiris rolled : 2#1d100 --> [ 1d100=93 ]{93}, [ 1d100=12 ]{12}
[11:10] <@Ebiris> roll 1d4+22+2d6+2d6+2d6
[11:10] <Rei-chan> Ebiris rolled : 1d4+22+2d6+2d6+2d6 --> [ 1d4=3 2d6=8 2d6=3 2d6=4 ]{40}
Wraith #1 targeted
Afina: 208+14/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), haste (CL 23), message (CL 23)
AC 72 (64 vs incorp touch), spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, miss chance 50% (vs spells as well as attacks)
Spell charges: 6/10/7/7/9/8/8/8/6/7
Afina's strikes are the slightest rustling of air, slicing through incorporeal flesh with nary a sound. The first does naught, but the second cuts deeply into the wraith. It shudders and slowly breaks apart, body dissolving into a foul mist that permeates the air with the stench of death.
Initiative order is Afina (38) > Sylvie (34) > Surraruthru (32) > The Master (28) > Dread Wraith 3 (23) > Psicrystal (22) > Dread Wraith 2 = Tryll (20) > Tannin (18) > Calleigh (14)
Sylvie's up.
Sylvie steps to the side, a mid-air maneuver to position besides the second wraith. As it tries to steal the life from the Master, Sylvie slips into a graceful series of blows, a flurry that turns into a blur of punches and kicks.
> roll 1d20+38 (-2 flurry of blows, +1 haste, +1 heroes feast)
* Kobot (~dunefar@ip68-10-229-242.hr.hr.cox.net) has joined #dunes
> roll 1d20+38 (-2 flurry of blows, +1 haste, +1 heroes feast)
<Kobot> Kotono rolled 1d20+38 (-2 flurry of blows, +1 haste, +1 heroes feast) --> [ 1d20=3 ]{41}
> roll 1d20+38 (-2 flurry of blows, +1 haste, +1 heroes feast)
<Kobot> Kotono rolled 1d20+38 (-2 flurry of blows, +1 haste, +1 heroes feast) --> [ 1d20=2 ]{40}
> roll 1d20+38 (-2 flurry of blows, +1 haste, +1 heroes feast)
<Kobot> Kotono rolled 1d20+38 (-2 flurry of blows, +1 haste, +1 heroes feast) --> [ 1d20=10 ]{48}
> roll 1d20+33 (-2 flurry of blows, +1 haste, +1 heroes feast)
<Kobot> Kotono rolled 1d20+33 (-2 flurry of blows, +1 haste, +1 heroes feast) --> [ 1d20=12 ]{45}
> roll 1d20+28 (-2 flurry of blows, +1 haste, +1 heroes feast)
<Kobot> Kotono rolled 1d20+28 (-2 flurry of blows, +1 haste, +1 heroes feast) --> [ 1d20=7 ]{35}
> roll 1d20+23 (-2 flurry of blows, +1 haste, +1 heroes feast)
<Kobot> Kotono rolled 1d20+23 (-2 flurry of blows, +1 haste, +1 heroes feast) --> [ 1d20=16 ]{39}
> roll 1d100 vs 50
<Kobot> Kotono rolled 1d100 vs 50 --> [ 1d100=46 ]{46}
> roll 1d100 vs 50
<Kobot> Kotono rolled 1d100 vs 50 --> [ 1d100=20 ]{20}
> roll 1d100 vs 50
<Kobot> Kotono rolled 1d100 vs 50 --> [ 1d100=12 ]{12}
> roll 1d100 vs 50
<Kobot> Kotono rolled 1d100 vs 50 --> [ 1d100=72 ]{72}
> roll 1d100 vs 50
<Kobot> Kotono rolled 1d100 vs 50 --> [ 1d100=84 ]{84}
> roll 1d100 vs 50
<Kobot> Kotono rolled 1d100 vs 50 --> [ 1d100=42 ]{42}
> roll 3d10+28
> roll 3d10+28
<Kobot> Kotono rolled 3d10+28 --> [ 3d10=14 ]{42}
<Kobot> Kotono rolled 3d10+28 --> [ 3d10=11 ]{39}
The blows make only the tiniest stirring of air, as loud as a branch underfoot cracking in a silent forest. The wraith is knocked back by the sheer speed and intensity of the flurry, Sylvie murmuring through Message, "Hurry, before something else shows up and we get pinned down."
Surraruthru, you're up.
[spoiler]
Sylvie
HP: 290+11/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, +1 to attack rolls, Ref saves and movement speed boost, +1 attacks on full attack. (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, +1 to attack rolls, Ref saves and movement speed boost, +1 attacks on full attack.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, +1 to attack rolls, Ref saves and movement speed boost, +1 attacks on full attack.
Resources used: -
Other: -
Calleigh sends, "If we can finish this up without attracting more attention, I can silence the whole group! Be careful, everyone!"
Seeing as how the previous spell worked so well, Surraruthru decides to do it again and feeds magical power into Wand, aiming at the second wraith!
Feeding Wand a level 6 Beguiler slot; Cloaked Casting, DC should be 26, CL should be 25.
> roll 1d20+23 Touch Attack
<Kobot> Iddy rolled 1d20+23 Touch Attack --> [ 1d20=19 ]{42}
Roll 1d100 for incorporeal miss chance unless you bypass that.
> roll 1d100 for incorporeal miss chance
<Kobot> Iddy rolled 1d100 for incorporeal miss chance --> [ 1d100=95 ]{95}
Wand says not a word, but shakes as if chuckling. From it an orb of fire gathers, hot and intense, before flying off right at the second wraith.
> roll 1d20 ranged touch, will look up Surarruthru's modifiers if it has a non 1 roll that's low enough to make missing plausible
<Kobot> Kotono rolled 1d20 ranged touch, will look up Surarruthru's modifiers if it has a non 1 roll that's low enough to make missing plausible --> [ 1d20=16 ]{16}
That's a hit without even glancing at the numbers.
> roll 15d6
<Kobot> Kotono rolled 15d6 --> [ 15d6=47 ]{47}
> roll 46/2
<Kobot> Kotono rolled 46/2 --> {23}
> roll 23+47
<Kobot> Kotono rolled 23+47 --> {70}
The second wraith is hit, body bursting aflame. It boils like oil, ghostly form cooking off before your eyes. Ethereal smoke rises up, a half smelled scent of decay as its body crumbles before you.
Initiative order is now: Afina (38) > Sylvie (34) > Surraruthru (32) > The Master (28) > Dread Wraith 3 (23) > Psicrystal (22) > Tryll (20) > Tannin (18) > Calleigh (14)
The Master is up.
With one foe down, the Master slips ahead and goes for his last opponent. His expression is serene, face calm and at peace. He charges as fast as an arrow, closing the distance in a moment.
> roll 1d20+20 (+1 heroes feast, +1 haste, +2 charge, -20 PA, going for the proverbial home run)
<Kobot> Kotono rolled 1d20+20 (+1 heroes feast, +1 haste, +2 charge, -20 PA, going for the proverbial home run) --> [ 1d20=7 ]{27}
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=53 ]{53}
> roll 4d8+34
<Kobot> Kotono rolled 4d8+34 --> [ 4d8=18 ]{52}
His blow strikes the wraith hard in the face, a silent shattering of its jaw and cheeks. Ghostly blood floats in the air around it, unconcerned with gravity and joined by a few of its smoky teeth. In return, the dread wraith gathers itself, spitting out more blood before its empty face glares at the party. It raises one ghostly hand and concentrates, as it draws a six pointed star in the air. The space around it warps, twisting like a sickened man's stomach. The points of the star glow bright with green light, casting everything around it in shades of emerald as it vanishes into that warped space, gone.
Auto passes the Concentration check.
Free act. Haste will be expiring shortly, so I'm removing that now.
[spoiler]
Sylvie
HP: 290+11/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions
Resources used: -
Other: -
Surraruthru looks around the area for any lingering threats and waits quietly from his hiding place for the others to get going.
Make a quick Spot check, Surraruthru.
> roll 1d20+33 Spot
<Kobot> Rhaqa rolled 1d20+33 Spot --> [ 1d20=6 ]{39}
That was unproductive, Afina thinks irritably as the last wraith flees. "We need a diversion," she breathes through the Message spell, since merely doing their best at stealth doesn't serve. "Everyone to me. Calleigh, get ready with that silence once we teleport," she instructs, calling on her connection to Water to call forth a collection of large elementals!
[17:26] <@Ebiris> roll 2d4 elemental swarm (water)
[17:26] <Kobot> Ebiris rolled 2d4 elemental swarm (water) --> [ 2d4=5 ]{5}As five towering creatures of water appear she whispers in aquan for them to hear. "Scatter, hide." And as they go off to do that she follows up by calling on her connection to Fire for a similar group.
[17:27] <@Ebiris> roll 2d4 elemental swarm (fire)
[17:27] <Kobot> Ebiris rolled 2d4 elemental swarm (fire) --> [ 2d4=4 ]{4}"Close your eyes. Wait twenty seconds then hunt and kill," she rasps out in ignan for the fire elementals to hear. Then without further ado she teleports herself and the party via dimension door 1,300 feet in a direction two o' clock from their current position.
Afina: 208+14/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), message (CL 23)
AC 60, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear
Spell charges: 6/10/7/7/8/8/8/8/6/7
No sign of problems right away, at least that Surraruthru can see.
"We do," Tannin seconds, catching up with the others.
The elementals all appear as commanded, before the party winks and vanishes away through a dimension door. Once there, Sylvie gestures ahead, quickly and silently advancing along.
To be clear, we're waiting on Calleigh's silence effect.
Calleigh sets an aura of Silence about herself with a wand! "It won't last long, three minutes tops! I can refresh it each time though! Shoulda done this before!"
Silence
3 minutes
20-foot radius in all directions from Calleigh.
Is this a psionic power or something else?
Safe to assume that all wands produce magical effects, yes?
It's a wand? Okay, I'll note how many charges you blow. CL 3?
Under true, perfect silence, the party advances. Between your stealth and magic, you manage to eliminate any sounds at all, advancing onward. Not even the magical silence seems to stop all noise somehow, this realm capturing the slightest thing. Yet when stealth is added, you can eliminate these and advance forward safely.
> roll 1d100-20 vs 79
<Kobot> Kotono rolled 1d100-20 vs 79 --> [ 1d100=96 ]{76}
20 wand charges spent.
It takes a good hour of silent travel. At last you see something ahead - the subtlest change in darkness, hinting at great towers and slinking buildings ahead. They are oddly flat, not sloped at all, as if something managed to stop the ever-present sharp downward plunge of the realm. Have you found Hopelorn? About 500ft away, you can see what may be the start of the town. No gates, just a few roads that simply stop and open up into the sloped land. No fences, no walls, no visible form of defense at all.
Tannin nods and points at it, while Sylvie grimly massages her knuckles and matches that nod. The Master very slowly breathes in and out, then begins to advance forward.
Well on the plus side whatever additional eyes and ears will be looking for them in the city should be more than offset by increased ambient noise, blocked sightlines, and echoes off all the buildings. She can't comment under Calleigh's helpful silence, but as they approach she pays more mind to keeping out of sight rather than simply keeping her noise down. This stretch is the most dangerous after all, exposed as they are before they can get lost amidst whatever alleys and structures Hopelorn offers.
Okay, make Hide checks then, y'all, if you're trying to sneak in.
[17:59] <@Ebiris> roll 1d20+41 hide
[17:59] <Kobot> Ebiris rolled 1d20+41 hide --> [ 1d20=1 ]{42}
+4 to that from shadow form for 46
> roll 1d20+51 Hide
<Serith> Iddy roll for Serith < 66 > [d20=15]
[16:11] <Nephrite> roll 1d20+24 Calleigh Hide
[16:11] <Kobot> Nephrite rolled 1d20+24 Calleigh Hide --> [ 1d20=16 ]{40}
> roll 1d20+50 Sylvie hide
<Kobot> Kotono rolled 1d20+50 Sylvie hide --> [ 1d20=14 ]{64}
> roll 1d20+30 Tannin
<Kobot> Kotono rolled 1d20+30 Tannin --> [ 1d20=10 ]{40}
> roll 1d20+34 Master
<Kobot> Kotono rolled 1d20+34 Master --> [ 1d20=1 ]{35}
Like the wind, the silent party slips into the streets of Hopelorn. Streets of pure, icy cold black stone that would surely loudly clatter under your feet. On both sides are buildings. Towers that rise too high, farther than you can follow. Short, squat buildings with no windows. Long, narrow halls that have long chain hooks hanging from the roof's sides, rusted so darkly that they're almost as black as the stone. There are no doors - only patches of thicker darkness, blacker and less solid, as if to invite you within.
There are alleyways on both sides to explore, or you could advance forward. It goes on a little ways until an intersection.
They know it's in the centre of the city by the bone mill and guarded by flesh golems, that should provide enough in the way of direction for them to find the place assuming its hellish architecture doesn't stand out from the Gehennan themes of the rest of the city. While Afina has no desire to explore the city, she does prefer to go via the alleyways rather than the main thoroughfares, so as to be less seen and have plenty of cover to settle things decisively if they are.
Surraruthru would agree with Afina on taking less traveled, but direct as possible routes.
Sylvie follows Afina and nods slightly as they go. Tannin and the Master keep up under enforced magical and coordinated silence.
Do y'all want to keep spamming Calleigh's silence wand? She's gone through 20 charges already and has 30 left.
I say we do, wands are cheap and it doesn't seem like it's a very bustling city so we can't rely on ambient noise. Up to Yuth though.
Okay, Yuth said to use it as needed, so I'm going to run with that. Another two charges spend, 22 down and 28 to go.
> roll 1d100+10
<Kobot> Kotono rolled 1d100+10 --> [ 1d100=35 ]{45}
The party silently slips through alleys and to the next street over. A street full of wraiths, but quick hiding and falling back gets you well away from the restless dead before anything can happen. Waiting for them to pass is unremarkable, and once they're gone, you see the next street over leads ahead. Besides the buildings - the same as before, unremarkable save for one with a large, grinning pig's face painted in red over the center of it - the road here leads to a pale blue pond. It stands out with sheer color vibrancy, almost audibly loud against the darkness here. Around it lie hundreds of skeletons, some moving and others bathing in the waters.
Unless Sylvie sees anything significant in the pig or the blue pond it's not for Afina to question. A bone bath probably isn't the same as a bone mill, right?
> roll 1d20+54 K:P Sylvie
<Kobot> Kotono rolled 1d20+54 K:P Sylvie --> [ 1d20=2 ]{56}
Sylvie pokes out just enough to gesture at the blue pool and pulls back, shaking her head back and forth quickly. She then look at the pig and shudders, shaking her head even more.
Afina nods, that enough for her to understand it's not something they want to get involved with so they'll steer a wide berth around both landmarks.
Steering around is simple enough. You go far enough to be out of easy sight and cross over, silent blurs and then press yourselves against the next building. Another alley is nearby, the party going to it. Afina peeks ahead, seeing that the alley is full. Four wraiths hover about it, doing little. Standing amid them is a tall, wax-pale man with blonde hair and narrow red eyes. He wears a noble's finery with a hint of chain mail. He makes not a sound, leading the group of wraiths through the alley - and right towards where the party is.
Busy day at work!
1. This is what I bought the wand for, after Muirfinn borking MS rolls left and right.
2. Yes, CL 3. Will probably boost the next one once we get paid. Provided we don't TPK. (Don't TPK us)
3. Is the Message spell still up for communication? My next action is contingent upon it.
It requires sound, so the silence suppresses it. Duration is 10 min/level, so it should still be going strong.
The dudes headed toward us, they're in the alley or above it? Is there a way I could craft a wall and hide from them, or would it be plainly obvious?
In the alley and coming your way. If you could construct a wall that matches the black on black look here, possibly. Do you have ranks in anything relevant to discern this, like K:A&E?
I've got a couple options that'd work. I have Phase Door (myself plus one, let us go through a wall or the ground via invisible portal), Veil (make us all wraiths or skeletons, +10 to the check), and Shadow Walk (thought that's only myself and one other).
Also people, it's worth noting that you're in a zone of magical silence. That's going to stop spells with verbal components.
If you wanna give Veil a try, Iddy, you can. I was gonna Bend Reality to insta-create a wall and live the 50% power failure for an hour. If you've got a better option, we can go with that.
I'll give it a whirl.
Surraruthru motions for the others to hold for a moment and begins casting an illusion on the group!
Casting Veil on the group, making everyone look like Skeletons, in the same vein as we saw at the pool. DC is 28, CL is 26. Duration is 26 hours, max with concentration.
A silent illusion falls over the party, cloaking them in illusion magic. They now resemble little more than more of the dead here, stripped of skin and all life.
Seeing what Surraruthru is doing Afina aborts her plan to fly onto the roof of a neighbouring structure (people think so two dimensionally if they weren't born with wings) and instead acts the mindless undead shambling silently onwards. Just have to brazen it out!
Sylvie immediately hunches slightly and adapts an empty-eyed gaze. The Master merely stands there, while Tannin silently opens his mouth as if to groan, but nothing comes out. Like this, the party waits for the wraiths and man emerge. The two get barely a second glance, though the man says in Abyssal, "More trash." He goes the next street over and into the building with the pig on it.
Calleigh gives the dragon a big skeletal double-thumbs up as soon as the group is gone.
Nodding in approval of Surraruthru's quick thinking, Afina presses onwards now that the threat is passed. She'll still pay heed to stealth but the disguise is a good backup if it becomes necessary. No need to push their luck though.
> roll 1d100-5
<Kobot> Kotono rolled 1d100-5 --> [ 1d100=77 ]{72}
A few more dark, empty streets. You go through another alley - and end up walking out of a wall. Huh? Turning back, you see the way that you came is a black wall. You are in an alley barely wide enough for any of you to pass. Black, featureless buildings pen you in on all sides, no doors or differing patches of black to suggest entryways. It goes on ahead to a single, impossibly tall and thin tower. The tower is so thin that you doubt anyone could stand within its bounds, yet a shadowed archway invites one into it.
Dead end. That's likely some awful lich's laboratory and they've no need to go looking for trouble so Afina gestures for everyone to go back and pick another path, assuming the wall they came through is an illusion and not some one-way trick wall.
Lunch post. I plan to maintain the Veil spell as long as it's useful. Note: I have the Swift Concentration skill trick if a check is needed. I also have Conceal Spellcasting trick for future reference.
The wall's solid, which makes Sylvie scowl. She floats a few inches off the group and points up. Above is open blackness after the buildings, and after the party looks, she just waits, as if expecting a decision.
The Master rubs his chin and shakes his head, gesturing at the wall with his fist, as if striking it.
This makes Tannin quickly waves his hands and point to his ear, then he pantomimes climbing and then flying in the air instead.
Up sounds good to Afina, nodding in support of Tannin's miming skills before she ascends upwards. It's too exposed to travel entirely via rooftop but they can at least get out of this dead end.
The party flies up. The closest rooftop is 2 stories up, atop a long, rectangular building. On a glance it's clear, leading back out the way you came.
Spot, everyone. -20 unless you have low-light vision, darkvision or some extra sensory means to compensate.
[spoiler]
Sylvie
HP: 290+11/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions
Resources used: -
Other: -
[22:12] <@Ebiris> roll 1d20+35 spot, low-light and darkvision
[22:12] <Kobot> Ebiris rolled 1d20+35 spot, low-light and darkvision --> [ 1d20=16 ]{51}
[22:31] <@Ebiris> roll 1d20+24 Tryll
[22:31] <Kobot> Ebiris rolled 1d20+24 Tryll --> [ 1d20=11 ]{35}
[22:32] <@Ebiris> roll 1d20+33 Surraruthru
[22:32] <Kobot> Ebiris rolled 1d20+33 Surraruthru --> [ 1d20=9 ]{42}
> roll 1d20+24 Spot Sylvie
<Kobot> Kotono rolled 1d20+24 Spot Sylvie --> [ 1d20=5 ]{29}
> roll 1d20+29 Tannin
<Kobot> Kotono rolled 1d20+29 Tannin --> [ 1d20=16 ]{45}
> roll 1d20+39 Master
<Kobot> Kotono rolled 1d20+39 Master --> [ 1d20=2 ]{41}
The party hurries across the roof and over it, back towards the street. But as you do, 'You need help.' A genderless, robotic voice intones in their minds. 'Your souls will not last long here. Hopelorn is not a place for you.'
Surely there is no way this will not end in tears!
<Kobot> LobsterSquid rolled 1d20+15+2 Calleigh spot since nobody rolled it --> [ 1d20=3 ]{20}
Do I need to see a subject to reply telepathically?
You do not.
Telepathy is one of those things devils use to feel smug about themselves, so Afina's understanding of it is fairly dim. So she merely thinks loudly in her inner monologue 'And what help are you offering?' and hopes that gets through.
Sylvie scowls and looks around, her fake skull's jaw visibly grinding against her teeth. The Master's undead form is far more serene, simply going still.
'Hopelorn consumes the weak, those that do not know it and the living. You do not know the signs and the means to escape the twistings of the path. Hopelorn will guide you to places where your ruin awaits, it hungers for misery.
I offer a chance to negotiate. Tell me what you seek and I can help you find it in safety.'
'And what's in it for you?' Afina asks since this communication seems to be working. No one around here is going to be generous.
'I deal in knowledge. Knowledge of who you are and what you seek in Hopelorn is what I ask.' The voice breaks into hisses, as if a steaming teakettle. It resumes a few moments later, 'As the sages say, knowledge is power.'
'I'll give you one of those,' Afina decides to answer, since if this person's shadowing or scrying on them they'll know soon enough. 'Our destination is Finality.'
'It tastes...good.' The voice rasps in your minds, before an archway of shadow appears before you. 'Enter.'
Didn't she do something like this when she gave that yugoloth on Water an unimportant memory. Feeling that if there is a trap it's surely one they can deal with, she leads the way through that archway.
Sylvie interposes herself, hands on her hips. She just meets Afina's eyes and mouths, "Seriously?" without making a sound.
Tannin comes over, lays a hand on her shoulder and smiles. He gestures at the portal and wavers hand, before shrugging and taking a few steps towards it.
This silence really is annoying. She can't justify herself by pantomine, so Afina settles for tapping the pommel of one of her swords to get across that they can handle anything some 'loth tries to double-cross them with. Without a figure here in person she can't just murder it and be on her way as she most certainly would have done otherwise.
This gets Sylvie to huff and sigh, throwing her hands up and stepping aside.
Afina nods a little. She doesn't exactly like it but they've got to make the best of a bad situation. Either that or scrub the mission, but they're not quite that bad off yet. So she leads the way through the portal.
'I can relay thoughts for the group, if you wish.' Tryll says to the group telepathically.
'Please,' Sylvie says immediately.
Going in or chatting now, y'all?
'Tryll, tell the others I think we need to deal with this or we'll be compromised. If it's a threat we can handle it, if it's not then at least we've skipped some trouble,' Afina thinks loudly.
Wait, she's just thinking thoughts here, she has no control over where they go. Does that mean Tryll and that other guy can hear what she's thinking? It's impossible to have a private conversation either way!
'Be that as it may, Afina is correct. We must do, not think.' With that, The Master goes through the shadows and vanishes into them.
'Well shit,' Tannin drawls, 'Sorry Sylvie, think Afina's right here. It's a big risk, but the alternative's worse.'
This gets Sylvie to close her eyes and exhale, as if silently sighing. 'Thank you, Tryll. I meant to tell you but silence got in the way. I get the feeling that using 21 isn't wise here. Just a feeling from it. Like it'll bring everything down on us like a beacon fire in the night.'
'It's too tempting a target,' Afina agrees assuming Sylvie's comment is relayed. Hopefully the yugoloth didn't hear that one! Anyway, through the portal she goes.
Emptiness. Shadows. That's all that's here as you walk along. As the party walks, another walks next to you. He is black, wearing clothes of black and with hands the color of midnight. He's about six feet tall and his face is covered with a metal mask. It looks like the face of an inevitable, welded into and over his face. Empty eyes of glass show yellow eyes beneath, but no other hint of its face.
"Words are free here," It says in the same mechanical voice, the slightest whirring hiss of inevitable clockwork underlying it. If Calleigh's silence spell bothers him, it doesn't show. "Who dare to challenge the Prince of Hell? He is mighty in magic and protected by the Ninth. Few are so foolhardy."
Just communicate as though you could talk here, I'll relay what you say so that we don't have to go back and forth. Also I'm pretty sure I can't actually read Afina's thoughts unless I'm using Read Thoughts, so she should be safe.
The dynamic duo also follows Afina, relaying as they go.
To Sylvie he simply replies, 'Terribly sorry.'
"We are the last of Lifasa," Afina answers. "Lixer recently struck us a grievous blow and so we intend to send a clear message that none harm us with impunity. Will you aid us, or hinder us?"
Roll to see what that thing is beyond that it's an inevitable?
'Thank you,' Sylvie sends back to him.
> roll 1d20+35
<Rei-chan> Kotono rolled : 1d20+35 --> [ 1d20=10 ]{45}
"Aurora," The creature speaks the single word, a slight buzz undercutting it's voice halfway through. "I will aid you by taking you to Finality," The voice hisses out there for several seconds, coming back scratchier. "But I require your names to finish the knowledge." The creature laughs, a choked sound that's wet and not mechanical at all. Then back to the strange voice, "To hire my services directly costs more."
K:P and K:N.
"Afina Devilsbane," the fairy provides her name curtly.
"Sylvie," The blonde offers, "Say of Balmuria or Aurora, whichever you prefer." She scowls but does nothing else, arms crossed.
"Tannin Darkbrooke," Tannin introduces himself with a bow, "Have to say, didn't expect to see myself in this sort of situation."
"Master of the Fists of War," The Master says, "Of Tempus."
"Yes," The creature says, turning to Calleigh. "You, and the quiet dragon?"
<Rei-chan> LobsterSquid rolled: 1d20+26 K:P Tryll --> [ 1d20=4 ]{30}
<Rei-chan> LobsterSquid rolled: 1d20+18 K: P Calleigh --> [ 1d20=5 ]{23}
<Rei-chan> LobsterSquid rolled: 1d20+26 Tryll K: N --> [ 1d20=5 ]{31}
<Rei-chan> LobsterSquid rolled: 1d20+18 Calleigh K: N --> [ 1d20=14 ]{32}
"I'm Calleigh!" Calleigh waves cheerfully.
Can someone roll those Ks for me? Working.
[00:03] <@Ebiris> roll 1d20+34 Surraruthru planes
[00:03] <Rei-chan> Ebiris rolled : 1d20+34 Surraruthru planes --> [ 1d20=19 ]{53}
[00:03] <@Ebiris> roll 1d20+37 Afina may as well roll nature if everyone's rolling
[00:03] <Rei-chan> Ebiris rolled : 1d20+37 Afina may as well roll nature if everyone's rolling --> [ 1d20=14 ]{51}
Tryll knows from lore that this creature's mask is hiding a terrible face. A story of faceless creatures that serve the yugoloths, horrible to the core. Surraruthru knows that as well as what it is: a gloom. Humanoids that sacrifice their souls to become inhuman monsters, they follow the blackest evil. They consume humanoids to live forever and are sponsored by the dread ultroloths. The mere sight of their face infects others with a disease that destroys the mind and morality.
Afina likewise knows it is a gloom. They are humanoid-killers of the highest caliber, monsters somewhat similar to vampires. They consume bodies to live forever and can inspire unreasoning fear, especially in humanoids. There is nothing natural about them, they are a fiendish horror that perverts the natural order of the world. You cannot divine why it wears part of an Inevitable or similar creature, beyond to hide its face, which spreads a powerful but distinctive disease.
Ever perky, Calleigh chirps, "So what's a gloom like you doing working against yugoloths?"
"I serve my own master - myself. No one more and no one less." The creature replies, "That is all."
"Ohhh, an independent!" Calleigh nods, giving the creature a thumbs-up. "Good call!"
"Free agent, are you?" Tannin asks, walking along. "Now if you ask me, I'd be worried about you flipping on us the moment it suits you, word or no word. Can't trust a 'loth or someone who's just about one."
"Still, I'd like your word. Will you betray us?" Sylvie asks, turning to watch him.
So not much worse than Annalise then... Afina holds her peace for now and watches Sylvie to see how she reacts to its answer.
"If I am compensated sufficiently, I will not," The creature's metallic, distorted voice reverberates and distorts, gaining a high pitched whine underneath it.
Sylvie doesn't look away from him and then asks, "What is sufficient compensation, creature?"
"Secrets. A meaningful secret from each of you," The gloom rasps, the distortion and whine ceasing. "A secret that means something to you if told to another."
While the memory that she surrendered to a yugoloth to obtain the waters of youth was (probably) unimportant, Afina's secrets are few but deeply guarded, and she expects the others to feel the same about theirs.
"You had no call to insert yourself into our business here, creature," she responds. Really, aren't people in this particular plane supposed to be governed by self-obsession? "But now that you have you must be dealth with. The price you ask for silence is unreasonable, so allow me a counter-offer. Go, and forget you saw us, and we will extend the same courtesy. Otherwise we'll make you our business here instead of Lixer."
Are you trying to intimidate or just saying how it is?
Well I'm saying how it is, but that's threatening enough to call for an intimidate check usually? Of course Afina is tiny and blessed with a voice that makes people want to huggle her to their bosoms so there may not be much point rolling unless our rep is sufficiently scary to make him back down.
Go ahead and try anyway.
[17:55] <@Ebiris> roll 1d20+13-4 the little pixie thinks it's scary, aww so cute!
[17:55] <Kobot> Ebiris rolled 1d20+13-4 the little pixie thinks it's scary, aww so cute! --> [ 1d20=5 ]{14}
> roll 1d20+47 Sylvie Intimidate
<Kobot> Kotono rolled 1d20+47 Sylvie Intimidate --> [ 1d20=11 ]{58}
"Friend, depart as a friend and not as a memory," Sylvie says evenly, then smiles. It's not a nice smile. It shows perfect white teeth and virtually no gumline at all. "Wouldn't it be a shame for your story to end here, all because you got stupid?"
> roll 1d20+43
<Kobot> Kotono rolled 1d20+43 --> [ 1d20=12 ]{55}
Afina's words don't get much of a reaction, but something about Sylvie's presence draws the gloom's attention. The creature breathes heavily, a raspy and choking sound. It then laughs, a wet gargle. "So be it." It finally says, and you have a momentary sensation of falling. You're in another dark, silent alley. It still looks like Hopelorn, though you aren't immediately sure where.
Nodding in approval towards Sylvie, Afina gestures for everyone to hold a moment while she turns invisible and flies above the rooftops to get their bearings before they proceed on to Finality.
Peeking out, you see you're right in the middle of the city. One street to your left curves around and around, a self contained coil with no roads leading in and out to the rest of the city. The buildings here are all tall towers. The street is wider than usual and great hounds roam them. Taller than even Hanna and much wider, these dogs are made entirely of glued together hunks of body parts. They move with an unnatural grace, patrolling constantly.
The streets to your right are less immediately troublesome. In one direction it lest to a small square and a four way intersection. In another it leads to a larger square, one with some sort of overlarge pillar in the center. It's made of solid iron, a sturdy gray that seems almost vibrant against the endless blacks of Hopelorn. Robed creatures of all sorts sit before it, still. Mostly ones with rotting flesh or no flesh at all, though you spot what looks to be a dog-headed humanoid amid them. An arcanoloth - you've face that kind of foe before - albeit one with the flesh of his dog head rotting and crawling with maggots.
'If we run into something like that again, I can try to Shadow Walk us. The city is warded, but I might be able to get us into another part of the city.'
Surraruthru, could you use ' instead of " if Tryll's passing along thoughts?
Certainly. I'll edit my post to reflect that.
No sign of that bonemill... really what does that look like? She should have asked. She just assumed it would be like a watermill or windmill but... ossified? Flying up a bit further for a better vantage, Afina casts her gaze further afield for any likely candidates.
Surrauthru follows Afina, keeping an eye out for anything out of place or suspicious.
'I have no idea how that gloom did it. Probably the locals know a trick we don't,' Sylvie remarks.
The two fly on up. You can get a view of things - you're near the center. A few more blocks inward is a massive center square. Here likes a great expanse of bones, all littered about. Several odd buildings are here.
One is a vast tower, where skeletons scoop up the bones into barrels and carry them within. Dozens of them work, yet there seems to be more bones. Indeed, just as they clear a patch out, more rise up from the ground, which shakes like lard to spit them out.
Another is a tower where dozens of arcanloths hang from the walls, hung like executed prisoners. Spectral ghosts, wraiths and other things tear at them all the while, never stopping, yet their wounds stubbornly heal just as fast as they're made.
A large, elegant tower of obsidian rises up. It has no features nor any windows. However, mouths. Hundreds of mouths that constantly gnash their teeth silently, crying out without a sound being made. Shrouded and black robed figures fly about, harvesting teeth from the mouths with metal pliers.
A rather large, black building stands a bit to the side. One thing stands out - tall, misshapen creatures of flesh stand guard around the entrance. Afina knows them from her studies - flesh golems.
Found it! Flying back down Afina appears visible before her companions once more, and gestures for them to follow as she charts a course towards the flesh-golem guarded building. She has a plan for getting in without engaging the outer defences, though it does require being out of sight to pull off. She can survey their lines of vision better once they're closer on the ground though.
Striving to just sneak along then? Okay. Everyone make Hide checks here.
This'll take 3 more charges of your wand, Calleigh.
[18:21] <@Ebiris> roll 1d20+45 Afina hide
[18:21] <Kobot> Ebiris rolled 1d20+45 Afina hide --> [ 1d20=8 ]{53}
[18:21] <@Ebiris> roll 1d20+25 Tryll hide
[18:21] <Kobot> Ebiris rolled 1d20+25 Tryll hide --> [ 1d20=4 ]{29}
[18:21] <@Ebiris> roll 1d20+24 Calleigh hide
[18:21] <Kobot> Ebiris rolled 1d20+24 Calleigh hide --> [ 1d20=8 ]{32}
[19:04] <@Ebiris> roll 1d20+51 Surraruthru hide
[19:04] <Kobot> Ebiris rolled 1d20+51 Surraruthru hide --> [ 1d20=15 ]{66}
Afina: 208+14/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23)
AC 60, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear
Spell charges: 6/10/7/7/8/7/8/8/6/7
> roll 1d20+50 Sylvie
<Kobot> Kotono rolled 1d20+50 Sylvie --> [ 1d20=2 ]{52}
> roll 1d20+34 Master
<Kobot> Kotono rolled 1d20+34 Master --> [ 1d20=11 ]{45}
> roll 1d20+30 Tannin
<Kobot> Kotono rolled 1d20+30 Tannin --> [ 1d20=11 ]{41}
> roll 1d100-25 vs 70
<Kobot> Kotono rolled 1d100-25 vs 70 --> [ 1d100=59 ]{34}
The party sneaks through more silent streets, around and to the square. You're more or less opposite your target and can get a look. Two golems stand just outside the main door - an archway with doors of solid, polished white bone. It stands out painfully against the black all around you. Others seem to patrol around it, a pair coming by every 30 seconds. There's no way a pair could cover the building that fast, so there's likely several pairs doing constant patrols around the perimeter.
Using the other buildings and alleys for cover, Afina works her way around towards the rear or sides of Finality. Going through the front door's just asking to be kicked right out again after all!
Going alone or with the others? I had the impression you might be scouting it out first.
Safety in numbers! Some solo scouting will be required once we find a decent entry spot, but have to wait till we find one first.
> roll 1d100-25 vs 70
<Kobot> Kotono rolled 1d100-25 vs 70 --> [ 1d100=33 ]{8}
In silence the party slinks through the streets and the alleys. Fortune is with them and they come around. They find the building has...no alleys connecting to it. It's all buildings and black walls, no sign of an easy way to slip in. Alleys end abruptly when they get close to it, blocked off with tall black walls.
Tannin eyes one and says, 'Bet you ten to one some paranoid devil's worried about sneaks finding their way in.'
'No bet,' The Master says immediately, 'But what will a wall stop a real threat, when they can just fly?'
'It's a statement of intent,' Afina explains away the presence of the walls. Unfortunately she can't discern any unseen protections without a spell, and that requires speaking. But that doesn't hinder several others in the party. 'Someone check for spells guarding the area?' she asks.
A silent detect magic or the like sounds like Surraruthru's gig since he has silent spell. Unless you have another suggestion?
Tryll can manifest detect psionics and I think Calleigh gets DM as an SLA. There's lots of choices!
'I'll do it! I know the perfect spell!'
Surraruthru focuses and casts Greater Arcane Sight on himself!
Silent Spell, uses 8th circle slot: Greater Arcane Sight: CL 26, DC 28, Duration 26 Minutes. Automatically know which spells or magical effects are active upon any individual or object you see.
Iddy's sounds better than mine. Let's go with that.
Woah.
Surraruthru can tell there's some serious defenses ahead. First of all, the wall's enchanted and has a wall of force in the middle, effectively making the stone decoration and camouflage. Secondly, coming any closer than the wall gets your targeted by a spell that scans you and identifies your type and alignment to whomever controls the spell. Third, the entire grounds are unhallowed with a freedom of movement effect.
The first you can't do much about, though the wall of force could be brought down (temporarily) with a disintegrate. The second could be fooled by someone with the right way of finessing these things (Use Magic Device check), mind blank will also protect a creature. Can't do much about the third other than being aware of it.
There's also magic around you. The entire city you can see is enchanted to stop teleportation of any type. It's dimensional lock, but the spell has a special modification. There's a strange thing here - a demiplane that connects to Hopelorn. It's a simulation of the Shadow Plane and allows you to use shadow walk to travel outside (but not into buildings). However, doing so either requires some sort of token or a successful Spellcraft check of great difficulty.
Oh, and all the ambient magic makes undead stronger. It's less a real spell and more of a side effect of the area's energy. Positive energy will slide right off the undead here.
Surraruthru relates all of this to the others.
'Wand should be able to take care of the Disintegrate part. If I can get a few minutes to cast, I can use Screen to camouflage the hole we leave.. I can't really help with the scanning spell, except for using Mind Blank. I can cast that on everyone, but it'll cut my most powerful spells down by a lot. Anyone else have ideas?'
'I can fool magic!' Calleigh says. 'We're real good at it!'
'We'll need those mind blanks to maintain surprise, Surraruthru,' Afina asks since he's offering. A pity pure stealth isn't enough against that kind of magic. 'Once the silence spell expires and there's a gap in the flesh golem patrols, I'll speed myself up enough to disintegrate the wall and replace it with an illusion before anyone can see the change, then we'll pass through and see what's on the other side. Might do the same with the building wall itself although someone else will need to put up the illusion after that. Then we'll be inside and can play things from there.'
'I can make an Illusion that'll cover the wall and a path to the tower. It'll compensate for sound, too, which should let us drop the silence and cast spells we need to ready.'
Note: The spell I'm referencing is Screen, the description of which states that it covers sounds as expected and gives an example of covering the sounds of a crowd of people with birds chirping. I'm making the assumption that this will cover the sounds of our casting chants to whatever is expected once the globe of silence is dropped, which would be silence or just random natural sounds for the city. If that's not the case, then we won't be able to drop it; if it is the case, then I can cast Mind Blank on everyone without spending 9th level slots for it, which I have precious few of.
Once screen is up, yes. Do note the casting time is 10 minutes, so you'll be at it for a little bit.
I can Mind Blank myself and Calleigh.
Tannin has an item of mind blank, though Sylvie and the Master could use it.
Okay, that'll save me some slots. Question now is if we want to go with Screen for the scry blocking and spend the 10 minutes or go with something else. Also, I just noticed I have Zone of Silence, so we can now save Yuth's wand charges.
We seem to have a fairly coherent plan now, so someone lay it out and get it moving.
'I'll cast Screen on the wall and past it to the tower. Afina will take care of blowing through the wall. I'll leave a small area on this side of the wall covered by Screen so we can all cast our spells without silence, and I'll cover Sylvie, Master, Afina, and myself for Mind Blank. Screen has a really, really long cast time, so cover me while I do it.'
Saying so, Surraruthru begins casting Screen.
Casting Screen, Silent Spell, Level 9 Slot. DC is 30, no SR, No Save unless directly interacted with, duration: 24 hours, area of 160 ft cube, altering to make a corridor leading from the wall to the tower, with a space big enough to cover all of us on the side we're on. I didn't see anywhere that said how far the wall was from the tower, so let me know if I don't have enough range for it.
Okay, you're good.
> roll 1d100 vs ???
<Kobot> Kotono rolled 1d100 vs ??? --> [ 1d100=64 ]{64}
With this, the party settles into wait as Surraruthru begins to weave the illusion. A long, tense time - but mercifully uneventful. Surraruthru casts Screen, his chosen illusion settling in over the wall.
Manifesting Mind Blank on self, sharing across Calleigh & psicrystal.Tryll
HP: 183
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Incorporeal, Hide Mind
PP: 501
Calleigh
HP: 91
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion
Psicrystal
HP: 91
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
Surraruthru follows Tryll's power usage with casting spells of his own!
Casting Mind Blank on myself, Sylvie, Master, and Afina.
DC: 28, CL: 24, Duration 24 hours.
The two are thus warded, a quick and quiet nod from Sylvie. The Master matches that, and under the illusion of silence says, "Good. War is close now."
Afina's up to go all disintegratery or however she's going to wreck things.
[spoiler]
Sylvie
HP: 290+11/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked. (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: Current inspiration: 12/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions
Resources used: -
Other: -
Once Surraruthru puts up his cunning illusion, Afina casts a few spells of her own while he does his helpful mind blanks.
Casting shield, greater heroism, and hasteAfter which she points at the obscured wall and projects forth a green beam to core out a ten foot cube of it and any forcefields hidden within!
[17:42] <@Ebiris> roll 1d20+40 disintegrate ranged touch
[17:42] <Kobot> Ebiris rolled 1d20+40 disintegrate ranged touch --> [ 1d20=11 ]{51}
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 24), haste (CL 24)
AC 65, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/7/6/8/6/7
Sylvie does the same, casting a few spells of her own.
Shield, Resist Energy (Cold), Freedom of Movement.
Under illusion, the wall and wall of force are destroyed, a gap ahead revealed. With the party able to disbelieve it, you see it leads 20ft ahead to the side of the building. Nothing's immediately around, at least from this point of view.
[spoiler]
Sylvie
HP: 290+11/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3
Other: Current inspiration: 12/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions
Resources used: -
Other: -
[/quote]
And now to penetrate Finality itself. Cautious of what defences may lie on the other side of that wall, Afina speeds herself up massively so she can take it down and then react before any defences can enact themselves.
7th level spell sacrificed for 2 rounds of time stop, round 1 spent blasting the side of the building with disintegrate under the screen to make a hole, round 2 pending on what she sees past it.
[20:51] <@Ebiris> roll 1d20+40 ranged touch disintegrate
[20:51] <Kobot> Ebiris rolled 1d20+40 ranged touch disintegrate --> [ 1d20=3 ]{43}
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 24), haste (CL 24)
AC 65, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/7/5/7/6/7
The wall crumbles. Within you see a chamber full of skeletons. They hang from hooks and ropes, a few feet off the ground. Imps fly around and on them, painstakingly drawing strange runes that feature ninety degree angles and all sharp, clear lines. Lying in the center of this room is an angel, his body nude and covered in dozens of deep gashes and cuts. One imp is currently freshening his quill in the angel's blood, which has taken a dull, poisonous black color.
The angel's body has six mutilated, broken wings. His golden hair has mostly fallen out and his face is locked in a silent scream, white eyes leaking tears. His skull bulges out, as if inflamed and throbbing.
Flying through, Afina gets a look at the appearance of the interior walls before she creates a persistent image to fill in the disintegrated section in their image, then she returns to the party before time settles back down again.
"There's an angel inside being tortured by a large number of imps," she speaks softly despite the screen spell rendering it unnecessary. "If everyone's ready we go in hard to kill the imps before they can raise any alarm, then free the angel and see from there. Maybe check the angel over for diseases and curses first though - he looks bad off."
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 24), haste (CL 24)
AC 65, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/7/5/7/6/7
Tannin's eyes narrow, "Right bastards they are, aren't they? We're going to do something about that rather firmly."
Sylvie nods, "Hopefully we can do it fast enough not to set off an alarm."
"Is there any way we can restore the Angel quickly? He could be a valuable ally. Also, I might be able to make the imps fight each other if I can sneak in and get a spell off. That might let us retain surprise for longer."
"We can kill them quicker than they can kill each other, but if you can keep them running for help it would be useful," Afina answers. "We're short on specialised healers for that angel though. I think at best Sylvie can manage a heal?"
Basically waiting on Yuth to sort out any buffs he needs before we charge in.
"Imps are weak," Sylvie points out, crossing her arms. "Best to just be done with them. They're only a threat because we have to do this quickly and as quietly as possible. As for the angel, probably. I can cast a healing spell that may help."
Tryll also manifests True Seeing & Energy Conversion.
True Seeing, Psionic.
Target: Personal, shared
Duration: 24 minutes
PP Cost: 9
Energy Conversion
Target: Personal, shared
PP Cost: 13A dull field surrounds Calleigh for a brief moment before fading. 'We're ready!'
Tryll
HP: 183
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Incorporeal, Hide Mind
PP: 479
Calleigh
HP: 91
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion
Psicrystal
HP: 91
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
"Look through my illusion," Afina says, since it's easy to disbelieve if the person who put it there tells you it's fake, "And mark your targets. We'll go at the midpoint between the flesh golem patrol," so that if they do get alerted and come running they'll have the farthest to come.
Once the appointed time comes, Afina rushes in and takes advantage of their surprise to slit the throats of three imps in quick succession!
Using skirmisher's boots to get an extra attack since we want all these imps dead immediately.
[23:14] <@Ebiris> roll 1d20+51 attack #1
[23:14] <Kobot> Ebiris rolled 1d20+51 attack #1 --> [ 1d20=15 ]{66}
[23:14] <@Ebiris> roll 1d20+46 attack #1
[23:14] <Kobot> Ebiris rolled 1d20+46 attack #1 --> [ 1d20=13 ]{59}
[23:14] <@Ebiris> roll 1d20+51 attack #3 with skirmisher's boots
[23:14] <Kobot> Ebiris rolled 1d20+51 attack #3 with skirmisher's boots --> [ 1d20=19 ]{70}
[23:14] <@Ebiris> roll 1d20+51 attack #3 with skirmisher's boots crit check
[23:14] <Kobot> Ebiris rolled 1d20+51 attack #3 with skirmisher's boots crit check --> [ 1d20=10 ]{61}
[23:15] <@Ebiris> roll 2#1d4+24+2d6+2d6+2d6+5d6
[23:15] <Kobot> Ebiris rolled 2#1d4+24+2d6+2d6+2d6+5d6 --> [ 1d4=2 2d6=6 2d6=4 2d6=5 5d6=18 ]{59}, [ 1d4=3 2d6=8 2d6=5 2d6=7 5d6=18 ]{65}
[23:15] <@Ebiris> roll 2d4+48+2d6+2d6+2d6+5d6
[23:15] <Kobot> Ebiris rolled 2d4+48+2d6+2d6+2d6+5d6 --> [ 2d4=2 2d6=7 2d6=6 2d6=10 5d6=21 ]{94}
Attacks are good/chaotic/silver/epic
rolling init for when surprise round ends, if survivors are left
[23:16] <@Ebiris> roll 1d20+26 init if needed
[23:16] <Kobot> Ebiris rolled 1d20+26 init if needed --> [ 1d20=10 ]{36}
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 24), haste (CL 24)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/7/5/7/6/7
Sylvie is next, charging in silently. She leaps at the nearest imp, a single powerful strike.
> roll 1d20 it's an imp, she only misses on a 1
<Kobot> Kotono rolled 1d20 it's an imp, she only misses on a 1 --> [ 1d20=6 ]{6}
> roll 3d10+28
<Kobot> Kotono rolled 3d10+29 --> [ 3d10=20 ]{48}
A strike that shatters an imp's skull, causing it to fall over and vanish into black sand. The imps just start to turn as the Master rushes in, a flying kick at another devil.
> roll 1d20 he only misses on a 1, it's an imp
<Kobot> Kotono rolled 1d20 he only misses on a 1, it's an imp --> [ 1d20=5 ]{5}
> roll 4d8+14
<Kobot> Kotono rolled 4d8+14 --> [ 4d8=17 ]{31}
The imp goes down hard, taking the food right in the ribs. Its body visibly distends around the Master's foot, before bursting into flames and burning to ash. Finally, Tannin charges on in, slipping down and low, before reaching for an imp's neck.
> roll 1d20 Tannin only misses on a 1, he'll also think to take -8 PA for some extra damage
<Kobot> Kotono rolled 1d20 Tannin only misses on a 1, he'll also think to take -8 PA for some extra damage --> [ 1d20=13 ]{13}
> roll 4d8+14
<Kobot> Kotono rolled 4d8+14 --> [ 4d8=14 ]{28}
One quick twist and another imp is little more than brimstone, slain.
Surraruthru and Calleigh are up.
Surraruthru follows the others and channels a spell into Wand, aiming at the nearest Imp!
Feeding Wand a 6th level Wizard slot: Greater Dispel.
> roll 1d20+23 Touch Attack
<Kobot> IronDragoon rolled 1d20+23 Touch Attack --> [ 1d20=14 ]{37}Surraruthru: 238/238 HP
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
Wand perks up, respectfully silent as magic courses through him. An orb of searing fire flies out, aimed at another imp.
> roll 1d20 Wand attack roll, only misses on a 1
<Kobot> Kotono rolled 1d20 Wand attack roll, only misses on a 1 --> [ 1d20=19 ]{19}
> roll 1d20 Wand attack roll, only misses on a 1
<Kobot> Kotono rolled 1d20 Wand attack roll, only misses on a 1 --> [ 1d20=19 ]{19}
> roll 13d6 half since normally fire immune, but won't much matter here
<Kobot> Kotono rolled 13d6 half since normally fire immune, but won't much matter here --> [ 13d6=41 ]{41}
And like that, an imp is turned to ash. It's simply incinerated, virtually vaporized. With the party's strong entry, the imps are routed before anything else can begin.
Free act.
"Sylvie, check over and heal the angel. Surraruthru, look things over for meaningful magic. Master and Tannin, destroy anything that looks important or valuable. Calleigh, you're on watch for any guards."
Division of labour complete, Afina examines the layout of this chamber to see where they might go next.
Surraruthu does as bid and searches for useful or magical things!
Someone roll for me if need be, work day.
Eb, if you'd roll Search for Surraruthru, that would be great.
Checking over the layout of the chamber, Afina sees that it's fairly straight forward. There's a door to the east and to the north, both closed and unremarkable.
The angel thrashes in complete silence, not a sound coming from it. His skull thrashes beneath his skin, as if trying to escape. "We're here to help," Sylvie whispers to him, laying a hand to heal him. The angel's wounds heal immediately, but his skull swells further. It's thrashing hard, the angel looking with pleading eyes at Sylvie. She leans in, studying him.
> roll 1d20+50 Spellcraft
<Kobot> Kotono rolled 1d20+50 Spellcraft --> [ 1d20=8 ]{58}
"He need something stronger," Sylvie says in a low whisper, "Divine intervention or a wish. His skull's another being within him. It's stopping him fro making a sound, among other things."
[spoiler]
Sylvie
HP: 290+11/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3 Divine casting: 6th: Heal
Other: Current inspiration: 12/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions
Resources used: -
Other: -
[17:27] <@Ebiris> roll 2#1d20+34 dragon search and spellcraft combo
[17:27] <Kobot> Ebiris rolled 2#1d20+34 dragon search and spellcraft combo --> [ 1d20=7 ]{41}, [ 1d20=16 ]{50}
Expression souring at Sylvie's prognosis, Afina glances at the coure and the cloudy energy that surrounds her. "Tryll, can you help with that?" she asks. They're a team specialised for stealth and destruction, this sort of healing's really beyond what they planned for but who knows what psionic surprises the unbodied has?
The area's free of traps or hidden thin-check that.
In a wall panel directly past the angel lies a knife. It looks to be made of steel, slick and wet with some sort of oil. It's magical as well. If the analysis of it is right, it's a dagger+3, unholy. It corrupts the blood of those stabbed, injecting the bloodstream with evil essences. This essence corrupts the body from the inside out and causes moral decay and ultimately a fall to evil.
Beyond that, there's no unusual magic (beyond what was detected earlier) in the room.
'Yes,' Tryll replies.
Tryll has Reality Revision, which is essentially psionic wish. It would serve the same purpose here. As Yuth's access is currently limited, I'm NPCing him momentarily for an answer.
"Do it, please," Afina asks.
As for that dagger, unless Surraruthru desperately craves it for his hoard it can be destroyed alongside everything else the Master and Tannin are currently wrecking.
Calleigh gives a jaunty salute to Afina, shifting incorporeal and zipping off to skulk about.
Calleigh will zip in and out of the walls/false walls while remaining stealthy. Tryll and Calleigh are on the lookout for any deviations in activity!
I think Afina wants you to use Reality Revision to help the angel, Yuth.
I'll deal with this as an NPC Tryll in case Yuth doesn't post tonight, which is possible.
Okay, no Yuth, so NPC mode activated.
Tryll warps reality around the angel, calling on his strongest power to restore him. This lifts him up, a silent scream as his skull throbs out. There's a wet burst as the top of his head explodes, a ghostly skull racing out of it. It leers at all the party and rushes at them, before dissolving into green mist. The angel's head heals, returning to normal size as his body mends. Broken wings become whole, his wounds gone and calmness returning to his features. Radiance surrounds him as he slowly flexes his hands and opens his eyes, gaze turned to the party.
"The darkness is gone," he says in a commanding, rich voice. "I am the solar Cresiel, and I will see this unholy place burned to ash."
"We're from Aurora," Afina tells him. "And that's exactly why we're here. What can you tell us of the inhabitants and layout?" she asks while destruction continues apace.
"Precious little," Cresiel looks about, "I stumbled on a place within the Deep Ethereal. Something...I cannot remember, but I sought to cleanse it, I believe. If your cause is just, I will gladly aid you, my saviors. I only ask if you have a weapon and raiment that I may borrow."
Afina looks for scrap metal amidst all the stuff the Master and Tannin are busily wrecking. Chains and torture implements should also suffice for raw materials. "What's your preferred weapon and armour?" she asks.
There's a fair bit - just scrap metal as they methodically break things in the background.
"Any blade or bow will suffice," Cresiel says, "And anything to cover myself."
Well looks like she's making a sword for a solar, though sadly the means available to her right now are far short of the goldenfire forge. Casting fabricate over some choice bits of metal (as well as some imp remains to make leather for the grip), Afina forges a greatsword. There's not really a ready supply of arrows to make the bow an efficient prospect. After that she utilises various hooks and chains along with parchment for padding to make a chain shirt that doesn't cover much of the back to allow for Cresiel's wings but does hang down over the thighs to allow him some modesty. It might chafe a little but it's not like it's an unholy chain shirt, it shouldn't actually damage his skin unless someone with a lot of muscle grinds him into it.
Fabricate x2, using epic crafting to make a large masterwork greatsword with improved masterwork weapon to make it +2 to hit, and a large masterwork chain shirt with improved max dex cap and improved armour check penalty so it has +5 max dex and no armour check penalty. DC 35 and 40 respectively which she can hit on a 1."Equip yourself quickly, we need to get moving," she says. There's a lot of Finality to wreck after all.
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 24), haste (CL 24)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/5/5/7/6/7
Cresiel does just that. You note Sylvie sneaks a peek from behind him as he does, but shakes her head and turns her attention elsewhere.
"Let's get this moving. They may not know we're here yet," Sylvie says, "It won't last, so let's take advantage of it while we can."
"One moment while I check," Afina says, going to the North door. Circling around and inwards offers the chance to do the most destruction rather than just beelining for the centre. Also improves their options for retreat if things go sour. Once everyone's ready she flies a bit to the side and above the door she turns herself invisible and flies through the wall to get a peek at what awaits next door.
Shadow form lets me pass through walls and magical barriers without impediment, so even a wall of force inside the wall won't stop me.
Afina slips through and looks. It leads to another room, this one with a desk for writing and a chair. A robed figure reads a tome, seemingly lost in it. From the looks of it, it's probably a Necrolyte.
Backing out, Afina points to the door. "Necrolyte. Go kill it," she whispers, letting someone beefier than her handle the door kicking and rushing bit. Although she'll rush in to lend a few stabs if it seems necessary.
Ko: A necrolyte is a type of yugoloth, yes? I can't find a statblock for one anywhere. Is it homebrew or in a book?
Homebrew. They're cornugon dread necromancers that serve Lixer as his personal necromancers. They appear emaciated and wear cursed black robes saturated with evil magic. Aurora fought them at Castle Crumbling.
Cresiel comes forward immediately, "I shall," he declares, giving it a running charge shoulder first.
> roll 1d20+9
<Kobot> Kotono rolled 1d20+9 --> [ 1d20=11 ]{20}
The door is thrown open, Cresiel surging through. The Master and Sylvie are right behind him, with Tannin staying a little more back. "Judgment has arrived," The solar declares, already rushing towards the devil, who looks up with wide, sunken eyes.
Surprise round.
> roll 1d20+32
<Kobot> Kotono rolled 1d20+32 --> [ 1d20=10 ]{42}
> roll 3d6+13
<Kobot> Kotono rolled 3d6+13 --> [ 3d6=17 ]{30}
Before anyone can blink, Cresiel lunges at the Necrolyte, slashing it across the chest. The table and tome are knocked aside, as...
Go ahead and take your surprise round action, Afina. I'll resolve the others after it.
Afina flits in right after Cresiel, stabbing her much smaller but significantly more potent blade into the necrolyte's vitals before darting up and away!
[19:30] <@Ebiris> roll 1d20+51
[19:30] <Kobot> Ebiris rolled 1d20+51 --> [ 1d20=9 ]{60}
[19:30] <@Ebiris> roll 1d20+46
[19:30] <Kobot> Ebiris rolled 1d20+46 --> [ 1d20=7 ]{53}
[19:30] <@Ebiris> roll 1d4+24+2d6+2d6+2d6+5d6+2d6
[19:31] <Kobot> Ebiris rolled 1d4+24+2d6+2d6+2d6+5d6+2d6 --> [ 1d4=2 2d6=8 2d6=5 2d6=8 5d6=21 2d6=9 ]{77}
[19:31] <@Ebiris> roll 1d4+24+2d6+2d6+2d6+5d6+2d6
[19:31] <Kobot> Ebiris rolled 1d4+24+2d6+2d6+2d6+5d6+2d6 --> [ 1d4=3 2d6=4 2d6=9 2d6=7 5d6=19 2d6=7 ]{73}
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 24), haste (CL 24)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/5/5/7/6/7
No precision/skirmish damage, so how much does that take off? Unless you have swift hunter or a similar way of beating that.
That removes the 5d6s, so -21 on the first attack, -19 on the second
Afina dances by, a pair of slashes slicing into the Necrolyte's neck and shoulders. A moment later Sylvie surges forward, just as Afina falls back.
> roll 1d20+39 (+1 heroes feast)
<Kobot> Kotono rolled 1d20+39 (+1 heroes feast) --> [ 1d20=14 ]{53}
> roll 3d10+28
<Kobot> Kotono rolled 3d10+28 --> [ 3d10=5 ]{33}
Her blow is a solid backhand that snaps the cornugon's neck back, just in time for the Master to surround him from behind, flanking him.
Tannin meanwhile takes his last side, the devil fully surrounded.
Surraruthru and Tryll and company are up. Go.
[spoiler]
Sylvie
HP: 290+11/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3 Divine casting: 6th: Heal
Other: Current inspiration: 12/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions
Resources used: -
Other: -
Just kill him, dudes!
[19:49] <@Ebiris> roll 1d20+26 init
[19:49] <Kobot> Ebiris rolled 1d20+26 init --> [ 1d20=11 ]{37}
The necrolyte's head is encased in frost!
someone roll spell failure for me before I proceed?
[20:32] <@Ebiris> roll 1d100 Yuth spell failure
[20:32] <Kobot> Ebiris rolled 1d100 Yuth spell failure --> [ 1d100=86 ]{86}
That's a pass
The frost on the necrolyte's head grows into a thick crust of ice before shattering.
Energy Stun
Overchannelled.
PP Cost: 27
No SR
Fort DC 46 for half
If failed: Will DC 46 or stunned.
If anyone could roll 25d6+24 for me, that would be super keen.
[20:56] <@Ebiris> roll 25d6+24 for Yuth
[20:56] <Kobot> Ebiris rolled 25d6+24 for Yuth --> [ 25d6=98 ]{122}
> roll 1d20+24
<Kobot> Kotono rolled 1d20+24 --> [ 1d20=11 ]{35}
That's too much. The Necrolyte's head is now an ice cube, the creature falling to the ground in a heap.
Free act.
"Tannin watch our flank," Afina asks, flying around the room looking for further exits and things to destroy.
Hopefully lots of flammable books and scrolls, but that one tome the necrolyte was reading is sure gonna get it!
Calleigh and Tryll look around, just in case there's something here the evil guys don't want them to see. Like how they stole a solar.
Roll?
If someone could roll a search for me as well, and have me be look out, I'd appreciate it.
> roll 1d20+10 Tryll
<Kobot> Kotono rolled 1d20+10 Tryll --> [ 1d20=10 ]{20}
> roll 1d20+3 Calleigh
<Kobot> Kotono rolled 1d20+3 Calleigh --> [ 1d20=5 ]{8}
> roll 1d20+34 Surraruthru
<Kobot> Kotono rolled 1d20+34 Surraruthru --> [ 1d20=3 ]{37}
As Tannin watches the flank, Cresiel smiles. It's a glorious, terrifying thing. "We need not worry about noise," he announces. "Each room is enchanted for silence - I have heard as such several times. Even the devils here are leery of the Dreaming Daemon here."
Meanwhile, Sylvie looks about quickly as Surraruthru searches. "The Dreaming Daemon?"
"High Necrolyte Garnor spoke of it once while I was in earshot. Even that devil is afraid of it." Cresiel replies, "If it is awoken, it will consume everything that did so. Only the silence of death is acceptable to it."
"You speak the truth, but I've never heard of that," Sylvie's express turns into a curious frown, "Then again, the yugoloths do value secrecy."'
"Of course I speak the truth. I serve the Holy Mountain." Cresiel's voice is even and calm, his glowing eyes meeting Sylvie's. "I would sooner slice away my tongue than speak willing falsehoods."
"Yeah, yeah. Everyone knows that," Tannin shoots back, "Angels bleed honesty and good intentions if you slice 'em open."
Meanwhile, Surraruthru finds the following things in the room.
A tome
A necrolyte's robe (bloodied)
A broken desk
A broken chair
Bookshelves full of books
A little semi-hidden cache of what looks to be scrolls. About a dozen of them
If you're taking any, say so and it'll go into loot.
I'd take all the scrolls and books, into my haversack, to research later. The robe only if it's magical.
Since Surraruthru is looting everything of interest, Afina goes to close the door they came in through so as to not leave an obvious trail before seeing what exits remain from this room. She takes a moment to cast greater heroism on Cresiel as well, to make up for his lack of equipment.
CL 23 greater heroism, +20 temp hp and +4 morale to attack/saves/skills
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/5/4/7/6/7
Tryll adds the solar to the telepathy relay and quietly explains everything going on to him, as well as the necessity for stealth.
Does the Angel need Mind Blank? If so I'll cast it on him. Same with Freedom of Movement. I can also hit him with Mage Armor, though curiously Beguiler doesn't get Greater Mage Armor.
Also, while the Books are going to get donated to Aurora, can I look through the scrolls we got to see if we have anything useful?
Greater heroism is woven around Cresiel. Once she does, Afina notes there's a door on the other side of the room.
'Stealth within reason here, for each room is warded, as I said. The devils scurry at the thought of this Dreaming Daemon.' Cresiel replies.
Wouldn't hurt, Iddy. Mage armor isn't needed since Afina fabricated that chain shirt. You can certainly look through the scrolls, though that takes time you probably don't have right now. Unless you wanna stop and read a bunch of scrolls.
we really don't have time to appraise everything.
Repeating her earlier move, Afina turns invisible and phases through the wall beside the door and back to take a look.
Surraruthru takes the chance to cast a couple of extra spells on the angel while Afina is scouting out the next section.
Casting Mind Blank and Freedom of Movement on the angel.
Mind Blank: CL 24, Duration 24 hrs
Freedom of Movement: CL 24, Duration 240 min, DC 24.Surraruthru: 238/238 HP, Mind Blank
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
Modify message
The next room is rather large and has strobing, moving lights. It's a mix of shadow and light. In the center of the room are a dozen coffins, open lidded and sorted to each point towards the wall. A 12 point circle. Each one has a pale figure tied and nailed into the coffin, unclad and with wide, crazed eyes. Above them a ball of white stone rotates, shedding bright light down in an ever moving circle. As it moves, it sets the pale figures aflame, but doesn't linger too long. As it passes, the coffins glow slightly, the burns healing.
Around it stand two Necrolytes, back to you. As you slip in, you can hear them talk in Infernal. "...and is as should be."
The other replies, "As only it can be."
Afina withdraws back to relay her findings. "Two necrolytes and a dozen undead in some sort of apparatus... they're nailed to coffins but that doesn't mean they can't hit us with strange effects. Go in with area attacks to wipe out everything," she suggests, once more delegating the important job of door kicking to someone with the legs for it.
Cresiel does just that - after gently checking the door, which doesn't seem to be locked. He kicks it open, rushing in, "Today is the day you lament your sins!"
The two Necrolytes visibly startle, starting to turn around. The undead don't react.
Surprise round, y'all. Go ahead and take it, PCs.
Leading by example, Afina flits in over Cresiel's shoulder and whips her arm forward as she conjures forth an indiscriminate spray of molten hot magma to flood the room and coat everything in it!
Searing Deadly Lahar
[17:34] <@Ebiris> roll 10d6 searing deadly lahar, DC 33 ref half, no SR.
[17:34] <Serith> Ebiris roll for Serith < 33 > [d6=3,2,4,5,3,5,4,3,2,2]
If the save is failed they're slowed as per the spell for 3 rounds and take 5d6 damage per round for the same duration
Also note fire resistance/immunity is completely bypassed
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/5/4/7/6/6
> roll 1d20+21 ref necrolyte 1
<Serith> Kotono roll for Serith < 37 > [d20=16]
> roll 1d20+20 ref necrolyte 2
<Serith> Kotono roll for Serith < 32 > [d20=12]
The undead in coffins autofail since they're helpless.
Lava pours into the room, setting the necrolytes ablaze and burning the coffins. The undead in them don't react, and as they burn, Cresiel barges in and just glares at them, a blast of pearly white power buffeting them from all around.
Holy smite.
> roll 1d20+22 SR
<Serith> Kotono roll for Serith < 25 > [d20=3]
But the fiends resist it, enduring as...
Surraruthru and Calleigh and co are up. Go.
Manifesting a twinned Energy Barrage. Can I get a d100 roll before proceeding?
> roll 1d100 for Yuth
<Serith> Kotono roll for Serith < 32 > [d100=32]
That is a failure. Stupid spell failure chances.
26 PP burned. Alas.
Nothing happens! Calleigh looks faintly annoyed!
Surraruthru casts a spell, trying to focus on slowing the Necrolytes down for the big hitters to kill them!
Casting Confusion, Heighten spell from level 3 to level 7. Assuming still hidden, so factoring for Concealed Casting.
CL: 26 (Spells vs. Evil: +1 CL/+2 CL vs. Subtype), Bypasses SR, Will save vs. DC 34, Duraction 26 rounds (More if CL is boosted).Surraruthru: 238/238 HP, Mind Blank
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
> roll 1d20+23
> roll 1d20+23
<Kobot> Kotono rolled 1d20+23 --> [ 1d20=16 ]{39}
<Kobot> Kotono rolled 1d20+23 --> [ 1d20=9 ]{32}
Second Necrolyte is confused.
As lava scorches the devils and undead, Surraruthru throws his own brand of confusion into it. As the mind magic works through him, Sylvie and the Master rush in, dogpiling on the first Necrolyte.
> roll 1d20+54 Syvlie (+1 heroes feast, +14 inspiration 11/12 left, stunning fist 6/7 left)
<Kobot> Kotono rolled 1d20+54 Syvlie (+1 heroes feast, +14 inspiration 11/12 left, stunning fist 6/7 left) --> [ 1d20=1 ]{55}
> roll 1d20+36 Master (+1 heroes feast, stunning fist 21/22 left)
<Kobot> Kotono rolled 1d20+36 Master (+1 heroes feast, stunning fist 21/22 left) --> [ 1d20=8 ]{44}
> OOC: +1 to that
> roll 4d8+14
<Kobot> Kotono rolled 4d8+14 --> [ 4d8=24 ]{38}
> roll 1d20+22 vs DC 35
<Kobot> Kotono rolled 1d20+22 vs DC 35 --> [ 1d20=15 ]{37}
Sylvie's a touch too fast, overshooting it and narrowly missing the Necrolyte. The Master leaps on this, fist hitting the cornugon right in the jaw. The withered creature's head snaps back from the blow, as...
Init here.
[spoiler]
Sylvie
HP: 290+11/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3 Divine casting: 6th: Heal Stunning fist 6/7 left
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked.
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions
Resources used: -
Other: -
> roll 1d20+12 Init
<Kobot> Iddy rolled 1d20+12 Init --> [ 1d20=16 ]{28}Surraruthru: 238/238 HP, Mind Blank
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
[16:39] <@Ebiris> roll 1d20+26 init
[16:39] <Kobot> Ebiris rolled 1d20+26 init --> [ 1d20=18 ]{44}
> roll 1d20+24 Sylvie
<Kobot> Kotono rolled 1d20+24 Sylvie --> [ 1d20=9 ]{33}
> roll 1d20+9 Tannin
<Kobot> Kotono rolled 1d20+9 Tannin --> [ 1d20=1 ]{10}
> roll 1d20+9 Master
<Kobot> Kotono rolled 1d20+9 Master --> [ 1d20=12 ]{21}
> roll 1d20+11 necrolyte 1
<Kobot> Kotono rolled 1d20+11 necrolyte 1 --> [ 1d20=4 ]{15}
> roll 1d20+7 necrolyte 2
<Kobot> Kotono rolled 1d20+7 necrolyte 2 --> [ 1d20=17 ]{24}
Waiting on Tryll and company inits. Eb or Iddy, could you roll for him if you see this before Yuth pops up?
[21:01] <@Ebiris> roll 1d20+6 Tryll init
[21:01] <Kobot> Ebiris rolled 1d20+6 Tryll init --> [ 1d20=15 ]{21}
[21:01] <@Ebiris> roll 1d20+7 Calleigh init
[21:01] <Kobot> Ebiris rolled 1d20+7 Calleigh init --> [ 1d20=11 ]{18}
[21:01] <@Ebiris> roll 1d20+2 psicrystal init
[21:01] <Kobot> Ebiris rolled 1d20+2 psicrystal init --> [ 1d20=15 ]{17}
Init order is Afina (44) > Sylvie (33) > Surraruthru (28) > Necrolyte 2 (24, confused) > Tryll = Master (21) > Calleigh (18) > Psicrystal (17) > Necrolyte 1 (15)> Tannin (10)
Open Afina.
That did not go even nearly according to plan. At least the corpse-boxes are done with, but the necrolytes are the real concern. Needing them dead before they trip an alarm or send out a telepathic distress message, Afina goes all out to make them dead! Speeding herself up immensely, she drops a pair of ball lightning spells one for each necrolyte, before blitzing them both with quick stabs from Hywelbane II before retreating to the far corner of the room!
7th level spell sacced for 2 rounds of time stop.
[21:22] <@Ebiris> roll 2#1d20+23 SR for ball lightning
[21:22] <Kobot> Ebiris rolled 2#1d20+23 SR for ball lightning --> [ 1d20=16 ]{39}, [ 1d20=17 ]{40}
[21:22] <@Ebiris> roll 2#15d6 electrical, DC 28 ref half
[21:22] <Kobot> Ebiris rolled 2#15d6 electrical, DC 28 ref half --> [ 15d6=38 ]{38}, [ 15d6=52 ]{52}
21:23] <@Ebiris> roll 1d20+49 attack #1
[21:23] <Kobot> Ebiris rolled 1d20+49 attack #1 --> [ 1d20=6 ]{55}
[21:23] <@Ebiris> roll 1d20+44 attack #2
[21:23] <Kobot> Ebiris rolled 1d20+44 attack #2 --> [ 1d20=2 ]{46}
[21:24] <@Ebiris> roll 2#1d4+24+2d6+2d6+2d6+2d6 not rolling skirmish, holy/anarchic/silver (+2 damage if they have dr/silver)
[21:24] <Kobot> Ebiris rolled 2#1d4+24+2d6+2d6+2d6+2d6 not rolling skirmish, holy/anarchic/silver (+2 damage if they have dr/silver) --> [ 1d4=2 2d6=5 2d6=7 2d6=2 2d6=4 ]{44}, [ 1d4=3 2d6=10 2d6=4 2d6=4 2d6=7 ]{52}
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/3/4/6/6/6
Blade, blast, lightning and fists all make their mark on the Necrolyte. Afina's blade sends him down, dazed and trying to recover. A moment later, Sylvie is a blur as she lays into the other Necrolyte.
> roll 1d20+37 (+1 heroes feast, -2 flurry)
<Kobot> Kotono rolled 1d20+37 (+1 heroes feast, -2 flurry) --> [ 1d20=11 ]{48}
> roll 1d20+37 (+1 heroes feast, -2 flurry)
<Kobot> Kotono rolled 1d20+37 (+1 heroes feast, -2 flurry) --> [ 1d20=1 ]{38}
> roll 1d20+32 (+1 heroes feast, -2 flurry)
<Kobot> Kotono rolled 1d20+32 (+1 heroes feast, -2 flurry) --> [ 1d20=9 ]{41}
> roll 1d20+27 (+1 heroes feast, -2 flurry)
<Kobot> Kotono rolled 1d20+27 (+1 heroes feast, -2 flurry) --> [ 1d20=12 ]{39}
> roll 1d20+22 (+1 heroes feast, -2 flurry)
<Kobot> Kotono rolled 1d20+22 (+1 heroes feast, -2 flurry) --> [ 1d20=8 ]{30}
> roll 3d10+28
> roll 3d10+28
<Kobot> Kotono rolled 3d10+28 --> [ 3d10=15 ]{43}
<Kobot> Kotono rolled 3d10+28 --> [ 3d10=15 ]{43}
> roll 3d10+28
<Kobot> Kotono rolled 3d10+28 --> [ 3d10=12 ]{40}
A blow to the cornugon's knee makes it stagger, giving Sylvie a chance to leap up and twist its neck swiftly, breaking it. Yet its still breathing, the broken bones starting to knit.
Free act, both are disabled and regenerating.
Sweeping her ball lightning around the room to ravage anything the magma didn't get, Afina flits over and efficiently stabs her holy and anarchic blade up the jaw and into the brain of each disabled cornugon.
The cornugons are soon naught but black glass on the ground, slain.
Looking around, you see there's another door on the opposite wall, just like before. It's closed and quiet. The coffins are aflame and burning, the figures within silently writhing as they burn and heal.
Surraruthru takes a victory lap around the room, looking for tricks, traps, and loot!
> roll 1d20+34 Search
<Kobot> Iddy rolled 1d20+34 Searc --> [ 1d20=14 ]{48}Surraruthru: 238/238 HP, Mind Blank
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
No tricks or traps, though there is the Necrolyte's burning robes and a few things they dropped - a metal ingot engraved with runes, a small skull and a silver ring.
Surraruthru eyes the items, depending on his Arcane Sight to let him know of any magic on them as he gathers all the stuff together in a pile.
"If there's anything anyone wants right away, let me know, otherwise I'll put it in storage for when we get back."
I forgot to add Greater Arcane Sight to my stat block, but it has a 24 minute duration.Surraruthru: 238/238 HP, Mind Blank
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
All of the noted items are magic.
Spell notes it doesn't identify magical items, though it does at least let you know they are magic. Updating loot thread.
"Let's destroy these coffins," Afina says as their healing outpaces her damage so far, she focuses both ball lightnings on a single one to try and overcome it.
The coffins continue to burn. But as they do, you notice they rebuild and repair themselves with the same dogged determination as the creatures within. Ball lightning doesn't speed it up at all - they just heal all the same. Sylvie comes forward, wrinkling her nose and studying it.
> roll 1d20+50 Spellcraft for Sylvie
<Kobot> Kotono rolled 1d20+50 Spellcraft for Sylvie --> [ 1d20=6 ]{56}
Sylvie whistles after a few moments of study, "Not sure I have time to really get to the bottom of these, but there's some serious necromancy and transmutation going on here. Also some enchantment woven in."
Surraruthru zips over and eyes the coffins after hearing the others talk about it, hoping his Arcane Sight will give some clue about them.
Surraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
"Alright, everyone back into the last room," Afina says. Spending time puzzling devil nonsense out is what got Lief and Muirfinn killed. Once everyone's evacuated into the last necrolyte's study, Afina casts a disjunction spell into the room to ruin whatever magic is keeping everything together so that they can get to work on destroying it.
[16:57] <@Ebiris> roll 1d20+23 disjunction
[16:57] <Kobot> Ebiris rolled 1d20+23 disjunction --> [ 1d20=3 ]{26}
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/3/4/6/6/5
Surraruthru flies out with the others, keeping to the shadows as much as he can. He got all the loot already anyway, and really, that's what matters the most, isn't it?
Surraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
Calleigh dutifully follows Afina, deferring to the less-small pixie. Tryll keeps pace with Calleigh.
The others do the same, Tannin staying to last. "Rear's still clear," he says, "Don't see any signs of them figuring out what's going on yet."
The disjunction hits the coffins, but nothing happens.
Afina looks disgruntled at that. Magic items are meant to be easy to dispel! She always makes hers with the lowest caster level anyway... "Maybe put an illusion in this room and the last one like everything's normal? It'll confuse things and maybe buy us a few more minutes once the alarm goes up," she suggests, preparing her own magic. Nothing for it but to try again.
[17:24] <@Ebiris> roll 1d20+23 disjunction x2
[17:24] <Kobot> Ebiris rolled 1d20+23 disjunction x2 --> [ 1d20=19 ]{42}
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/3/4/6/6/4
This time the coffin's magic gives it up, broken up and suppressed by Afina's magic. The figures inside immediately howl in utter agony, bursting aflame and burning up before your eyes. The scent of cooking meat fills the air as they become bonfires, thrashing in their coffins.
"Master, Cresiel, can you two destroy the coffins and that orb on the ceiling now?" Afina asks since those two can most reliably do physical damage to break things without having to resort to spells like the rest of them might.
The Master goes to the coffins, sharp, knife-like strikes breaking apart the wood and reducing them to ash-stained rubble. Cresiel nods and flies up, sword cleaving the orb in two. It falls to the ground, broken.
"Forward," Cresiel says, "There remain more to smite."
Waiting in case Surraruthru wants to put up some illusory distractions, Afina then closes the doors behind them from the study/torture chamber and turns invisible so she can flit through the wall by the door to the next room and take a quick peek before retreating.
Uh, Jaela? When'd she get here?
Whoops, fixed.
Uh, Permanent Image actually isn't on my spell list. The only one I have is Screen, I guess, and I doubt we want to wait around for 10 minutes for me to cast that.
Whoops, I was sure you had it. Nevermind then!
The fourth room is similar to the second room. A desk for writing, some bookshelves and another opposite door - as well as a door on the right side, leading further in. No Necrolytes or creatures are in the room.
Much like the last room, Surraruthru eyes the area for traps, tricks, and loots!
> roll 1d20+34 Search
<Kobot> Iddy rolled 1d20+34 Search --> [ 1d20=18 ]{52}Surraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
Y'all are waiting on Afina since she shadow-snuck into the next room. Though the Search check will stand if y'all go in there and search.
"Looks clear," Afina reports as she flies back and reappears. "Another study but unoccupied." Not needing dramatic door kicking this time she opens it herself.
Cresiel enters and looks about. "Pity," he murmurs.
Surraruthru searches about. There's more books to be found, as well as several thick piles of notes. They can be taken if you wish.
"Take or destroy everything but don't waste time sorting through it," Afina advises since Surraruthru is most interested in looting, turning invisible and flying through the opposite wall to take a peek rather than going further in. Until they're discovered spiralling their way around and in will let them cover the most area and do the most damage after all.
The Master heads along, saying to Afina as she peeks in, "The enemy is asleep now, but likely will not stay that way forever. We must hurry, yes."
The next room has dozens and dozens of shelves, all full of glass bottles full of colored liquids. Probably potions if Afina doesn't miss her guess. They're neatly sorted and labeled in Infernal, a glance showing such rows as 'Inflict Minor Wounds' 'Haste' and 'Jump'. The center of the room is taken up by a huge stone slab that floats several feet off the ground. Lying on that slab is a withered thing, red skin ashy and blotchy with white welts. Its teeth have fallen out and rotted, lying around its neck. Its eyes are gone. Afina's knowledge tells her that this may have once been a balor.
The captured demon's body is studded with tubes. Some push an iron-gray liquid into the balor's body, while others extract liquids of all various colors from it. As you watch this, you can see the balor's scales slowly moving. At times they shift into symmetrical and orderly patterns, only to sluggishly revert and break open into irregularity. Then they smooth over and sort themselves out again, only to repeat this pattern over and over again.
Well she knows what happens when a balor dies, so that's one way to wreck everything, although more likely than not Surraruthru will want to loot all those potions. Flying back into the study she speaks up, "Next room has a balor, probably here for the same reason as Cresiel but with different means. Could be an ally if we can heal it, otherwise we're best off just killing it and letting the blast wreck that chamber." But do they have any capability to heal it after expending that on Cresiel is the question.
"Don't sully your souls by working with a fiend like that," Cresiel strides into the next room, "Send it back whence it came when the time is right. Or not, for it suffers here for its sins, rather than punishing others. The reversal is only the wages of its sin."
As Tannin helps load in books quickly, Sylvie also peeks in, "He turned a balor into a potion cow?" she murmurs, whistling, "No fear at all."
"We're not going to leave Lixer with any resources if we can help it," Afina tells Cresiel. "Either it leaves with us, or it leaves now. Everyone back in the study so you don't get caught in the blast," she says, gathering that they don't have the means to heal it (not to mention it's probably half-corrupted by law and would need a wish or something like Cresiel). Once everyone's safely behind cover she presses her blade against its neck, which while made for killing devils should serve enough here. "Back to the Abyss you go," she says before driving it in to sever the spinal column and then immediately darting back to slip between the compression waves of the impending explosion.
Coup de grace damage is 80 so DC 80 fort or dead.
[17:41] <@Ebiris> roll 1d20+34 presumed necessary ref save evasion
[17:41] <Kobot> Ebiris rolled 1d20+34 presumed necessary ref save --> [ 1d20=12 ]{46}
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/3/4/6/6/4
Cresiel nods and steps back with the others, the door closed. Afina slices the balor's throat open and...
> roll 1d20 needs a 20
<Kobot> Kotono rolled 1d20 needs a 20 --> [ 1d20=13 ]{13}
Bright light fills the room, the burst rattling the walls and ground. But Afina's untouched, the room properly trashed after the explosion. Broken potions are seared into the walls, scorch marks everywhere.
Afina then goes to open the door to let them back in. "Safe," she reports, seeing what exits remain from this scorched chamber for them to press onwards.
There's a door on the opposite wall. It's scorched but looks more or less intact.
Turn invisible, flit through the wall to have a look, then come back and report her findings. It's a good system and Afina keeps at it!
Haste has probably worn off by now.
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23)
AC 71, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear
Spell charges: 6/9/7/6/8/3/4/6/6/4
So it has.
Does Afina have darkvision or anything like that?
Funnily enough it's not on her sheet but she's an outsider so darkvision 60 as standard. Also blindsense 30.
This room is pitch black. Not a single bit of light is in here. The walls and floor are bloodstained, but no one seems to be in here. No doors are around to be found, save the one leading into it.
Probably just the balor's previous accommodations. "Empty," she reports as she comes back, now going to fly through the wall by the door that leads further into Finality to have a peek that way.
This leads to a short hallway. There's a door on the right, a door on the opposite wall and a Necrolyte walking from that door towards the door to the room the party's in.
Back Afina goes, reappearing and going to hover above the door. "Corridor with necrolyte inbound. Kill it as soon as the door opens," she instructs.
Please note that Calleigh and Tryll have True Seeing, if it's relevant.
So noted. Waiting on Surrarthru (and you if you wanna post anything else) to have a chance to chime in before possible combat.
i might get something in later tonight, but I don't have the time to do it now.
Sorry for the late post. I do want to loot whatever books/scrolls there are.Surraruthru prepares for the Necrolyte by finding a good hiding spot with line of sight to the door and readying a spell to feed into Wand.
Prepping a level 6 Beguiler spell to feed Wand.Surraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
Make a quick Hide check.
> roll 1d20+51 Hide
<Kobot> Iddy rolled 1d20+51 Hide --> [ 1d20=1 ]{52}
fffffffffffff-
The party prepares - and the door opens, "Now!" The Master says, everyone leaping on the cornugon.
Surprise round, y'all. Act.
Surraruthru fires off the spell from Wand!
> roll 1d20+23 Touch Attack: Wand
<Kobot> Iddy rolled 1d20+23 Touch Attack: Wand --> [ 1d20=17 ]{40}Surraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
From this vantage it's easy enough for Afina to just drop down a few feet and give the cornugon a fierce frontal lobotomy with her sword! It's not as effective as skirmishing usually, but these things seem resistant enough to that that she'll make up for it with the volume of her attacks. She also hastes everyone as is traditional.
[12:18] <@Ebiris> roll 1d20+48 haste
[12:18] <Kobot> Ebiris rolled 1d20+48 haste --> [ 1d20=2 ]{50}
[12:18] <@Ebiris> roll 1d20+48 #1
[12:18] <Kobot> Ebiris rolled 1d20+48 #1 --> [ 1d20=1 ]{49}
[12:18] <@Ebiris> roll 1d20+43 #2
[12:18] <Kobot> Ebiris rolled 1d20+43 #2 --> [ 1d20=4 ]{47}
[12:18] <@Ebiris> roll 1d20+38 #3
[12:18] <Kobot> Ebiris rolled 1d20+38 #3 --> [ 1d20=7 ]{45}
[12:18] <@Ebiris> roll 1d20+33 #4
[12:18] <Kobot> Ebiris rolled 1d20+33 #4 --> [ 1d20=11 ]{44}
[12:19] <@Ebiris> +2 for all those from evil outsider bane
[12:19] <@Ebiris> roll 1d20+13+2d6+2d6+2d6
[12:19] <Kobot> Ebiris rolled 1d20+13+2d6+2d6+2d6 --> [ 1d20=10 2d6=6 2d6=8 2d6=5 ]{42}
[12:19] <@Ebiris> roll 1d20+13+2d6+2d6+2d6
[12:19] <Kobot> Ebiris rolled 1d20+13+2d6+2d6+2d6 --> [ 1d20=11 2d6=11 2d6=6 2d6=9 ]{50}
[12:19] <@Ebiris> roll 1d20+13+2d6+2d6+2d6
[12:19] <Kobot> Ebiris rolled 1d20+13+2d6+2d6+2d6 --> [ 1d20=17 2d6=4 2d6=7 2d6=2 ]{43}
[12:19] <@Ebiris> roll 1d20+13+2d6+2d6+2d6
[12:19] <Kobot> Ebiris rolled 1d20+13+2d6+2d6+2d6 --> [ 1d20=7 2d6=8 2d6=7 2d6=8 ]{43}
strikes as good/silver/anarchic/epic, also +2 damage per attack if necrolytes have dr/silver
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23)
AC 65, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/7/6/8/3/4/6/6/4
> roll 15d6
<Kobot> Kotono rolled 15d6 --> [ 15d6=47 ]{47}
Wand's attack.
"Got 'em!" Wand calls. As Afina slices the Necrolyte's skull open, an orb of searing fire slams into its exposed brain. The result causes cranial explosion, spraying everywhere before vanishing entirely. The Necrolyte's robe and possessions hit the ground, slain before ti even realized a thing was awry.
Free act.
Nodding in approval, Afina turns invisible and goes to flit through the door opposite their side before retreating back after seeing what awaits there.
Meanwhile, Tannin makes a face and nudges the remains. "Amazing luck so far," he mutters. "Wonder how the others are doing?"
Meanwhile, Afina peeks in. Ahead is a massive room - dominated entirely by a sinking pit. Terraces line it as it sinks further and further in. They are filled with Necrolytes and various undead, the former experimenting on the latter. All sorts of things, from the mundane of checking undead over, to infusing them with strange magic, to coldly and smoothly dissecting them. There must be at least 90 Necrolytes in there, working away, and even more undead of various form.
Skeletons of all kinds? Check. Zombies? Oh yeah. Wights, ghosts and other incorporeal menaces? By the bushel. Ghosts that burn like fire and freeze like ice? Absolutely. Giant creatures made of corpses? In spades. Crawling hands that skitter about and lick up the blood and viscera on the ground with tongues that come from their palm? You bet. Little balls of floating light that have screaming faces within? Looks like it. Skeletal knights of bone and rage, with eyes that sear whatever they look at? Of course they are. Brains in great aquariums, where they devour each other with black, rotting teeth? Done and done. Headless, rotting imps that flay one another and toss the skin into a great bonfire? It's there.
All of this is overseen at the bottom, 500ft away and 900ft down. A feminine figure sits on a throne of bones there, a shadowy thing standing besides her. It's hard to get much of a look, admittedly, due to angle and circumstances. You can also note the topmost levels have doors leading away from this vast pit.
Afina returns after getting a look. "The layout's favoured us so far, everything's been isolated. But past there's a much larger chamber and it's absolutely filled with devils and undead. Wiping out everything there would deal a major blow but we can nibble around the edges a while longer, be thorough that way," she says, going to phase through the wall by the door that branches off this corridor for a look.
"I'm not sure attacking that room straight is a good idea," Sylvie says before Afina goes, "What are their numbers?"
"Hundreds and hundreds," Afina answers, lingering so they can discuss this. "A strong opening with a lot of fireballs and magmabergs would thin out their numbers to something more managable though."
The Master considers, standing still with his arms crossed. "I dislike such odds, even with an ambush. Unless the ambush is sufficient to end things then and there. We need a single, overwhelming strike to end this and end it fast."
Tannin rubs his chin, "Yeah, you ask me, we need something huge. A couple of Necrolytes caught off guard's one thing, but hundreds is another. Don't fancy facing that many spellcasting cornugons with undead to support them. What kinds, by the way?"
"Be quicker to list what isn't there," Afina says, "Skeletons, zombies, spectres, shadows, flesh golems, disembodied body parts, devils... dozens and dozens of each. At the centre there's either a paelriyon or some kind of unique devil - room's laid out like Hell, with terraces for the layers dropping downwards and that female devil on a throne at the bottom."
"We can keep skirting around the edges and destroying their little labs and experiments, but if we want to send a real message we can't avoid taking on what's in that room."
"Which means we need a way of ending it," Tannin says, "Hey, maybe we can bring the roof down on them and destroy the entire building?"
"At the least, we need a good plan," Sylvie says, "Even if I throw around 21, it only covers so much space and we'll be the target of every Necrolyte in the room. So...does anyone have a good idea?"
"I can have four fireballs sent into the deepest concentrations while burying their leader under magma before they realise we're even there, that's bound to thin out their response... there's no clever way we can deal with such numbers so spread out. Even if we could bring the roof down on them that would leave the ghosts okay and probably rouse that thing everyone's taking pains to be quiet for. I don't think we're going to find a weapon around here that we could use on them either."
"If we do go in with a direct assault, illusions and barriers will be worth as much as explosions when it comes to dividing their response," she offers up as an option should anyone have the ability.
"Yeah," Sylvie says, "Buying time and splitting them up a bit would help. "We're probably going to find at least a few things that get to us, so we'll need all the defenses we can before we step in."
"We can create a thick mist and areas of wild magic after a short time! Sorta!"
Tryll
HP: 183
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Incorporeal, Hide Mind
PP: 462
Calleigh
HP: 91
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion
Psicrystal
HP: 91
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
"Elaborate," Sylvie glances at Calleigh, "How much time? What sort of mist?"
"Uhhhhhm, the mist will appear and probably fill the room and it's really thick and it beats you up and has a funny face and it's hard to move through!" Calleigh helpfully explains, "but the rift takes as much as twenty four seconds to form."
It's 1d4 rounds.
For my reference, what power is it?
Ectoplasmic Shambler and Chaotic Breach (class ability, not a spell or power)
On lunch and working, so I'll post this because I can't do so any other time, but have it come into effect at most opportune time, please.Surraruthru follows the others, mentally prepping a Friend to Foe spell, readying to target the most likely to succumb targets!
Friend to Foe, heightened to Level 9 spell, applying Fearful Empowerment, adds Fear descriptor. Range 370 ft.
DC: 39 (27base+2CC+7ESF+3Fear) Will Negates, Targets up to 27, Duration 27 rounds, CC bypasses SR.Surraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
Okay then, plans have been laid. If you're going to attack, go ahead and lay out a plan here, Afina.
"Lets start preparing our defensive spells before we go in," Afina says, "I'm going to ward everyone against fire before I open a conduit to the plane of fire - it'll greatly augment my fire magic and that of anyone who uses it near me."
Resist Energy (Fire) cast on everyone except Afina (so 7 castings) for fire resistance 30 followed by planar bubble on myself to provide the fire traits (maximise and enlarge spell applied to fire spells, water spells are impeded, 3d10 fire damage per round) within 10 feet of Afina."We don't have any capacity for healing so we go in hard and fast, but we have to retreat as soon as anyone gets badly hurt - there's no point losing any of us to get revenge for Lief and Muirfinn. Ideally we'll retreat back the way we came, throwing up barriers as we go until we're out where Surraruthru left his screen, and from there we sneak out of the city the same way we entered. If that's impossible I'll disintegrate an opening in the ceiling and we fly straight up until we're clear of the mythal and can shift out. At worst I can try and disjoin an area of the mythal to allow escape, but that's a last resort." Dispel checks really aren't reliable enough to bank their lives on.
Everyone else should have gotten their spells prepared in the time she took to cast her own, so that just leaves a couple left for her to cast a searing and blistering fires of purity on herself and the Master.
Using the hat for blistering, +34 fire damage per hit (ignores resistance/immunity, does 250% damage against things vulnerable to fire. SR applies at +27 caster level. Also takes half damage from fire attacks with no damage on a successful reflex save."If everyone's ready, I'll go through the door to open things up and you all come right behind me."
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23), planar bubble (CL 23), fires of purity (CL 23)
AC 65, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement
Spell charges: 6/9/0/6/8/3/3/3/6/4
Some spells are cast by Sylvie, then she says, "Ready."
Tannin blinks, "You know," he says slowly, "I'm a little confused on why I have the sudden desire to protect libraries."
"The spell's called conviction." Sylvie glances sidelong at him, "That's what most of Oghma's faithful warriors do, protect knowledge."
Sylvie casts greater heroism on herself and ghost touch weapon on the Master. Then conviction on Tannin. She'll add spell resistance on herself.
[spoiler]
Sylvie
HP: 290+20/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22), Resist Energy (Fire)(CL23), Greater Heroism (CL22), Spell Resistance(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, fire resistance 30, +4 morale to attack, saves and skills, spell resistance 34, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3 6th: Greater Heroism. Divine casting: 1st: Conviction. 3rd: Ghost Touch Weapon. 5th: Spell Resistance. 6th: Heal Stunning fist 6/7 left
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25), Resist Energy (Fire)(CL23), Ghost Touch Weapon(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, fire resistance 30
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Resist Energy (Fire)(CL23), Conviction(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, fire resistance 30, +5 morale to saves.
Resources used: -
Other: -
Since I won't be here when this happens, I have Greater Anyspell, Limited Wish, Antimagic Field, and Mordenkainen's Disjunction ready through Arcane Disciple. Feel free to have me fire those off in whatever way you need.
Also, if we stick around for more than one round, I would suggest having Surraruthru use Incite Riot heightened to level 9 next round. It only lasts 1 round, but it hits one creature/level, so it'll smack the undead and get them fighting each other more. That'll leave me with one 9th level slot left, so if when we retreat, there's still a lot of minions, I have Mass Hold Monster. Or if you just want to keep them in one place and fill the area with magma or something.
"We're ready! Just say the word!"
"It's time then. Remember, as soon as anyone calls a retreat, we all go," Afina says before turning invisible. While she generally assumes that anyone worth fighting can defeat her invisibility with trivial ease, she may as well not make it easy on them, especially since she knows those necrolytes are going to be flinging dispels out wildly once this starts. "I'm going now, follow me," she instructs before she accelerates herself to the limit and a lot of things then happen at once!
Rushing through the door without even opening it, she launches out a barrage of delayed blast fireballs all timed to go off when her subjective time rejoins reality, each one fired at a cluster of devils and undead wherever they throng closest together so as to get the most benefit from their radiuses, and as time reasserts its normal flow to all appearances she caps things off by conjuring an enormous meteor of crumbling magma above the centre of the pit where it drops down with a thunderous crash, burying the elite devils farthest down!
9th level slot used for 4 rounds of time stop, 4 searing delayed blast fireballs launched during that time.
[20:00] <@Ebiris> roll 4#1d100 incorporeal miss for delayed blast fireballs
[20:00] <Kobot> Ebiris rolled 4#1d100 incorporeal miss for delayed blast fireballs --> [ 1d100=14 ]{14}, [ 1d100=40 ]{40}, [ 1d100=58 ]{58}, [ 1d100=70 ]{70}
[20:03] <@Ebiris> roll 4#1d20+27 SR for fireballs
[20:03] <Kobot> Ebiris rolled 4#1d20+27 SR for fireballs --> [ 1d20=14 ]{41}, [ 1d20=19 ]{46}, [ 1d20=1 ]{28}, [ 1d20=3 ]{30}
Each does 138 searing fire damage (ignores resistance/immunity, 250% damage against fire vulnerable), DC 32 reflex half in a 20 foot radius.
Using blistering spell via the hat on the magmaberg spell.
[20:04] <@Ebiris> roll 1d20+27 SR for magmaberg
[20:04] <Kobot> Ebiris rolled 1d20+27 SR for magmaberg --> [ 1d20=16 ]{43}
The magmaberg covers a 60 foot radius centred right above the throne. Within 20 feet it does 138 bludgeoning damage (no save), between 20 and 40 feet it does 138 bludgeoning damage DC 34 reflex half, and between 40 and 60 feet it does 78 bludgeoning damage DC 34 reflex half. Anything that fails the save takes -2 on attack rolls and checks for 1 round.
Anything within 40 feet that either failed its save or didn't get to make a save is buried under magma and can free itself with a DC 25 strength check
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23), planar bubble (CL 23), fires of purity (CL 23)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement, invisible
Spell charges: 6/9/0/6/8/3/3/3/2/2
I'm gonna wait to go last as my abilities will in fact make seeing and navigation extraordinarily difficult for melee.
As time resumes, fireballs burst amid thick concentrations of your foes.
> roll 1d20+8
<Kobot> Kotono rolled 1d20+8 --> [ 1d20=9 ]{17}
> roll 1d20+20
<Kobot> Kotono rolled 1d20+20 --> [ 1d20=6 ]{26}
> roll 1d20+18
<Kobot> Kotono rolled 1d20+18 --> [ 1d20=12 ]{30}
> roll 1d20+26 evasion
<Kobot> Kotono rolled 1d20+26 evasion --> [ 1d20=5 ]{31}
> roll 1d20+11
<Kobot> Kotono rolled 1d20+11 --> [ 1d20=2 ]{13}
> roll 1d20+7
<Kobot> Kotono rolled 1d20+7 --> [ 1d20=17 ]{24}
> roll 1d20+4
<Kobot> Kotono rolled 1d20+4 --> [ 1d20=18 ]{22}
> roll 1d20+20
<Kobot> Kotono rolled 1d20+20 --> [ 1d20=8 ]{28}
> roll 1d20+15 evasion
<Kobot> Kotono rolled 1d20+15 evasion --> [ 1d20=19 ]{34}
The undead and devils are scorched, not even devilish skin able to resist this inferno. Crawling hands become bonfires that run about wildly before collapsing, skeletons blazing and brainjars exploding from the fires. Necrolytes catch aflame and howl in surprise, the rhythm of the workshop stopped cold. Then a moment later the magmaberg falls, slamming down - only for a sphere of force to appear around the throne and the shadowy figure nearby, the impact of the magmaberg rendering the sphere visible. It then vanishes, burning ash and snow hiding the sphere from sight.
As this happens...
> roll 1d20+22
<Kobot> Kotono rolled 1d20+22 --> [ 1d20=12 ]{34}
> roll 1d20+22
<Kobot> Kotono rolled 1d20+22 --> [ 1d20=15 ]{37}
Surraruthru comes through, taking the surprise to distort some of the Necrolytes. Bunches of them turn on one another, claws and magic thrown against themselves.
The Master then rushes through, "Come at me, you cowards!" he bellows, "Tempus comes to show you how war is truly fought!" He leaps two terraces down, fog suddenly engulfing much of one and some of the one below. A thick purple fog that hides everything within, including a large group of devils.
The Master's actually breaking out Dark Battlefield, which never happened in a serious fight in B3. About time.
Tannin's right behind him, going to the nearest devil and vanishes from sight, under the wings of invisibility.
Greater invisibility.
Sylvie comes through almost last, holding her holy symbol as she races to a cluster of zombies, "Oghma!"
Spending a use of opportunistic piety to channel energy.
> roll 11d6
<Kobot> Kotono rolled 11d6 --> [ 11d6=38 ]{38}
> roll 1d20+8
<Kobot> Kotono rolled 1d20+8 --> [ 1d20=6 ]{14}
Several of them burst aflame, recoiling from Sylvie's holy symbol. Chaos is everywhere. Necrolytes turn to fight you, while some of them fight each other. The undead begin to move, those not burning or turned. The din of noise is overwhelming as...
Yuth, take your surprise round turn. Cresiel will go after you.
[spoiler]
Sylvie
HP: 290+20/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22), Resist Energy (Fire)(CL23), Greater Heroism (CL22), Spell Resistance(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, fire resistance 30, +4 morale to attack, saves and skills, spell resistance 34, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3 6th: Greater Heroism. Divine casting: 1st: Conviction. 3rd: Ghost Touch Weapon. 5th: Spell Resistance. 6th: Heal Stunning fist 6/7 left, 1 use of opportunistic piety spent
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25), Resist Energy (Fire)(CL23), Ghost Touch Weapon(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, fire resistance 30
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Resist Energy (Fire)(CL23), Conviction(CL22), Greater Invisibility(CL12)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, fire resistance 30, +5 morale to saves.
Resources used: -
Other: -
With the unpleasant and jarring sucking sound of a squid attempting to pronounce the word 'ubiquitous' under a sea of gelatin, a wild rift begins to take shape, a ragged scratch through the fabric of the multiverse. Primordial chaos leaks forth, the air changing audible colors and smelling of strange sights.
Opening in the largest concentration of devils.
<Serith> LobsterSquid roll for Serith < 2 >12 [d4=2]
2 rounds until rift begins affecting casting.
Immediately afterward, a thick fog rolls from the center of the room. Those enemies within are battered and obscured.
Ectoplasmic shambler, blocking line of sight further than 5 ft. 12 untyped damage to all opponents within.
Chaos erupts. It is the only word for the sudden burst of activity, followed by dozens of voices shouting commands in Infernal. Howls of fury echo, ghosts and darker things stirring. Amid all the confusion, Cresiel surges in and flies 10ft up, shining with unearthly glory. "Woe unto the wicked!" he declares, several of the lower terraces shake in the throes of an earthquake. Necrolytes and undead are tossed about as the building groans, as...
Init here.
[spoiler]
Sylvie
HP: 290+20/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22), Resist Energy (Fire)(CL23), Greater Heroism (CL22), Spell Resistance(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, fire resistance 30, +4 morale to attack, saves and skills, spell resistance 34, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3 6th: Greater Heroism. Divine casting: 1st: Conviction. 3rd: Ghost Touch Weapon. 5th: Spell Resistance. 6th: Heal Stunning fist 6/7 left, 1 use of opportunistic piety spent
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25), Resist Energy (Fire)(CL23), Ghost Touch Weapon(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, fire resistance 30
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Resist Energy (Fire)(CL23), Conviction(CL22), Greater Invisibility(CL12)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, fire resistance 30, +5 morale to saves.
Resources used: -
Other: -
Cresiel
HP: 396+20/396 regeneration 15
Effects: Greater Heroism (CL22), Mind Blank (CL24), Freedom of Movement (CL24)
Boosts: +4 morale on attacks, saves and skills, immunity to fear
Resources used: SLAs: Earthquake
Other: -
> roll 1d20+12 Init
<Serith> Iddy roll for Serith < 32 > [d20=20]Surraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
[17:15] <@Ebiris> roll 1d20+26 Afina init
[17:15] <Serith> Ebiris roll for Serith < 41 > [d20=15]
[17:23] <@Ebiris> roll 1d20+6 Tryll init
[17:23] <Serith> Ebiris roll for Serith < 7 > [d20=1]
[17:23] <@Ebiris> roll 1d20+7 Calleigh init
[17:23] <Serith> Ebiris roll for Serith < 22 > [d20=15]
[17:23] <@Ebiris> roll 1d20+2 psicrystal init
[17:23] <Serith> Ebiris roll for Serith < 13 > [d20=11]
> roll 1d20+24 Sylvie init
<Serith> Kotono roll for Serith < 35 > [d20=11]
> roll 1d20+9 Tannin
<Serith> Kotono roll for Serith < 29 > [d20=20]
> roll 1d20+9 Master
<Serith> Kotono roll for Serith < 24 > [d20=15]
> roll 1d20+18 Cresiel
<Serith> Kotono roll for Serith < 20 > [d20=2]
> roll 1d20+9 the massive horde, rolled as one for my sanity
<Serith> Kotono roll for Serith < 23 > [d20=14]
Initiative order is Afina (41) > Sylvie (35) > Surraruthru (32) > Tannin (29) > Master (24) > Devils and Undead (23) > Calleigh (22) > Cresiel (20) > Psicrystal (13) > Tryll (7)
Afina opens as usual. Speedy pixies, man.
While replicating her entrance is within the bounds of possibility, Afina wants to leave something in reserve for their escape should they fail to completely annihilate all opposition before their injuries mount up. Not that she's overly concerned with herself, but its not just her own life that's being put on the line here. Still, she can certainly do more than just one spell as most are restricted to, and accelerates herself in order to drop a ball of lightning inside the tank with those mouth-brain monsters followed up by an incendiary cloud atop a group of necrolytes that haven't fallen to infighting or death so as to block their vision while doing somewhat minor burning damage...
7th level slot sacrificed for 2 rounds of time stopped.
[17:39] <@Ebiris> roll 1d20+23 SR if applicable to mouth-brains
[17:39] <Serith> Ebiris roll for Serith < 29 > [d20=6]
[17:39] <@Ebiris> roll 15d6 electricity
[17:39] <Serith> Ebiris roll for Serith < 67 > [d6=5,5,6,3,4,3,6,6,6,6,5,5,1,4,2]
I remember in B1 a lightning bolt discharged into a body of water spread out to do area damage so hopefully this'll conduct similarly? It'll land directly on one of the brains at least, DC 28 reflex half.
[17:46] <@Ebiris> roll 1d100 incorporeal miss for incendiary cloud if relevant
[17:46] <Serith> Ebiris roll for Serith < 33 > [d100=33]
The incendiary cloud does 24 fire damage, ignoring resistance and doing 50% vs fire immune, 200% vs fire vulnerable. DC 33 reflex half, it also blocks vision like a fog cloud. It persists for 23 rounds and moves away from Afina at 10 feet per round.Then as time reasserts its flow she flies around closer to the entrance where everyone else is still spreading out before casting her (invisible) arm over the terraces and conjuring an enormous writhing snake of flame that races across the terraces and consumes every undead in its path, scalding the odd devil who happens to be positioned amidst the cadavers that are her true target.
Using firestorm sla to affect 46 ten foot cubes spread out in a snake-like line to hit as many of the undead as possible, with devils as incidental targets. 138 damage, ignores resistance and does 50% vs fire immune and 200% vs fire vulnerable. DC 33 reflex half.
[17:47] <@Ebiris> roll 1d100 incorporeal miss for firestorm
[17:47] <Serith> Ebiris roll for Serith < 61 > [d100=61]
[17:47] <@Ebiris> roll 1d20+27 SR for firestorm
[17:47] <Serith> Ebiris roll for Serith < 46 > [d20=19]
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23), planar bubble (CL 23), fires of purity (CL 23)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement, invisible
Spell charges: 6/9/0/6/8/2/3/2/2/2
When time resumes, the brains in a jar explode as one. Lightning ravages them, gray matter bursting like over filled water balloons. The shattering of glass is barely heard in the greater din, as a cloud of flame engulfs more Necrolytes. As they burn and struggle against it, Afina's fire snake bursts through the lines.
Brains in a jar get no Ref save, as they automatically fail them. Can't dodge much when your entire area is now electrified and they're brains in a jar too.[
> roll 1d20+21
<Serith> Kotono roll for Serith < 35 > [d20=14]
> roll 1d20+17
<Serith> Kotono roll for Serith < 25 > [d20=8]
> roll 1d20+9
<Serith> Kotono roll for Serith < 13 > [d20=4]
> roll 1d20+3
<Serith> Kotono roll for Serith < 11 > [d20=8]
The undead are set ablaze. Skeletons are now melting under Afina's flames, while ghostly creatures flicker out of reality from the scorching fires. Amid all the chaos and destruction, bursts of magic flying out from disrupted experiments, you can hear one word, "AURORA!"
Sylvie's up.
She keeps her holy symbol up, "Come! Come at me, filth!"
Another use of opportunistic piety.
> roll 11d6
<Serith> Kotono roll for Serith < 47 > [d6=5,1,6,5,3,6,2,6,3,4,6]
> roll 1d20+8
<Serith> Kotono roll for Serith < 15 > [d20=7]
Gleaming light comes from her holy symbol, more undead falling. The zombies around her are naught but writhing victims now, fallen from the assault on them.
Surraruthru.
Surarruthru uses his last, most powerful magic to cast Time Stop!
> roll 1d4+1 Time Stop
<Serith> Iddy roll for Serith < 4 > [d4=3]While the world slows down, Surarruthru looks around quickly for the angry fire pixie thanks to his True Seeing mask, and moves 5 ft. closer to her, wanting to give Wand the best power up he can, before feeding Wand one level 8 spell and three level 7 spells for him to do with as he pleases!
23 CL, +2 CL bonus vs. Evil aligned, +3 CL vs. Evil Sub-type.Surraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
"Time stop?" Wands quips, "That's some real magic right there, so time for some delayed fireballs." They fire out to clustered of the undead, bursting as reality returns.
> roll 1d20+25
> roll 1d20+25
> roll 1d20+25
<Serith> Kotono roll for Serith < 26 > [d20=1]
> roll 1d20+25
<Serith> Kotono roll for Serith < 43 > [d20=18]
<Serith> Kotono roll for Serith < 32 > [d20=7]
<Serith> Kotono roll for Serith < 32 > [d20=7]
> roll 20*6
<Serith> Kotono roll for Serith < 120 >
> roll 1d20+17
<Serith> Kotono roll for Serith < 29 > [d20=12]
> roll 1d20+11
<Serith> Kotono roll for Serith < 13 > [d20=2]
> roll 1d20+3
<Serith> Kotono roll for Serith < 19 > [d20=16]
> roll 1d20+22
<Serith> Kotono roll for Serith < 27 > [d20=5]
> roll 1d20+15 evasion
<Serith> Kotono roll for Serith < 18 > [d20=3]
Horrid blasts of fire engulf more of the dead. A group of ice-wraiths are fried, melting down into ghostly char in one burst. Floating, flying orbs of light that flash faces explode out, as the ground of several terraces shake from Cresiel's earthquake. A massive explosion follows, much of a terrace giving way under fire and the earth's wrath. Debris rain down everywhere, even as another fireball chars more zombies. Screaming phantasms appear and writhe, only to vanish moments later. Cracks in the floor start to appear everywhere, as pale green light rises up from them.
Amid all of this, Tannin dances unseen, taking a Necrolyte on one on one.
> roll 1d20+30 (+1 heroes feast)
<Serith> Kotono roll for Serith < 42 > [d20=12]
> roll 1d20+25 (+1 heroes feast)
<Serith> Kotono roll for Serith < 29 > [d20=4]
> roll 1d20+20 (+1 heroes feast)
<Serith> Kotono roll for Serith < 39 > [d20=19]
> roll 1d20+15 (+1 heroes feast)
<Serith> Kotono roll for Serith < 34 > [d20=19]
> roll 1d6+6 Tannin is not a strong warrior t ype
> roll 1d6+6 Tannin is not a strong warrior t ype
<Serith> Kotono roll for Serith < 12 > [d6=6]
<Serith> Kotono roll for Serith < 11 > [d6=5]
As one suffers a few flesh wounds, there are cries of pain and the sound of blades clashing within the Master's mists. You can't tell what's happening in there, but the cries of Necrolytes are quite loud.
Initiative order is Afina (41) > Sylvie (35) > Surraruthru (32) > Tannin (29) > Master (24) > Devils and Undead (23) > Calleigh (22) > Cresiel (20) > Psicrystal (13) > Tryll (7)
Devils are up in the next post. Splitting this one up since it's huge already.
[spoiler]
Sylvie
HP: 290+20/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22), Resist Energy (Fire)(CL23), Greater Heroism (CL22), Spell Resistance(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, fire resistance 30, +4 morale to attack, saves and skills, spell resistance 34, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3 6th: Greater Heroism. Divine casting: 1st: Conviction. 3rd: Ghost Touch Weapon. 5th: Spell Resistance. 6th: Heal Stunning fist 6/7 left, 2 uses of opportunistic piety spent
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25), Resist Energy (Fire)(CL23), Ghost Touch Weapon(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, fire resistance 30
Resources used: -
Other: -
Tannin
HP: 218+11/218
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Resist Energy (Fire)(CL23), Conviction(CL22), Greater Invisibility(CL12)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, fire resistance 30, +5 morale to saves.
Resources used: -
Other: -
Cresiel
HP: 396+20/396 regeneration 15
Effects: Greater Heroism (CL22), Mind Blank (CL24), Freedom of Movement (CL24)
Boosts: +4 morale on attacks, saves and skills, immunity to fear
Resources used: SLAs: Earthquake
Other: -
[spoiler]
Too much is happening to follow it all. The Necrolytes begin to rally, spells flying all over. A wave of dark curses washes over Afina and Surraruthru, followed by a massive detonation of greasy darkness.
> roll 1d20+19 vs Afina's SR
<Serith> Kotono roll for Serith < 36 > [d20=17]
> roll 1d20+19 vs Afina's SR second effect
<Serith> Kotono roll for Serith < 30 > [d20=11]
One Will saves, Surraruthru. Afina's SR held up, but one got through yours.
> roll 1d20+38 Will Save
<Serith> Iddy roll for Serith < 58 > [d20=20]
But Surraruthru's will is supreme. He feels the curse settling into his bones, and with sheer will, forces it off. Howling dark magic surrounds him briefly before fading, before a group of howling fire wraiths charge the two. Nearly a dozen of them, exploding into fireballs when close.
Suffice to say, this is not a concern for Afina.
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 23 > [d20=8]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 18 > [d20=3]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 19 > [d20=4]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 35 > [d20=20]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 27 > [d20=12]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 22 > [d20=7]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 20 > [d20=5]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 16 > [d20=1]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 34 > [d20=19]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 26 > [d20=11]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 29 > [d20=14]
> roll 1d20+15 vs 33
<Serith> Kotono roll for Serith < 33 > [d20=18]
Three Reflex saves, Surraruthru. Remember to note evasion if you have it.
> roll 3#1d20+30 Ref Save
<Serith> Iddy roll for Serith < 45, 49, 42 >
No EvasionSurraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
> roll 15d6 halve this
> roll 15d6 halve this
> roll 15d6 halve this
<Serith> Kotono roll for Serith < 47 > [d6=2,4,2,3,2,4,2,5,4,3,3,2,3,3,5]
<Serith> Kotono roll for Serith < 51 > [d6=2,5,3,6,4,2,4,2,3,1,1,4,6,5,3]
<Serith> Kotono roll for Serith < 56 > [d6=4,5,6,3,3,3,5,2,1,2,4,2,4,6,6]
Surraruthru comes through it burned but intact, avoiding the worst of it and being slowly baked instead of flash fried. Then a burst of green light erupts from below, engulfing the two in it.
Fortitude save, SR doesn't apply to this. Negative energy immunity negates this, note if you do instead of making the save.
[19:18] <@Ebiris> roll 1d20+29 fort, I am invisible for reference so stuff could miss me
[19:18] <Serith> Ebiris roll for Serith < 39 > [d20=10]
> roll 1d20+26 Fort
<Serith> Iddy roll for Serith < 43 > [d20=17]Surraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing, True Seeing, Fire Resist 30
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
The energy washes over them, spreading all about. It makes them shiver but nothing else, as the wall behind them cracks under it. Meanwhile more bursts of green light fly everywhere...
> roll 1d20+40 Sylvie
<Serith> Kotono roll for Serith < 55 > [d20=15]
> roll 1d20+40 Sylvie
<Serith> Kotono roll for Serith < 55 > [d20=15]
> roll 1d20+22 Master
<Serith> Kotono roll for Serith < 39 > [d20=17]
> roll 1d20+23 Tannin (+5 conviction)
<Serith> Kotono roll for Serith < 39 > [d20=16]
> roll 1d20+20 Necrolytes
<Serith> Kotono roll for Serith < 34 > [d20=14]
> roll 1d20+8 skeleton
<Serith> Kotono roll for Serith < 18 > [d20=10]
> roll 1d20+6 ???
<Serith> Kotono roll for Serith < 25 > [d20=19]
More bursts - but all the party endures, save for Calleigh and Tryll, who are lucky enough not to be under one. A few Necrolytes are hit and wither away, as do skeletons. It claims them as readily as anything else, seeming to steal what animates them and quickly reduce them to nothingness.
Meanwhile, fire and black lightning erupt around the invisible Tannin, trying to fry him double-quick.
> roll 1d20+30 Tannin evasion
<Serith> Kotono roll for Serith < 37 > [d20=7]
> roll 1d20+30 Tannin evasion
<Serith> Kotono roll for Serith < 42 > [d20=12]
But he's too fast, even as suddenly the water is ripped from his body.
> roll 1d20+23 Tannin (+5 conviction)
<Serith> Kotono roll for Serith < 25 > [d20=2]
> roll 1d20+23 Tannin (+5 conviction)
<Serith> Kotono roll for Serith < 25 > [d20=2]
> roll 20d6 full to Tannin, ow
<Serith> Kotono roll for Serith < 61 > [d6=5,1,5,3,4,4,2,1,3,4,2,1,2,3,4,3,3,3,6,2]
Nonlethal thanks to regeneration.
He grunts in pain, "You fucking..." he manages to spit out, as suddenly a barrage of greasy darkness blasts engulf Sylvie.
> roll 1d20+20 vs 34
<Serith> Kotono roll for Serith < 37 > [d20=17]
> roll 1d20+20 vs 34
<Serith> Kotono roll for Serith < 25 > [d20=5]
> roll 1d20+20 vs 34
<Serith> Kotono roll for Serith < 27 > [d20=7]
> roll 1d20+20 vs 34
<Serith> Kotono roll for Serith < 23 > [d20=3]
> roll 1d20+20 vs 34
<Serith> Kotono roll for Serith < 39 > [d20=19]
> roll 1d20+36 Sylvie Will
> roll 1d20+36 Sylvie Will
<Serith> Kotono roll for Serith < 40 > [d20=4]
<Serith> Kotono roll for Serith < 43 > [d20=7]
> roll 5d8 quarter this
> roll 5d8 quarter this
<Serith> Kotono roll for Serith < 25 > [d8=5,6,5,1,8]
<Serith> Kotono roll for Serith < 22 > [d8=7,5,5,3,2]
Several of the Necrolytes begin to chant, as the surviving undead cover them as bodyguards. As you see this, suddenly the ash and magma covering the force sphere rises up. It shifts before you, becoming a truly gargantuan blade of fire. The fires turn black as they burn anew, the feminine fiend on the throne standing on the hilt. She smirks, "Welcome Aurora! I'm so honored to be the one to exterminate you!" She rides the blade of fire as it goes right at Cresiel. It flies through the air, the devil leaping off as it starts to hurl right at him.
> roll 1d20+43 vs Cresiel's touch AC
<Serith> Kotono roll for Serith < 57 > [d20=14]
> roll 15d6+15d6+15d6 slashing/fire/unholy damage, respectively
<Serith> Kotono roll for Serith < 174 > [d6=1,5,5,6,4,6,3,2,3,4,2,4,5,3,5,2,3,5,2,3,5,2,4,4,3,3,4,5,5,5,6,5,4,5,3,5,1,2,5,3,5,2,6,3,6]
She leaps off the blade as it flies, floating above where the sphere was. It's gone now, the throne sitting undamaged. She looks unconcerned as Cresiel's torso and chest are nearly bisected, the wound instantly cauterized.
As all of this happens, a wave of utterly overwhelming darkness slams into Calleigh and Tryll.
Fort you two.
[spoiler]
Sylvie
HP: 290+9/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22), Resist Energy (Fire)(CL23), Greater Heroism (CL22), Spell Resistance(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, fire resistance 30, +4 morale to attack, saves and skills, spell resistance 34, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3 6th: Greater Heroism. Divine casting: 1st: Conviction. 3rd: Ghost Touch Weapon. 5th: Spell Resistance. 6th: Heal Stunning fist 6/7 left, 2 uses of opportunistic piety spent
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25), Resist Energy (Fire)(CL23), Ghost Touch Weapon(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, fire resistance 30
Resources used: -
Other: -
Tannin
HP: 218+11/218 (61)
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Resist Energy (Fire)(CL23), Conviction(CL22), Greater Invisibility(CL12)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, fire resistance 30, +5 morale to saves.
Resources used: -
Other: -
Cresiel
HP: 270/396 regeneration 15
Effects: Greater Heroism (CL22), Mind Blank (CL24), Freedom of Movement (CL24), Resist Energy(Fire)(CL23)
Boosts: +4 morale on attacks, saves and skills, immunity to fear, resistance to fire 30.
Resources used: SLAs: Earthquake
Other: -
Tryll attempts to protect the group as soon as the lightning starts flying!
Intellect Fortress as an immediate action.
PP Cost: 11 points
Duration: 5 rounds
Effect: Halves all damage dice from spells, powers, and SLAs.
[21:58] <LobsterSquid> roll 1d100
[21:58] <Serith> LobsterSquid roll for Serith < 34 >12 [d100=34]With a faint
boink! the power fails.
[22:07] <Serith> LobsterSquid roll for Serith < 25 > [d20=12] <--Tryll, incorporeal as a reminder
[22:07] <Serith> LobsterSquid roll for Serith < 16 > [d20=3] ,Calleigh, Improved Evasion. Tryll
HP: 183
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Incorporeal, Hide Mind
PP: 451
Calleigh
HP: 91
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion
Psicrystal
HP: 91
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Expended
> roll 15d6 Tryll and Calleigh both take full
<Serith> Kotono roll for Serith < 53 > [d6=5,4,1,4,1,5,5,6,2,2,4,6,3,2,3]
The blast leaves them reeling and dazed, bodies aching and your energy simply gone. Deep fatigue settles into the both of you, your eyes barely able to stay open.
Both of you are exhausted. Note if you're immune or have protections against it.
The survivors seem to mostly be gathering - Necrolytes into little clusters, chanting away. The undead guard them. Meanwhile the ground shakes terribly, green light coming up all over. The entire building is groaning, as perverse experiment after experiment gushes blue arcane fire all over.
Initiative order is Afina (41) > Sylvie (35) > Surraruthru (32) > Tannin (29) > Master (24) > Devils and Undead (23) > Calleigh (22) > Cresiel (20) > Psicrystal (13) > Tryll (7)
Go Calleigh.
How many charges were used on that Silence wand?
I'm guessing you didn't track it, despite me routinely listing off charges as you used them, right?
Reading back it would appear there are 25 left.
Thanks Neph. 25 left then.
Thanks
Calleigh drops an area of silence over the chanting necrolytes!
Silence takes a group of them, chants ceasing as they turn their attention to the courre who dared. More clusters yet continue to chant, even as one is silenced.
Meanwhile, Cresiel reels from the attack and clutches his chest. His wounds immediately heal, body knitting itself into wholeness.
Psicrystal and Tryll are up. Go.
[spoiler]
Sylvie
HP: 290+9/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22), Resist Energy (Fire)(CL23), Greater Heroism (CL22), Spell Resistance(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, fire resistance 30, +4 morale to attack, saves and skills, spell resistance 34, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3 6th: Greater Heroism. Divine casting: 1st: Conviction. 3rd: Ghost Touch Weapon. 5th: Spell Resistance. 6th: Heal Stunning fist 6/7 left, 2 uses of opportunistic piety spent
Other: Current inspiration: 11/12
Master
HP: 295+15/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25), Resist Energy (Fire)(CL23), Ghost Touch Weapon(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, fire resistance 30
Resources used: -
Other: -
Tannin
HP: 218+11/218 (61)
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Resist Energy (Fire)(CL23), Conviction(CL22), Greater Invisibility(CL12)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, fire resistance 30, +5 morale to saves.
Resources used: -
Other: -
Cresiel
HP: 396/396 regeneration 15
Effects: Greater Heroism (CL22), Mind Blank (CL24), Freedom of Movement (CL24), Resist Energy(Fire)(CL23)
Boosts: +4 morale on attacks, saves and skills, immunity to fear, resistance to fire 30.
Resources used: SLAs: Earthquake, Heal
Other: -
<Serith> LobsterSquid roll for Serith < 75 > [d100=75]
Tryll and Calleigh and the psicrystal are filled with artificial health and haleness.
Manifesting Vigor, Overchannelled.
PP Cost 27
Effect: 135 temp HP for 27 minutes.
The psicrystal self-ambulates and circles Calleigh.
Psicrystal holding, it can't really do anything at this time.
Tryll channels life into himself, bolstering his reserves greatly. The devils have fully recovered now, more and more Necrolytes gathering and chanting away. The floor's starting to shake more, the green energy seeping up flowing around the cornugons rather than devastating everyone.
Initiative order is Afina (41) > Sylvie (35) > Surraruthru (32) > Tannin (29) > Master (24) > Devils and Undead (23) > Calleigh (22) > Cresiel (20) > Psicrystal (13) > Tryll (7)
Afina's up. Go.
How flattering, that when attacked the first name to rise to a devil's lips should be their own? Unfortunately compliments don't win battles, and for all the ferocity of their initial assault it's clear their momentum is flagging while the devils are consolidating with surprising alacrity despite the horrendous losses so far inflicted. She'd hoped to ease off a bit and conserve her strength, but it's clear she needs to push herself further to keep the devils on the back foot and push their injured all the way to dead.
That thing on the throne is doubtlessly a concern, but at this range it would take too much out of her to close through the forcefield and engage in melee, while splitting their force and leaving them vulnerable to defeat in detail. Better to clear out the necrolytes and lingering undead so they can focus fully on the leader, but that doesn't mean they need to sit around and let her slash at them with impunity.
After considering the tactical situation in less time than a hummingbird's heartbeat, Afina then blazes into action! Flying down to land amidst a cluster of necrolytes that haven't fallen to infighting or been covered in a sparking or ectoplasmic cloud (how considerate of them to gather together!) a short ranged but immensely potent explosion detonation emanates from her unseen form, her voice calling out, "Use the clouds for cover!" before she delves deeper into her magic to move faster and do more in what little time she has!
[16:51] <@Ebiris> roll 1d20+27 greater fireburst SR
[16:51] <Rei-chan> Ebiris rolled : 1d20+27 greater fireburst SR --> [ 1d20=18 ]{45}
[16:51] <@Ebiris> roll 1d100 greater fireburst incorporeal miss chance
[16:51] <Rei-chan> Ebiris rolled : 1d100 greater fireburst incorporeal miss chance --> [ 1d100=22 ]{22}
Searing greater fireburst does 220 damage within a 15 feet radius, DC 30 reflex half. Ignores resistance and immunity, does 250% vs cold vulnerable.
8th level slot sacrificed for 3 rounds time stopAs everyone stands still around her, the bloom of her fireburst frozen as it crawls over the cornugons and any undead in their midst, Afina mentally redirects her ball lightning out of the shattered brain tank and over to land atop the necrolyte Tannin is dueling with, as well as conjuring forth a fog cloud in the air near the entrance they came through to provide a bit more cover to hide behind vs the pit at the bottom. Fireballs and such might still be possible to target but they're easier to evade and less painful than whatever that spell was they used on Cresiel.
[16:56] <@Ebiris> roll 1d20+23 ball lightning SR
[16:56] <Rei-chan> Ebiris rolled : 1d20+23 ball lightning SR --> [ 1d20=19 ]{42}
[16:56] <@Ebiris> roll 15d6
[16:56] <Rei-chan> Ebiris rolled : 15d6 --> [ 15d6=48 ]{48}
Electricity damage, DC 28 reflex negates.That done she manifests a collection of holly berry bombs and flies over towards the most tightly packed group of necrolytes she can find, scattering the bombs amidst them and launching a searing delayed blast fireball at yet another group of necrolytes primed to go off momentarily. Then she flies over behind the fog cloud she made earlier, calling out a high-pitched little "Boom!" to trigger the holly berry bombs to go off at the same time as her delayed fireball and as far as anyone else knows a mere instant after the fireburst.
Holly berry bombs do 248 fire damage in a 5 foot radius, ignoring resistance and 50% vs fire immune, DC 31 reflex half. No SR.
[17:04] <@Ebiris> roll 1d20+27 delayed fireball SR
[17:04] <Rei-chan> Ebiris rolled : 1d20+27 delayed fireball SR --> [ 1d20=14 ]{41}
[17:04] <@Ebiris> roll 1d100 delayed fireball incorporeal miss chance
[17:04] <Rei-chan> Ebiris rolled : 1d100 delayed fireball incorporeal miss chance --> [ 1d100=72 ]{72}
Delayed blast fireball does 138 fire damage, ignores immunity and resistance, 250% damage vs fire vulnerable over a 20ft radius, DC 32 reflex half.
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), moment of prescience (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23), planar bubble (CL 23), fires of purity (CL 23)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement, invisible
Spell charges: 6/9/0/6/8/2/2/2/0/2
Afina streaks ahead, darting into a cluster of cornugon necormancers. They just barely begin to react before fires engulf them. As Afina speeds up, she can see them starting to burst into flames from her spell.
> roll 1d20+20
<Rei-chan> Kotono rolled : 1d20+20 --> [ 1d20=14 ]{34}
> roll 1d20+13
<Rei-chan> Kotono rolled : 1d20+13 --> [ 1d20=10 ]{23}
> roll 1d20+15 evasion
<Rei-chan> Kotono rolled : 1d20+15 evasion --> [ 1d20=1 ]{16}
She can see the devils starting to dodge, while zombies around them are set ablaze, as well as twisted, wretched ghouls. Around she goes, setting up traps before chaos breaks loose.
> roll 1d20+20 necrolyte vs ball lightning
<Rei-chan> Kotono rolled : 1d20+20 necrolyte vs ball lightning --> [ 1d20=9 ]{29}
<Rei-chan> Kotono rolled : 1d20+20 vs holly berries --> [ 1d20=9 ]{29}
> roll 1d20+20 vs delayed blast fireball
<Rei-chan> Kotono rolled : 1d20+20 vs delayed blast fireball --> [ 1d20=16 ]{36}
> roll 1d20+13 vs berries
<Rei-chan> Kotono rolled : 1d20+13 vs berries --> [ 1d20=13 ]{26}
> roll 1d20+24 vs berries
<Rei-chan> Kotono rolled : 1d20+24 vs berries --> [ 1d20=4 ]{28}
> roll 1d20+14 vs berries
<Rei-chan> Kotono rolled : 1d20+14 vs berries --> [ 1d20=10 ]{24}
> roll 1d20+18 delayed blast fireball evasion'
<Rei-chan> Kotono rolled : 1d20+18 delayed blast fireball evasion' --> [ 1d20=8 ]{26}
Fire everywhere. Blasts stun and scorch Necrolytes, undead caught aflame as a table full of beakers expldoes. Bone shards fly everywhere, further maiming the victims. The cracks in the ground are getting bigger and bigger by the moment, more green light coming up to the Necrolytes - and those who are burnt and lose it are dodging it more than anything else, the roof above starting to shake.
Sylvie's up in the next post.
Sylvie should probably put that big brain of hers to use in figuring out how likely it is for this place to collapse and how long we have if so.
Fair enough.
> roll 1d20+41 (+5 innate competence, +22 factotum) 10/12 inspiration left
<Rei-chan> Kotono rolled : 1d20+41 (+5 innate competence, +22 factotum) 10/12 inspiration left --> [ 1d20=5 ]{46}
As the place shakes, Sylvie cries out one word, "Retreat!" Before hustling through the fog cloud and out of sight, a full withdrawal.
Surraruthru's up.
Surraruthru follows, waiting at the door they came through for the others to pass through, readying to drop a spell wall behind them to aid in their retreat!
Readying my Antimagic Field to drop behind everyone once they're through the door, to slow down anyone chasing us.Surraruthru: 238/238 HP, Mind Blank, Arcane Sight
AC: 32 (Touch: 17, Flat Footed: 26) SR: 18, Immunity to Fear, Sleep, Paralysis, Reflective Fear, Darkvision 60 ft, Low-Light Vision, Waterbreathing, True Seeing, Fire Resist 30
Spells/SLAs: http://www.soulriders.net/forum/index.php/topic,101754.msg1059635.html#msg1059635
"Go," The Master calls as he withdraws swiftly, as does unseen Tannin. The two hustle away and through the fog, in full retreat. The remaining devils continue to chant, the leader joining them. The chant's changing, becoming stronger and more rigid. Attacks are forsaken in favor of this chant; great masses of green light rise up to the leader as the undead survivors standing guard. The shaking is starting to slow down a little bit, though the floor's still cracking and starting to crumble.
As all this happens, from farther ahead Afina hears a whisper. "Help, please. Afina, help me!" The voice is full of pain, a voice Afina knows well - Lief.
The devils are spending the round gathering the green energy up.
Calleigh is up.
Initiative order is Afina (41) > Sylvie (35) > Surraruthru (32) > Tannin (29) > Master (24) > Devils and Undead (23) > Calleigh (22) > Cresiel (20) > Psicrystal (13) > Tryll (7)
Iddy antimagic field sticks with you as an aura it can't be left in place so please don't kill our buffs with it.
Also in case it's forgotten Trylls chaotic rift begins on his turn now which may impact devil stabilisation efforts.
Eb is correct on both counts.
The rift widens, spewing primal, screaming chaos amongst the devils assembled. With that to contend with, Calleigh falls back with the others.
Golly I hope those guys like wild magic.
Cresiel stares daggers at the devils, but after a moment, he withdraws as well.
Psycrystal and Tryll are up. For the sake of ease - since Ill want to adjudicate this before Tryll goes - I'm going to sort out the breech now.
> roll 1d100+30 devil magic+instability+chaotic breech=???
<Rei-chan> Kotono rolled : 1d100+30 devil magic+instability+chaotic breech=??? --> [ 1d100=91 ]{121}
Afina and Tryll can see it happen. The breech forms, a bleeding, chaotic tear in reality. The already potent cascading failure of dweomers all around you intensifies tenfold, before a titantic explosion rips everything apart, reality torn asunder like flesh at a torture devil's claws.
Everyone needs to make an immediate Fortitude save and then a Reflex save. Good guys and bad guys alike.
[18:24] <@Inari> roll 1d20+29+23 fort using moment of prescience
[18:24] <Rei-chan> Inari rolled : 1d20+29+23 fort using moment of prescience --> [ 1d20=3 ]{55}
[18:24] <@Inari> roll 1d20+39 reflex evasion
[18:24] <Rei-chan> Inari rolled : 1d20+39 reflex evasion --> [ 1d20=2 ]{41}
Afina: 208+20/208, heroes feast (CL 20), greater mage armour (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), shadow form (CL 23), mind blank (CL 25), shield (CL 23), greater heroism (CL 23), haste (CL 23), planar bubble (CL 23), fires of purity (CL 23)
AC 72, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear, 50% miss chance (applies to spells as well), freedom of movement, invisible
Spell charges: 6/9/0/6/8/2/2/2/0/2
requesting a d100 roll first!
[20:11] <~Inari> roll 1d100 for Yuth
[20:11] <Rei-chan> Inari rolled : 1d100 for Yuth --> [ 1d100=50 ]{50}
is that a success or a failure? O_o
My guess is if you're rolling spell failure you need 51-100.
> roll 1d20+26 Fort
<Rei-chan> Iddy rolled : 1d20+26 Fort --> [ 1d20=17 ]{43}
> roll 1d20+30
<Rei-chan> Iddy rolled : 1d20+30 --> [ 1d20=20 ]{50}
It's a failure, Yuth. 1-50 is failure and 51+ is success.
Yuth, I'm so, so sorry.
> roll 1d20+13 Fort: Tryll
<Serith> Iddy roll for Serith < 15 > [d20=2]
> roll 1d20+21 Ref: Tryll
<Serith> Iddy roll for Serith < 26 > [d20=5]
> roll 1d20+13 Fort: Calleigh
<Serith> Iddy roll for Serith < 28 > [d20=15]
> roll 1d20+26 Ref: Calleigh
<Serith> Iddy roll for Serith < 35 > [d20=9]
> roll 1d20+13 Fort: Psicrystal
<Serith> Iddy roll for Serith < 25 > [d20=12]
> roll 1d20+21 Ref: Psicrystal
<Serith> Iddy roll for Serith < 29 > [d20=8]
Temp HP FTW!
Also incorporeality for Tryll and improved evasion for Calleigh!
Also this angel better be worth it because god damn spell failure holy shit
7 PP burnedTryll
HP: 130+135
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Incorporeal, Hide Mind
PP: 451
Calleigh
HP: 38+135
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Magic Circle Against Evil, Tongues, Improved Evasion
Psicrystal
HP: 91+135
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor, Mind Blank
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Expended
> roll 1d20+54 Sylvie (+4 greater heroism, +14 inspiration)
<Kobot> Kotono rolled 1d20+54 Sylvie (+4 greater heroism, +14 inspiration) --> [ 1d20=14 ]{68}
> roll 1d20+46 Sylvie (+4 greater heroism, +14 inspiration) evasion
<Kobot> Kotono rolled 1d20+46 Sylvie (+4 greater heroism, +14 inspiration) evasion --> [ 1d20=8 ]{54}
> roll 1d20+23 Tannin (+5 conviction)
<Kobot> Kotono rolled 1d20+23 Tannin (+5 conviction) --> [ 1d20=15 ]{38}
> roll 1d20+30 Tannin (+5 conviction) evasion
<Kobot> Kotono rolled 1d20+30 Tannin (+5 conviction) evasion --> [ 1d20=7 ]{37}
> roll 1d20+22 Master
<Kobot> Kotono rolled 1d20+22 Master --> [ 1d20=5 ]{27}
> roll 1d20+31 Master improved evasion
<Kobot> Kotono rolled 1d20+31 Master improved evasion --> [ 1d20=1 ]{32}
> roll 1d20+27 Cresiel (+4 greater heroism)
<Kobot> Kotono rolled 1d20+27 Cresiel (+4 greater heroism) --> [ 1d20=15 ]{42}
> roll 1d20+26 Cresiel (+4 greater heroism)
<Kobot> Kotono rolled 1d20+26 Cresiel (+4 greater heroism) --> [ 1d20=2 ]{28}
Pain. Reality is gone, dissolved into unthinking blue. Clashing red and burning jelly. What you see is different from what the next one sees. The heart lies in a roaring bonfire that burns green. Your face is mutable and changing. Porcupines present the answer you don't want to hear. Crumbling water falls apart like cookies. Cookies, cookies, cookies. The kingdom of nine forges the tenth arch. It is a submission that ended yesterday. You know now you can sing until you drop and die. It did not matter, because you are the dead bird.
125 damage to all. Everyone but Tryll, Calleigh and Psycrystal halve this.
The clocks are broken. At last the horrible clocks are broken and you sob with relief as you stand amid the silvery mists that don't stop and can't stop and won't stop and your minds move a mile a minute as reality is too real like a night terror that refuses to end like a civilized guest so that you can only scream and scream and scream until it won't stop because it can't stop because it doesn't stop because we must love you.
Everyone made the secondary save and is safe from that.
9 and 8 and 9 and 8 and 9 and 8 and 9 and 8. But 17 can't agree on anything and it hurts and you can't stop hurting and won't stop hurting they won't stop because they can't stop because to stop means they start again and starting is worse than stopping because it's like rising from quickstand instead of sinking into it and that's the worst thing of all because then you can't lie anymore and you keep lying anyway until it's all done but it's never done not really done because that's just the way it has to be, doesn't it?
---
Afina awakens with a start.
Tryll awakens with a start.
Surraruthru awakens with a start.
The party floats on a hunk of black stone. The sky is burning water and duststorms, an ocean surrounding it. The air is cool and calm despite it, a strange sense of timelessness immediately evident. Your heads throb relentlessly and without mercy. But even through the pain, you know this feeling - the sensation of the Astral and its naturally timeless nature.
As you look around, you see Sylvie sitting down, groaning and rubbing her head. Tannin's on one knee, while the Master is standing with Cresiel's help. Calleigh's next to Tryll and the psycrystal's resting against her.
[spoiler]
Sylvie
HP: 237/290
Effects: Heroes Feast (CL20), Overland Flight (CL22), Deeper Darkvision (CL22), Greater Mighty Wallop (CL22), Endure Elements (CL22), Attune Form (CL22), Mind Blank (CL 24), Shield (CL 22), Resist Energy(Cold) (CL22), Freedom of Movement (CL22), Resist Energy (Fire)(CL23), Greater Heroism (CL22), Spell Resistance(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, +4 shield bonus to AC, cold resistance 30, fire resistance 30, +4 morale to attack, saves and skills, spell resistance 34, (Note, her normal boosts aren't included since they're factored into her main stat block.)
Resources used: Arcane casting: 1st: Endure Elements, Shield 2nd: Resist Energy 3rd: Deeper Darkvision, Greater Mighty Wallop 4th: Attune Form 5th: Overland Flightx3 6th: Greater Heroism. Divine casting: 1st: Conviction. 3rd: Ghost Touch Weapon. 5th: Spell Resistance. 6th: Heal Stunning fist 6/7 left, 2 uses of opportunistic piety spent
Other: Current inspiration: 11/12
Master
HP: 237/295
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Mind Blank (CL25), Resist Energy (Fire)(CL23), Ghost Touch Weapon(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, mind blanked, fire resistance 30
Resources used: -
Other: -
Tannin
HP: 218/218 regeneration 1 (123)
Effects: Heroes Feast (CL20), Overland Flight (CL22), Attune Form(CL22), Resist Energy (Fire)(CL23), Conviction(CL22), Greater Invisibility(CL12)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, immunity to planar conditions, fire resistance 30, +5 morale to saves.
Resources used: -
Other: -
Cresiel
HP: 396/396 regeneration 15 (62)
Effects: Greater Heroism (CL22), Mind Blank (CL24), Freedom of Movement (CL24), Resist Energy(Fire)(CL23)
Boosts: +4 morale on attacks, saves and skills, immunity to fear, resistance to fire 30.
Resources used: SLAs: Earthquake, Heal
Other: -
Calleigh floats upside down, eyes crossed. "I think we should go take a nap. For a week. I want some juice."
"Do you need help, little one?" Cresiel asks softly, "My own head aches as if Moradin used it as his forge."
"'mokayee...just gonna float for a while. I think I hurt my everything."
"Damn right," Tannin says, "Reality got awfully strange for a little while there, and now it looks like Limbo and feels like the Silver Sea."
[23:33] <Kobot> LobsterSquid rolled 1d100 --> [ 1d100=6 ]{6}
[23:34] <Kobot> LobsterSquid rolled 1d100 --> [ 1d100=29 ]{29}
[23:34] <Kobot> LobsterSquid rolled 1d100 --> [ 1d100=26 ]{26}
[23:34] <Kobot> LobsterSquid rolled 1d100 --> [ 1d100=11 ]{11}
[23:34] <Kobot> LobsterSquid rolled 1d100 --> [ 1d100=82 ]{82}
After half a minute of silence, Calleigh's wounds abruptly start to heal themselves.
True Metabolism
PP Cost: 75 (multiple failed castings)
Fast Healing 10 for Calleigh & Tryll
Good news: The spell failure has worn off, so only the first is needed.
The bad news: Any spells with a duration of less than an hour have expired.
The ugly: I need to look up if fast healing works on the Astral. I believe I've ran it as not, but I need to check and it's a bit too late for that. I shall in the morning, along with updating the spoiler block.
Rude
Afina's planar bubble is still in effect so if Tryll & co are within 10 feet of her they can benefit from fast healing and get all the fiery hotness instead of the astral blandness.Sitting up, Afina looks around and confirms everyone is accounted for. Good, considering the chaotic mess that was she'd worried they'd be scattered all across the planes like when Lifasa fell. "Everyone okay?" she confirms, doing her best to ignore the pounding in her head - that'll sort itself out soon enough. "Good job everyone, that probably wiped out Lixer's entire base but even if not we struck a grievous blow for no losses of our own. Take pride in that," she does her bit to praise everyone for a job well done as she flutters her wings and takes to the air.
Procuring her scroll of gate she reads off it, forming a portal leading to the positive energy plane directly ahead of where Aurora's gate should be unless it's moved. "That'll take us to Aurora. Close your eyes if you're not protected from planar effects, just go through and wait a moment to heal then go straight ahead until you feel gravity then you can open them again," she recommends. "Cresiel, I'd appreciate it if you came with us. That place on the deep ethereal you found sounds like another of Lixer's bases we want to hit, so your knowledge could prove invaluable."
Waiting for everyone else to go on ahead she also takes a second to dispel her planar bubble so as to not start burning people once back at Aurora. She'll recast moment of prescience as well since it's the sort of spell one should never be without, even considering her low availability of spells right now.
Afina: 166/208, heroes feast (CL 20), greater mage armour (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), mind blank (CL 25), moment of prescience (CL 23)
AC 60, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear
Spell charges: 6/9/0/6/8/2/2/2/0/1
"That wasn't very fun. Hopefully it ripped a good piece of the city out, too."
Surraruthru wobbles as he tries to recover, the pounding in his head making him much less inclined to be friendly, and looks at the portal, starting to head into it, and making sure to keep his eyes closed once he does.
Tryll and Calleigh follow Afina's advice.
"Thanks," Sylvie begins, before her eyes widen. "Wait a moment," she floats over to Afina as fast as can be, grabbing her wrist before the gate scroll is used. "Are you mad?!"
> roll 1d20+50
<Kobot> Kotono rolled 1d20+50 --> [ 1d20=5 ]{55}
"What?" Afina looks oddly at Sylvie at this interruption.
Sylvie closes her eyes and breathes out slowly, "Afina." She gestures, "Tannin's right. It feels like the Astral," she floats up and down a bit afterwards, "Flies like the Astral and looks like Limbo around us," she gestures at the mess above the party. "That's three planes after some sort of cataclysmic accident. To say the area may have planar instability is an understatement. Opening a portal could be like putting a bag of holding in portable hole, only with uncontrolled explosions."
That gets Tannin to whistle, "Seriously? Well, things do look rather out of order here. That bad?"
"Lots of strange things accumulate on the astral. I saw a giant corpse as big as an island once, and a tower that looked like a cake," Afina says blandly. "But alright then, we'll just have to fly through that duststorm. How far before you think it'll be safe?"
This being the case she doesn't bother to dispel her planar bubble as planned. But she does cast moment of prescience!
Afina: 166/208, heroes feast (CL 20), greater mage armour (CL 23), resist energy (cold) (CL 23), resist energy (acid) (CL 23), mind blank (CL 25), moment of prescience (CL 23), planar bubble (CL 23)
AC 60, spell resistance 38, blindsense 30, immunity to fire, water, disease, poison, fear
Spell charges: 6/9/0/6/8/2/2/2/0/1
"Until we find a more stable area or get an idea of what's going on," Sylvie replies.
"Alright then, lets go," Afina says, deferring to Sylvie's judgement even if she thinks it's overblown. Her planar bubble interfaces two planes together all the time and it doesn't have any negative effects on travel. Still, she only has the one scroll. "Straight up," she declares, deciding it's as good a direction as any, starting to fly up at a slow enough speed for everyone to keep together as a group.
Calleigh flits along tiredly, sort of slumped over in the air as she trails a sluggish mist.
The party flies straight up. As you do, through the dust storm, "You saved me from a terrible fate," Cresiel replies, "If your Crusade needs me, it will have me. If it needs more, I will ask my father for aid."
The dust storm goes on for perhaps 50ft up, before you fly into freezing cold. A broken street is here, fragments of Hopelorn's buildings. All around shadows float, wailing in strangely weak, barely audible voices. Above you is solid stone, though behind you is a sunny plain where you can see several skeletons standing around a pile of ash.
"We'll probably take you up on that," Afina tells Cresiel, smiling a little as she sees pieces of Hopelorn scattered about. Though it fades a moment later - they don't really want to make enemies of random yugoloths, that was the whole point of the infiltration. Continuing to fly upwards she starts moving to the side to get around the big block of solid stone, keeping her distance from any undead in the area.
At least any cold is easily obviated by her nice little bubble of Fire around them. Also makes timekeeping easier to handle!
"Yeah, we could use more warm bodies," Tannin remarks glibly, "A Crusade needs lots of arms, you know. So there I was, facing down Hell's legions in Avernus, and do you know how many I counted?"
"Too many," Cresiel replies immediately, "Too many to smite as one can only do so much."
You go around the stone block, none of the undead terribly interested in the party. Coming up and around it, you find the top full of trees and forest. Black trees, the soft chanting of Infernal within. The sound of Necrolytes. Above you is writhing fires, behind you is a massive chunk of obsidian, topped with a few buildings.
On one hand, killing devils is always fruitful. But like Tannin just said, they're practically numberless anyway, so the only ones Afina really cares about killing are the ones that took part in invading Lifasa. Destroying Finality was enough for her without hunting down and killing every last devil that works for Lixer. Ignoring the infernal chanting she plunges upwards into the flames, having no fear for any mundane fire so long as everyone's been protected by her earlier spell of resist energy.
The party breaks through the flames. You now stand in the Astral Plane, below you a roiling mass of chaos. As you - oh my.
Far ahead is a massive gash in the Astral Plane. Miles wide if you don't miss your guess. From parts of it grayness and shadows spew, endlessly spreading out and further. Great tendrils of it, mixing in with chaotic, uncontrolled energies from other parts of the gash. Chunks of Hopelorn float all about, some slowly going away from it all and others slipping into bands of the chaotic energy.
> roll 1d20+76 (+22 inspiration) K:P
<Kobot> Kotono rolled 1d20+76 (+22 inspiration) K:P --> [ 1d20=2 ]{78}
Sylvie stops and whistles, "Oghma's mercy," she whispers, a hand to her lips.
"Fuck," Tannin says, emotion in that single word. He stares ahead at it all.
> roll 1d20+34
<Kobot> Kotono rolled 1d20+34 --> [ 1d20=16 ]{50}
"Gehenna and Limbo are both bleeding into the Astral Plane," Cresiel announces, "At a rate I've never heard about. Hopelorn and everything else looks to have been tossed through this newborn rift."
"What's worse is that it's not collapsing. It may be a stable portal," Sylvie announces grimly, "The worst of Gehenna's flowing into the Astral and mixing with the energies of Limbo."
"Well, the Limbo part should cancel out some of the Gehenna part?" Afina says based on her understanding of the Great Wheel. "It's not something we have the resources to fix right now. We can bring Aurora around to sweep the area later and work on a solution if it's truly dire," not to mention it'd be good exercise for their troops. "But for now we need to head back. Is it safe to make a gate here, Sylvie?"
"Hell no," Sylvie says immediately, "We need to fly away from all this. We should be able to move faster than it's expanding, assuming none of us are feeling dumb."
"Alright, lets keep going," Afina says, continuing on her present course, staying slow enough for the dumbest to keep up whoever that may be.
What are the PCs Int scores?
Tryll: 30
Calleigh: 16
Psicrystal: 6 (hopefully carried by Calleigh)
Surraruthru: 26
Afina: 30
Calleigh can carry the crystal, and in turn Sylvie can carry Calleigh. Likewise, Cresiel can carry the Master, as he is also Int 16.
> roll 1d100+15 (+15 due to everything being shaken up
<Kobot> Kotono rolled 1d100+15 (+15 due to everything being shaken up --> [ 1d100=57 ]{72}
The party hurries away. You soon manage to leave it behind. From here, you can see the gigantic gash, with tendrils spreading out in all directions. "We should be safe enough here," Sylvie says.
About time! "Remember what I said about taking a moment to heal up before going forward," she reminds everyone, taking out the gate scroll and using it.
Noted. Who needs healing?
I think everyone? We all took at least 62 damage from the blast that sent us here. Tannin and Cresiel and Yuth+Familiar took some damage in the fight as well.
Okay, who heals and how?
Everyone heals. The positive energy plane gives fast healing 5 to everyone so we just stand there for a minute or so then go into Aurora.
Oh, I thought you meant actively healing now. Okay.
The portal appears, a bit shaky but there. Zipping through you find it like slooooowly being stretched, like taffy being spread farther and farther apart. It hurts all over, until with a snap, you appear near Aurora. What's there is...
Pausing you just a moment since you're about to move into Ithea's thread.