The Baleruk question lingers as Ithea, Moore and friends gather. "So," Balyss announces, clapping her gauntleted hands together, "Baleruk."
"Yes, Baleruk," Dana says, as the group gathers in the library, "Motherfucking Baleruk. So are we going to pussy out or are we going to bring the giant fucking dragon like heroes?"
"Princess," Stille banters lightly, "I fear Baleruk's particular proclivities may be more hindrance than help here. Plus his sheer size will require any tunnels we make to be far larger. Unless you'd like to spend days digging tunnels along with the golems?"
Earth (7?) - Ithea, Moore, golems, Balyss, Rosa, Stille, Dana, Baleruk (?) - For reference.
Likewise, I wouldn't mind if y'all claimed an NPC to run in combat here. It would help my overhead greatly.
"I think Baleruk is best tasked with being here." Moore says. "We're sending an awful lot of people out on these missions and surely the demons have seen that with their own divination." Moore adds. "Speaking of, before we go anywhere, I think I can find us a few answers on some lingering questions I've had."
I'm pretty sure I can handle Rosa.
I can run any golems you bring along! Intelligent ones anyway. The shredstorms only do what people tell them to do so it'd slow things down if I ran them.
"Baleruk would be a powerful force, but as Stille notes, he'd also slow us down. Given that we don't have an exact coordinate, he may be better off left as part of Aurora's defenses. We can take some additional golems for support, I know some aren't too large."
I'd forgotten Crystal also got suggested so she'd be in the group as well. With her and some golems we're probably fine. I hope. Anyway, I can probably run whomever in combat. Balyss and/or Crystal would probably be the easiest.
"Pft, what the fuck ever," Dana grumps.
"Now then," Balyss says, "We already know both Earth and Mineral. How are we doing this?"
Okay, Neph has Rosa and Merc has Balyss and Crystal. I'll deal with Dana, Stille and any golem remainder.
"Let me ensure that the route I think we should take with Lord Crystalle is the right one." Moore says. "If it is, then we should simply approach him directly and explain the situation. We've obviously impressed him already, so I think he'd be willing to share what information he has. After that it's simply a matter of figuring out how to approach the situation in Earth once we understand it better."
"Go for it. If your divinations say not to, then consider checking if Lady Sunnis is an option. I'd prefer not to go that route when I still have a pending task from her, but she may be able to help regardless."
Earth (7) - Ithea, Moore, golems, Balyss, Rosa, Stille, Dana, Crystal, Hope. - For reference and revised.
"Well then," Lady Rosa says, "Beseech your patron and find out our next course of action."
Moore nods and takes a deep breath.
He's casting Commune!
A cool wind blows, soothing Moore. The air becomes clear and thinner, as if he were in the mountains. A presence is around him, waiting.
How many questions do you get? Regardless, ask your first question.
12
"Will Lord Crystalle of Mineral be truthful and help lead us to stop the evil within Earth?" Moore asks.
"Yes."
11/12 left.
Moore rubs his chin. He really should've thought of more questions... Oh!
"Will Aurora be safe while we're gone?" He asks.
"Unclear." The winds stir at this, blowing stronger.
Erathaol or his agent knows a lot, but even deities of knowledge aren't all knowing. 10/12 left.
Moore nods. So it's safer to leave Baleruk after all.
"Do the evil forces we'll face in Earth know we're coming?"
"Yes."
9/12 left.
Moore frowns, rubbing his chin.
"Can we still accomplish our goals by going there?"
The winds are bracing around Moore, as if a gale blows against him. The answer finally comes, "Yes, with great danger."
8/12 left.
Moore takes a breath at that. This has already become more difficult. Maybe Baleruk -should- come...
"Should Baleruk come to Earth with us?"
There's a very long pause here, the winds blowing gentler. The answer is finally, "Unclear."
7/12
Moore frowns at that as well.
"Will we find something in Earth that can help us in our attack on Lethe?"
The pause is shorter this time before you hear, "Yes."
6/12.
Moore nods to himself at that. That pretty much covers everything...
Oh!
Well, it was asked in the meeting, so he may as well ask...
"Are there any spies for evil forces within Aurora?"
There's a pause before the answer comes, "No."
5/12
Moore nods with a smile. Good to know! Really, he knows enough now, but...
"Could the person I met when I fell to the demiplane become an ally to Aurora?"
"Yes."
4/12
"Can I get back there the same way?" Moore asks.
"No."
3/12.
Moore rubs his chin.
So how in the world...
"Would someone in Aurora be able to get me back there?" That seems the most logical route...
"Yes, eventually."
2/12.
Moore nods. Oh! It's time to not be selfish.
"After the business with Earth is settled, would Lord Crystalle know of how to obtain a smithing hammer that Aurora's master craftspixie can use?"
"Yes."
One more, make it count.
Moore taps his nose.
"Is the Duke of Destiny going to show himself personally at any of our attacks?" He has a feeling this one won't be clear, but...
"Unclear." Yeeeep.
Go ahead and report to the others.
Moore takes a breath and turns to everyone.
"They know we're coming already, but Lord Crystalle will help us get there." Moore explains. "It's best if Baleruk stays here, since it's unclear if Aurora will be attacked while we're gone."
"Well fuck, just the way I like it." Dana says, "That means lots of fucking violence."
"Would Mineral react negatively if we all head over, or is it best if a smaller group heads there and we regroup before heading to Earth?" Ithea asks Moore. "I'd like to meet Lord Crystalle and introduce myself regardless, but you and Crystal are the only ones that have met up with him so far."
"I don't think he'd react negatively," Moore starts with a considerating look at the floor for a moment. "I think it would show how serious the situation is."
"Good. You and Crystal would know him best from your interactions with him. I know I wouldn't have been happy to have a large team bearing weapons like ours coming in, but that's me," Ithea comments, hoping Crystal doesn't have a disimilar opinion to Moore's. "Hrm...well, let's get prepped up and we can all head out then. Rosa will need to get means to travel, some scrolls of flight or a wand maybe, and the golems will need to be readied. So you're all aware, I have a mace that was gifted by Lady Sunnis which allows the user to earth glide. I'll probably use that for scouting. Any other ideas for prep?"
Some quiet discussion before Balyss says, "I think we're good," she remarks.
Go ahead and outline your plan and I'll move y'all along.
Moore will lead the group back to Crystalle's castle, request to meet with him and then basically take it from there.
Okay. Who's opening the portal to Mineral and where are you aiming it?
Oh, I was under the impression that Crystalle had opened one to and from Aurora. In that case, I call not it, but will say we just open it outside of Crystalle's palace if we can be that specific.
I can open a gate if nobody else can, but we really should send a smaller unarmed group if we can't get to the palce directly.
He opened a portal but it wasn't permanent, no. Think more the gate spell than an actual, permanent portal.
The palace is warded as is standard for a planar lord's domain. Gating in isn't happening.
Edit since I forgot a part: If you're sending in a smaller group to the palace, whatever. Declare who it is so we can get going.
Then let's send Moore, Crystal and Ithea and have the others wait on call until we know where we're going.
Agreed.
Done.
A gate spell replaces the light of the Positive Energy Plane with that of the heaviness of Mineral. All around you shines great wealth and glorious riches. As Moore looks around, he realizes he's been here before. It's not all that far to Crystalle's palace, he knows this road as he traveled it before.
"You know the way," Ithea says, letting the two pixies lead.
Moore nods. "Thankfully it hasn't shifted very much." With that, he'll lead Crystal and Ithea in the right direction!
> roll 1d100
<Serith> Kotono roll for Serith < 30 > [d100=30]
By design or chance, the party encounters no difficulties. You find yourself before Crystalle's palace once more, not a single elemental seen until you walk towards it. They watch the party but do nothing more, lead to the gates where a man-like figure of silver waits. "I am Silver," a vaguely feminine voice declares, "I serve the Archomental, the Shining Excellence Crystalle. I weclome the heroes of Aurora."
"Greetings, Silver. I am General Ithea of Aurora. We come seeking Crystalle's wisdom."
Moore offers a bow. "It is a pleasure to meet another of those close to Archomental Crystalle."
"Thank you and well met," Crystal dismounts Hope and flutters down, bowing to her. "Your hospitality is appreciated, as is Lord Crystalle's aid previously."
Silver nods - a jerky motion that sends flecks of silver cascading to the ground like tiny stars. "I speak with the authority of the Archomental. I am his proxy in all matters he sees fit. I desire privacy." Silver raises a hand, flashes of metallic gray light flashing as walls of iron rise up. A house of iron sprouts up around you, dotted with gemstones and with accents of shining platinum. "I have obtained privacy. I wish to know what you seek here, heroes of Aurora."
"I am sure you have heard of our war on devils, lesser known is that we are currently focusing our efforts on the forces of Lixer. Word is that a mining station manned by his forces is hidden away somewhere on Earth. We know a general location, but not much else. Moore's divinations pointed towards Crystalle's wisdom being of great aid in locating this base," Ithea explains.
Moore clears his throat and is about to start, but Ithea takes care of the explanation for him!
"If we can find it, we can eliminate it." Crystal says quietly, "Whomever supports Lixer on Earth will be struck a dreadful blow."
Silver is silently for a moment, going to prostrate herself on the ground. She presses her head against and then into the ground, down for perhaps half a minute before emerging. "I see that the Shining Excellence has spoken. I think Lord Crystalle will support you, but requires something in exchange. I believe several of the Archomental's worshipers was slain by Lixer's forces on Earth and his soul taken. I am certain you will be able to free them if you raid his mines there. I wish for you to promise you will do so."
Moore turns to the others and then turns back and nods. "We would be pleasured to rescue any who we can from their clutches. You have our promise."
"Yes. I vow on my blade and lance that I will strive to free them. If I must lay down my life to do so, I will." Crystal vows in a quiet voice, made cute by her pixie, child-like tones. "They will know freedom from imprisonment and tyranny."
"A friend of ours is in the same situation. How could we refuse to free other captured souls if we are able to? I will tell the others in our forces to be aware of these worshipers, any details you can give us to aid us identify them would be helpful too. I can promise that we will do our best to free those we encounter," Ithea answers.
Silver again prostrates herself, sinking into the ground. She emerges after a minute this time, "I say that the Archomental agrees. I am happy to tell you that you must begin at a place known as the Broken Seam. I wonder if you know what metal seams on Earth are? I fear you are but children in the ways of Earth and may not know."
K:P?
I assume yes, K:P
[19:57] <Merc> roll d20+42+5+5 K:P+inspiration+COS (Broken Seam)
[19:57] <Serith> Merc roll for Serith < 62 > [d20=10]
About the Broken Seam or metal seams?
Also what's COS, Merc?
Broken Seam. That's what I rolled on anyway. I figured it was the same thing, but if different, I can roll for metal seam too?
edit: COS = collector of stories
COS doesn't apply, it applies to creatures and this isn't a creature. So your total is 57.
Now that's an obscure bit of lore Ithea recalls the Broken Seam. It was an unremarkable metal seam on Earth - incidentally, a metal seam is the technical name for a metal deposit on Earth - noted for having the unusual fortune to be discovered by two forces at once. The problem is that one force was a group of traveling water elementals and the other group was a traveling bunch of fire elementals. Both harvested the seam and met in the middle. Things went predictably downhill and the elementals annihilated one another.
For reasons unknown, the seam has never refilled itself as holes in Earth tend to do. Instead, it's a warm, steamy place like a waterless sauna. It's mainly known as a stable spot in Earth to teleport to, but it's not near anything terribly interesting, so its use is somewhat limited.
"I am aware of what the Broken Seam is, actually, as well as metal seams in general. Quite a few of Aurora's forces enjoy the library kept there, and even if we may not have seen some of the wondrous locations found in the vast planes of existence we can travel to, we've certainly read of them," Ithea responds. "It's a stable spot to teleport to Earth though, so just for that it's not as obscure as you might have thought."
"Thank you for the information. Is there any way that we might identify Lord Crystalle's followers should we come upon them?"
"I am shocked and pleased," Silver nods, a stiff motion that makes her silver head trail flakes of silver like precious dandruff. "I believe that you must then travel downward from that place 23 feet from the lowest point of it, towards the wet wall side. I am certain you will then come into a cavern that will lead towards Lixer's mines. I caution you that you must beware of the gravity there, it is even heavier than usual for Earth."
Ithea is not one to ask a third time about identifying the followers. Hopefully they free them, particularly if they have time to just scorch the whole place, but if not, well...she'd asked twice!
She just nods to Silver's directions. "I see. Again, thanks. That's much better directions than I could have hoped for."
"Yes, thank you very much. We will return with news as soon as we have it." Moore says in agreement with Ithea.
"We are in your debt," Crystal says, "Thank you."
Silver rises and spreads her hands wide. The iron and gem house around you sinks into the ground and is gone. "I desire no more privacy. I bid you well in your quest and I hope you succeed. I will wait for good news to pass onto the Shining Excellence."
I think we're good to head back.
Yep. Heading back to grab the others, grab some heroic feasting, then earth. Was anyone else in the group able to cast Gate? I'd be sad to have just upgraded trinket and already use up all 3/day...
From here Balyss steps into the light of the Positive Energy Plane and calls, "Oh Selune, shine bright and forever as you show us the way! Throw open the third gate of the moon and reveal all!" Before you is a portal, the party hurrying through.
It's light here, a gentle radiance reflected by steam all around you. It's quite humid and warm, reminding you of Aurora's baths. It also means visibility is poor, but you stand on solid ground. Stille peers around, "Ah yes, a natural problem. Wind would aid us here, no doubt."
"And arouse the disdain of any elemental who sensed it," Lady Rosa remarks, "Have you ever seen the looks the earth and air elementals give one another on Aurora?"
"It's rather pleasant for Earth. I rather enjoy steam like this." Crystal opines as she carefully flies around. "Hello? Is anyone here?"
[spoiler]
Dana
HP: 313+19/313
Effects: Heroes Feast (CL20)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves
Resources used: Power Points 239/239
Other: -
Stille
HP: 300+17/300
Effects: Heroes Feast (CL20)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves
Resources used: -
Other: -
Moore takes a look around as he adjusts himself to the gravity!
[spoiler]
Rosa
251 HP
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
[spoiler]
Spot and do you have any means to see effectively in the steam?
[22:04] <Nephrite> roll 1d20+31 spot
[22:04] <Serith> Nephrite roll for Serith < 48 > [d20=17]
That should be +2 due to racial. I could cast True Seeing if necessary but otherwise no.
"We don't really want to announce our presence here, keep in mind the most likely presence is either devils or helpers," Ithea warns Crystal.
HP: 346/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20)
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 0/6
Abilities:
Racial: Healing Touch 0/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 0/9
Duskblade: Attunement 0/14, Quick Cast 0/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 0/23
Lv 4 - 0/18
Lv 5 - 0/14
HP: 228/228
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20)
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 223/223
AC: 43 / 39 / 31
Effects: Heroes Feast (CL 20)
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 484/484
AC: 51 / 21 / 41
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Hey Merc, let me know which/how many golems you're bringing and I'll update their cheat sheets? Topic is here (http://www.soulriders.net/forum/index.php/topic,102353.0.html)
I didn't have a specific thought on that. Maybe two shredstorms and the ironwyrm? The ironwyrm takes Baleruk's role and the two shredstorms primarily for digging? Honestly though, whatever you're comfortable running combat for since you volunteered there.
Edit: Also, for Dune, Ithea picked up the permanent blindsight so she'd be able to 'see' through the steam that way. Any need for spot checks for her?
Shredstorm #1 77/77
AC 24, construct traits, immunity to electricity, swarm traits
Shredstorm #1 77/77
AC 24, construct traits, immunity to electricity, swarm traits
Smrgol 459/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
Moore can't see much with the steam, but it looks still. Ithea can confirm it - nothing's out there to her blindsight.
"Hello Earth!" Dana shouts, cupping her hands over her mouth, "Any assholes here ready to get destroyed? Anyone?" No answer, to which Dana mutters, "Fucking pussies already ran away."
"Good. No problems with us digging, then. Ithea, aren't the golems going to do that?" Balyss asks, looking around herself.
Ithea sighs at Dana's scream but lets it go, instead nodding to Balyss. "Yes, we want to dig some 20 feet from the lowest point of the seam according to Silver to hit the cavern we want. I'll assume we're on 'the wet side' given all this steam."
Ithea does a quick search for the lowest spot before commanding the shredstorms to dig from there.
This all passes uneventfully. You soon get your position and order the shredstorms to dig away.
How fast can the shredstorms dig and how big a tunnel do they make?
Shredstorms don't have a burrow speed but they do 3d6 damage per round to anything in their space and ignore 20 points of hardness plus 2d6 lightning damage (which would be halved against objects). Against stone it'd average out at I guess 1 inch per round? Makes a hole 10 feet wide at least.
That's fine, we'll roll with that. That's a little under a foot a minute. We'll round it up to a foot a minute for ease of calculation. This will vary depending on the composition of each part of Earth you go through, but that's a good average to work with.
The shredstorms get right to it, digging and burrowing away. Afina's golemcraft proves worthwhile again as they make a steady hole together, cooperating to dig into the ground. They pulverize the stone into a fine dust that settles to the bottom, only be shredded further a few seconds later. Stille goes over and watches, whistling low. "Good work, I think. The only question is what to do while they dig and we follow."
"I could tell some exciting stories!" Moore offers. "I don't know that we'd have time to get into the gritty details of them, though..."
"Well, it'll be roughly 20 minutes at the pace they're going, so feel free. I'm going to keep watch though, in case some patrol of devils starts getting closer. Probably if anything is waiting for us, it'll be closer to their mines, but no reason not to practice some safe scouting," Ithea replies.
Crystal stops, blinks and says slowly, "Ah, Ithea? We might have a problem. I thought Silver said that we needed to travel 23 feet from the lowest point, towards the wet wall side, then dig. Rather than digging at the lowest point and going down 23 feet. Right?"
"Easy way to verify," Ithea says, nonplussed as she draws the sunnishard mace. "I'll quickly scout under the earth and verify. If its not, I'll find the correct spot and redirect the shredstorms."
Earth Glide spell active while holding mace.
Ithea dives down. Going the 23 feet and a bit more reveals no cavern.
Ithea adjusts her travel in the direction of the wet side wall and checks for signs of caverns that way then.
How far down are you going?
23 feet? Might as well stick to the distance given, and then worry about digging deeper if I can't find anything.
Ithea goes 23 feet down, no cavern.
Ithea just keeps exploring until she finds a cavern, then will head back up from there.
She'll basically do some sort of search pattern where she keeps searching until she finds a cavern. If she doesn't after a few minutes, she'll just go up and note that they might be in the wrong place since she's found nothing.
How's your movement speed?
I don't see any movement speed attached to the spell, so I assume it's my normal movement speed of 40ft
> roll 1d100+15
<Kobot> Kotono rolled 1d100+15 --> [ 1d100=59 ]{74}
Ithea dives down for a little bit, searching away. Just as she's about to give up, she feels a sudden, strong tug on her body down. As if everything is heavier, harder to deal with and more overwhelming.
Remembering Silver's warning about gravity, Ithea figures this is the right direction. She heads back up to let the others know, and to see how far from where she'd started she'd gone.
It's approximately 300ft, give or take a bit.
As Ithea emerges, she catches some conversation. "...the world," Balyss says, arms crossed.
Stille smiles and chuckles, "Still, be that as it may, it's important for women of-" He stops when Ithea emerges, "Ah, did you find anything?"
"I hope it's something big and painful," Dana says, "C'mon, it's just like counting fucking cats here."
"I think I've found it," Ithea says after heading back up.
"It's actually much further down than Silver suggested, closer to 300 feet. It'll take too long to go through with the golems, so I'm going to see the exact location of the cavern before returning here, then start bringing people down with dimension door. Not much better options given the distance."
"Alright," Balyss nods, "Good luck."
Go ahead and set up going down, getting into the cavern and all that, then.
"Goodness. I wonder if they warded it somehow against intrusion, then..." Moore says. "I can help out if you can't bring everyone with your magic."
If Ithea's Dimension Door can't bring everyone I can cast one as well to bring the golems.
Ithea travels down towards the source of heavy gravity, and once she starts feeling the sensation of it again, slows down her movement, edging forward just enough that she can hopefully peek out of the cavern wall and get a look into it while having the rock around her to keep her from just falling down. Hopefully that way she'll have time to get a clear view of any possible enemies in the area, as well as a good destination to teleport the group towards once she heads back up.
It's a long chasm down, about 30ft wide. Plenty of space to stretch in. Unfortunately the walls are sheer and fairly smooth, only a few handholds and no places to stand. The gravity's decidedly stronger here, pulling at Ithea even with just her head peeking out. No sign of enemies at least, just free fall.
Ithea quickly calculates the distance to the ground below and heads back up before the gravity sucks her out of the ceiling wall. Once back up top, she gathers the others. "Okay, I'm going to teleport all of us down there. There's no good place to land unfortunately, meaning that I'm just going to teleport us inside the middle of the cavern. Rosa, prepare whatever means you grabbed for flight, everyone in general, be aware that the gravity is much stronger down there. You may get dragged down quickly if you don't adjust for it."
I'll let everyone say anything else if they want to. I can cast Dimension Door and take all of us down there, I think. Ithea's caster level is high enough to drag 8 others with her, however the spell has distinction that large creatures count as two medium. If two small creatures count as a medium though, then it should still be doable for me to do it on my own.
"...ah." Suddenly Rosa turns really rather red. "I believe there is one complication. I forgot."
So did I in the shuffle. Whooooops!
Smrgol, despite being having wings, can't fly either.
...dammit Ko! I gave her plenty of time for that! *smacks forehead*
As for Smrgol...well, unless someone else knows that or he can talk to let Ithea know, he's just going to end up crashing into the cavern floor and heal it off unfortunately. Ithea would just be assuming with the wings that he can fly at this point.
"...I see," Ithea says with a sigh. "Well, uhm, I suppose I can carry you on my back if there's no other option. Hopefully we can find a spot to land in before we reach Lixer's mines."
If nothing else comes up, then once Rosa is positioned to have a good hold on her, Ithea will teleport everyone down to the cavern.
Edit: Moore or someone can also suggest having the shredstorms making a good landing spot for us so we don't just all have to be flying, and having them eat a path for us? So outside of the initial teleport/damage to Smrogl, we should be able to travel on the ground after that?
"If it comes to it, I can build us stairs or something to get us down." Moore offers as the others prepare. "Just let me know."
"I CANNOT FLY EITHER, FOR MY EARTHLY MAJESTY IS ILL SUITED FOR BEING BORNE UPON MERE AIR!" Smrgol announces with all the bombastic flair of his favourite draconic role model.
"It sounds like that pathway might be necessary then." Moore reasons. "Ithea, can you take me with you? Then I can build the path for everyone else who can't fly and we'll go from there."
"Very well. I'll take you and the shredstorms first, they should be able to help you with that," Ithea says in agreement.
"I'll be back soon," Ithea says as she heads back down with just Moore and the shredstorms for now.
For reference, plan is to use the Lyre of Building to basically create a slowly slanting path down all the way until we get to the bottom, however long that is.
A quick dimension door takes the shredstorms, Moore and Ithea to the chasm. They're able to fly despite the heavier gravity, pulling on them tremendously hard. From there Moore takes out his enchanted harp and begins to play. Bits of rock and dirt fly from the walls, forming a sloping path (with guard rail) that loops on and downwards.
Ithea waits until Moore's work and the shredstorms' is completed, or at least covers enough safe landing space for all the others including the ironwyrm, and then travels back up, teleporting with them all back down to the chasm.
Ithea notes she can't see the bottom of the chasm, so Moore'll be at it awhile. Another dimension door gets them back and forth, Rosa bowing to Ithea. "I apologize," she says, "My lapse was an unforgivable one of focus and control. I had one simple task and I failed through sheer mental negligence."
"Eh, go fuck someone, put your big girl pants on and shut the fuck up," Dana calls, readying her gear as she starts to follow the path down.
"Don't worry too much about it. We would have had the same problem with the ironwyrm anyway," Ithea says with a shake of her head. "Let's just find the devils and kill them all. That'll make you feel better, and it'll certainly do the same for the rest of us."
"W-what?" Rosa gapes at Dana and tries to formulate a reply.
Crystal flutters over to Rosa, "Peace. Her words merely betray her lack of elegance and refinement. Allow her to wash over you as steel washes harmlessly over your shield and armor."
Stille chuckles, "I do think there is a certain savage charm to how you speak, Dana. An ability to strike to the truth of things, no matter how unpleasantly said. In this case I feel she has merit - relax. It is merely a mistake. Cope with it and move on."
"Or," Balyss heads on down as the others talk, "Get over it and come on. Pray to Selune for guidance if you need it, or the Triune or whomever you prefer. As Ithea says, let's get going and get to the devil killing."
"And if you want to take Dana's advice, Stille is taken, alright?" Ithea adds, as she starts to follow after Dana, leaving the flabbergasted Rosa behind.
Moore just continues to focus on the pathway-building, since he actually has no idea how far down this thing is going to go!
Updated for Heroes Feast, spells spent.
HP: 346+11/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20), GMW (CL 25)
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 0/6
Abilities:
Racial: Healing Touch 0/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 0/9
Duskblade: Attunement 0/14, Quick Cast 0/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 0/23
Lv 4 - 2/18
Lv 5 - 0/14
HP: 228+16/228
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20)
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1)
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 223+14/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: Heroes Feast (CL 20)
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 484/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Amid conversation and fighting the intense gravity, the party proceeds down. It's a long slope but Moore's able to easily keep playing. Endurance is harder as they go along, each step equal to ten in a normal place. The walls stay of stone with the occasional dirt interlude, like a massive layer cake.
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=66 ]{66}
Time drags by. An hour or so is gone as...
Con checks, all. The Endurance feat grants you a +4 bonus, and Epic Endurance eliminates the need for a check at all. The golems do not need to make this check.
[19:01] <Nephrite> roll 1d20+3 Rosa let's try this again
[19:01] <Kobot> Nephrite rolled 1d20+3 Rosa let's try this again --> [ 1d20=4 ]{7}
[19:01] <Nephrite> roll 1d20+7 Moore
[19:01] <Kobot> Nephrite rolled 1d20+7 Moore --> [ 1d20=6 ]{13}
Gimme about an hour and a half and I can roll. Or if you just want to move forward one of you guys can roll for me(d20+10)/Balyss(+6)/Crystal(+9)/Hope(+8)
> roll 1d20+11 Dana (+4 Endurance
<Kobot> Kotono rolled 1d20+11 Dana (+4 Endurance --> [ 1d20=5 ]{16}
> roll 1d20+10 Stille (+4 Endurance)
<Kobot> Kotono rolled 1d20+10 Stille (+4 Endurance) --> [ 1d20=2 ]{12}
For Ithea:
> roll 1d20+10 Ithea
<Kobot> Kotono rolled 1d20+10 Ithea --> [ 1d20=2 ]{12}
> roll 1d20+6 Balyss
<Kobot> Kotono rolled 1d20+6 Balyss --> [ 1d20=11 ]{17}
> roll 1d20+9 Crystal
<Kobot> Kotono rolled 1d20+9 Crystal --> [ 1d20=1 ]{10}
> roll 1d20+8 Hope
<Kobot> Kotono rolled 1d20+8 Hope --> [ 1d20=13 ]{21}
Mistakes may have been made.
> roll 2d6 damage to Rosa, Moore, Stille, Ithea, Crystal
<Kobot> Kotono rolled 2d6 damage to Rosa, Moore, Stille, Ithea, Crystal --> [ 2d6=2 ]{2}
All those that took damage are fatigued.
The party travels on. The air is thick and heavy, just like the constant pressure over all of you. It leaves the party feeling more and more drained as they travel endlessly downward. Finally Crystal slumps forward on Hope and declares, "This place feels hostile to anything that is not stone and metal." Her hair spills over her back and her wings droop against her body.
"Ah, buck up." Dana spreads her arms, "This shit isn't anything and you know it. Boo fucking hoo, my feet hurt." She walks along at the same steady pace as before, unfaltering in her progression. "Waaah, I'm a little bitch who whines because gravity's too strong."
"Well over double normal strength, if I don't miss my guess," Balyss heads along, slowly but steadily. "This armor's like dragging my own crypt along with me."
"If you're so weak to let this stop you, it'll be your fucking crypt while Lixer's devils piss on it." Dana snorts.
[spoiler]
Dana
HP: 313+19/313
Effects: Heroes Feast (CL20)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves
Resources used: Power Points 239/239
Other: -
Stille
HP: 300+15/300
Effects: Heroes Feast (CL20)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves
Resources used: -
Other: Fatigued (can't run or charge, -2 to Strength and Dexterity, another source of fatigue causes exhaustion instead.)
Moore: 243/245
Rosa: 249/251
Moore takes a breath, slow and ragged, but in the end he smiles. "Don't worry, this isn't anything magic can't fix. But let's keep going for now, if it gets bad, I can see what I can do. Miss Dana's right, though, whatever evil lurks here is surely going to be more difficult to deal with than this."
"Yes, let's keep going," Crystal pats Hope on the neck, "I'm going to scout ahead, by your leave, General?" She looks to Ithea.
"Go ahead," Ithea says to Crystal.
The party walks on for about 10 minutes. On an on they go, until Crystal returns from the depths. "Good news. The bottom's not far and there's a passage there. A gash in the earth, I get the feeling something happened there. But I think it's our ticket onward."
"It probably is," Ithea says with a nod, as she continues traveling down towards this passage.
Another 20 minutes of walking takes you there. It's a dead end at the bottom, old and scarred stone. That is, save for one ragged gash in the side of the wall. It leads into a narrow passage, just wide enough for someone human sized to wiggle through.
"Can you do your earth gliding trick again, Ithea?" Moore asks as he goes near the gash. "Otherwise, I can check it out."
"I was just going to suggest that you and Crystal check it out since you'll be able to pass through easily. After we've verified that's where we want to head, then my thought is to have Smrgol carry the sunnishard mace so he's not impeded, and have the shredstorms widden the gap just enough so the rest of us can travel it a bit more comfortably," Ithea replies.
Moore nods. He takes a moment, then, to cast a spell on himself and Crystal in case they need to make a speedy retreat.
Ray of Resurgence to get rid of the fatigue on us.
"Thank you," Crystal perks up immediately, taking point ahead of Moore.
Spot, Moore.
[21:07] <Nephrite> roll 1d20+33 spot
[21:07] <Kobot> Nephrite rolled 1d20+33 spot --> [ 1d20=10 ]{43}
> roll 1d20+6 Crystal
<Kobot> Kotono rolled 1d20+6 Crystal --> [ 1d20=17 ]{23}
The two advance along a little bit. Perhaps 5 minutes ahead when Moore notices something out of the corner of his eye. A tiny black crystal deposit. Unremarkable on Earth, the fact that it begins to glow with an inner purple light is less so. Only for a moment or two as you pass, easily missed save for Moore having good peripheral vision.
Moore turns to look at it, casting a quick Detect Magic in case it's some sort of trap or something.
K:D if I'm not mistaken?
The rock radiates moderate magic.
Spellcraft and K:D if you want to identify the type of mineral or gem it is.
[21:20] <Nephrite> roll 1d20+35 Spellcraft
[21:20] <Kobot> Nephrite rolled 1d20+35 Spellcraft --> [ 1d20=3 ]{38}
[21:20] <Nephrite> roll 1d20+21 K:D
[21:20] <Kobot> Nephrite rolled 1d20+21 K:D --> [ 1d20=8 ]{29}
It's black quartz, though it's alone and doesn't fit the rest of the stones there. It may have been placed there or perhaps Earth is odd here. As Moore ponders that, he studies the magic. Ah, it's two fold. The first is sending a message of some sort, similar to sending or related magic. The second is that it's causing some sort of subsonic vibration in the stone.
With his knowledge of stone, Moore can tell this will cause a cave in any second.
"Crystal, we need to go. Now. Back the way we came!" Moore will reach out to grab at her wrist if necessary to start flying back quickly!
Hope springs into action as Crystal holds on, grabbing Moore instead. The fairy dragon is swift as the wind, flying as fast as he can back the way you came. A mere moment later, the world becomes a quaking mess of sound and stone.
Reflex saves, you three.
[21:32] <Nephrite> roll 1d20+43 evasion (prescient sense but it's the same thing)
[21:32] <Kobot> Nephrite rolled 1d20+43 evasion (prescient sense but it's the same thing) --> [ 1d20=4 ]{47}
[20:35] <Merc> roll d20+37 evasion Crystal
[20:35] <Kobot> Merc rolled d20+37 evasion Crystal --> [ 1d20=4 ]{41}
[20:35] <Merc> roll d20+24 improved evasion Hope
[20:35] <Kobot> Merc rolled d20+24 improved evasion Hope --> [ 1d20=13 ]{37}
Hope's sheer speed combined with Moore's attention pays off. The fairy dragon rides the burst explosion, the three managing to avoid entombment by mere feet. Behind them is a cave in now, the way blocked by tons of stone and dirt. Crystal looks back, "Trapped," she breathes, "Lixer expected this, or was paranoid enough to do this. I fear we'll have to do some digging after all, and that any chance of surprise may well be gone."
Moore nods. "It's not that much of a surprise. But if they know doesn't change where we need to go, right?"
"It does not. Danger awaits us," Crystal agrees. "Shall we return and inform the others?"
"Yes, let us go back." Moore agrees.
The trip back is without incident, the party getting looks. "Well?" Stille asks. "We thought we heard something like a crash."
"There was a magic sensor that caused a cave-in." Moore explains in rather short detail.
"So they know we're here. Oh well. Any path forward left, or are we going to have to dig a path through that cave-in?" Ithea asks.
"We'll have to go digging." Moore says.
"That was it, so we'll be digging. Rather sitting ducks for an ambush," Crystal frowns.
The sound of metal on metal is heard, Balyss pounding one gauntleted hand into the other. "Not really. If ahead isn't warded, Ithea can just pull the same trick as she did before."
Ithea nods at that. "I'll go scout ahead then. I'll be back shortly," she says as she draws the mace again and heads onward through the gap and then searching for the cave-in to continue forward from.
Ithea advances ahead once more. She indeed finds a cave in ahead, the way ahead barred by tons of stone.
Perception, Ithea.
<Kobot> Merc rolled d20+51 spot --> [ 1d20=18 ]{69}
Blindsense
Ithea heads towards the cave in, but she sees the faintest rippling of stone to her left side. A slight movement virtually imperceptible to most, but she's able to pick it up.
"Hrm..." Ithea murmurs quietly as she moves towards the source of movement cautiously, trying to figure the source.
Ithea follows it as it goes behind her. She doesn't have much time to look, as a face as large as her entire body pops out. A face of brown stone, eyes empty sockets. Ithea knows an earth elemental when she sees it, having plenty of experience on Aurora. An elemental monolith based on the size, she can dimly note, as a fist comes from behind her to crush her solid.
Init here, you saved yourself an ambush.
Ithea rolled d20+22 init --> [ 1d20=7 ]{29}
> roll 1d20-2 monolith
<Kobot> Kotono rolled 1d20-2 monolith --> [ 1d20=18 ]{16}
Ithea (29 > Monolith (16)
Open Ithea.
I'll post further in the evening when I have better access to a bot. Combat from phone with the phone IRC program is way too annoying.
Ithea pulls away from the rock-hard fist even as she begins swinging the mace at the elemental, the mace crackling with arcane might. "Oh no you don't!"
Arcane Strike of a level 5 spell.
[20:08] <@Mercury> roll d20+47 K:P (devotion)
[20:08] <Kobot> Mercury rolled d20+47 K:P (devotion) --> [ 1d20=13 ]{60}
Attack rolls below include +5 from devotion.
[20:08] <@Mercury> roll d20+51 attack #1
[20:08] <Kobot> Mercury rolled d20+51 attack #1 --> [ 1d20=2 ]{53}
[20:08] <@Mercury> roll d20+46 attack #2
[20:08] <Kobot> Mercury rolled d20+46 attack #2 --> [ 1d20=19 ]{65}
[20:08] <@Mercury> roll d20+41 attack #3
[20:08] <Kobot> Mercury rolled d20+41 attack #3 --> [ 1d20=16 ]{57}
[20:08] <@Mercury> roll d20+36 attack #4
[20:08] <Kobot> Mercury rolled d20+36 attack #4 --> [ 1d20=8 ]{44}
[20:08] <@Mercury> roll d20+46 confirm attack #2
[20:08] <Kobot> Mercury rolled d20+46 confirm attack #2 --> [ 1d20=14 ]{60}
[20:10] <@Mercury> roll d8+21+5d4 attack #1 (if hits)
[20:10] <Kobot> Mercury rolled d8+21+5d4 attack #1 (if hits) --> [ 1d8=8 5d4=11 ]{40}
[20:10] <@Mercury> roll d8+21+5d4 attack #2 (if hits)
[20:10] <Kobot> Mercury rolled d8+21+5d4 attack #2 (if hits) --> [ 1d8=1 5d4=12 ]{34}
[20:10] <@Mercury> roll d8+21+5d4 attack #3 (if hits)
[20:10] <Kobot> Mercury rolled d8+21+5d4 attack #3 (if hits) --> [ 1d8=3 5d4=12 ]{36}
[20:10] <@Mercury> roll d8+21+5d4 attack #4 (if hits)
[20:10] <Kobot> Mercury rolled d8+21+5d4 attack #4 (if hits) --> [ 1d8=6 5d4=13 ]{40}
Just a reminder, you can't critical elementals.
Ithea's mace strikes true, beating the face and hand of the elemental back. Great, deep gouges are torn into it from those strikes, pounding craters into it dead on. But it doesn't stop the elemental, whose fist hurtles hard at Ithea.
> roll 1d20+70 vs Ithea's CMD of 77
<Kobot> Kotono rolled 1d20+70 vs Ithea's CMD of 77 --> [ 1d20=17 ]{87}
Ithea is hit hard by the hand, an open palm strike that picks up and carries Ithea to a crushing meeting with the elemental's forehead.
> roll 16d6+48 bludgeoning damage, DR applies
<Kobot> Kotono rolled 16d6+48 bludgeoning damage, DR applies --> [ 16d6=62 ]{110}
The impact leaves Ithea kneeling on the ground, the hand withdrawing after painfully crushing her against the elemental's body. She's seeing stars, dizzied and dazed.
You suffer a -2 penalty to attack rolls due to being shaken up, Ithea. Go.
Fun times. Also, I forgot to apply fatigue penalty, so I should technically have -1 to those attack rolls and damage if it matters. Which is now -3 to attack rolls!
HP: 257/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20), GMW (CL 25), Shaken, Fatigued
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 1/6
Abilities:
Racial: Healing Touch 0/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 0/9
Duskblade: Attunement 0/14, Quick Cast 0/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 1/23
Lv 4 - 2/18
Lv 5 - 1/14
HP: 228+16/228
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20)
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1)
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 223+14/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: Heroes Feast (CL 20)
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 484/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Ithea winces and decides to focus her defenses against the elemental as she attacks back in full.
Inspiration to add INT to AC.
[21:12] <@Mercury> roll d20+51-3 attack #1
[21:12] <Kobot> Mercury rolled d20+51-3 attack #1 --> [ 1d20=11 ]{59}
[21:12] <@Mercury> roll d20+46-3 attack #2
[21:12] <Kobot> Mercury rolled d20+46-3 attack #2 --> [ 1d20=11 ]{54}
[21:12] <@Mercury> roll d20+41-3 attack #3
[21:12] <Kobot> Mercury rolled d20+41-3 attack #3 --> [ 1d20=12 ]{50}
[21:12] <@Mercury> roll d20+36-3 attack #4
[21:12] <Kobot> Mercury rolled d20+36-3 attack #4 --> [ 1d20=11 ]{44}
[21:12] <@Mercury> roll d8+21+5d4 attack #1 (if hits)
[21:12] <Kobot> Mercury rolled d8+21+5d4 attack #1 (if hits) --> [ 1d8=8 5d4=13 ]{42}
[21:12] <@Mercury> roll d8+21+5d4 attack #2 (if hits)
[21:12] <@Mercury> roll d8+21+5d4 attack #3 (if hits)
[21:12] <Kobot> Mercury rolled d8+21+5d4 attack #2 (if hits) --> [ 1d8=3 5d4=13 ]{37}
[21:12] <Kobot> Mercury rolled d8+21+5d4 attack #3 (if hits) --> [ 1d8=5 5d4=15 ]{41}
[21:12] <@Mercury> roll d8+21+5d4 attack #4 (if hits)
[21:12] <Kobot> Mercury rolled d8+21+5d4 attack #4 (if hits) --> [ 1d8=8 5d4=15 ]{44}
-1 to the damage rolls.
Ithea's heavy strikes batter the elemental repeatedly, craters all over its head and hand. Parts of it are scorched from her arcane fire fueled assaults, enough to finally get the elemental to withdraw. Only for a moment later for everything around Ithea to begin to shake violently.
Balance check. However, the DC is 25 and your modifier is +28, so a roll is not required.
Fortunately, Ithea is able to keep her balance. Little bits of rubble and rock are starting to fall from the ceiling.
Go Ithea.
Ithea takes a brief moment to try and tell if the tremors will be extending to where the others are waiting. If not, she'll push on towards where the original cave in occured, and dive through the rock to check out the other side for a clear path forward.
knowledge architecture? Dungeoneering?
A&E or Dungeoneering are possible, whichever you prefer. Do note that standing around a moment to think wastes time here. Your call if it's worth it.
Ithea shall do her best to evade falling rocks! Can she heal herself while doing the skill roll, or is the skill roll going to be a standard action essentially?
[19:44] <Merc> roll d20+35 K:D
[19:44] <Kobot> Merc rolled d20+35 K:D --> [ 1d20=11 ]{46}
Hmmm. Yes. This place is about to come down all around you. Moving would be good. Quite good, as a matter of fact. Fast.
Act as you please, though you took up a bit of time.
Clarification: Ithea wanted to know if the falling down was going to extend towards where the others are. If it's mostly just the area past the crack, then she wanted to keep moving forward, but if the others were going to be at risk, she'd want to double back.
She doesn't think it'll go that far, at least. A ways but not all the way back.
Ithea continues forward towards where she was heading before she was jumped by some upstart earth monolith! Once she reaches the spot where Crystal and Moore were stopped, she'll use the mace's power to glide through and keep exploring, hopefully finding a safe location to teleport the others too.
If I can heal without increasing likelyhood of rocks falling, I'll use up a pair of charges of Opportunistic Piety. But I'll focus on not getting hit by rocks more if that requires concentration.
Ithea advances forward, before with a shudder, the roof above her caves in.
Ref save. No save would normally be possible (and you'd be taking damage that would kill a normal person many times over at best), but your mace allows earth glide, so you could very well dodge unconventionally.
[20:15] <Merc> roll d20+31+11 evasive mace inspiration
[20:15] <Kobot> Merc rolled d20+31+11 evasive mace inspiration --> [ 1d20=20 ]{62}
Going down? Going down. Ithea sinks right into the ground as fast as the rocks come down, plunging into the ground a good 50ft. It saves her from being crushed into a fine paste, even though the stones around her are shaking. Less than before, at least.
Not gonna lie, you got away with one there. When a cave in happens, the correct answer usually isn't rolling with it like that and instead fleeing.
I had faith in Lady Sunnis' mace!
Ithea isn't even sweating! She continues gliding through the earth in the direction she was headed.
The shaking slows as you go under the cave in (you think, anyway) and past it. You think that if you go up, you should be past it now.
Ithea heads up cautiously!
You're on the other side of the narrow passage. The shaking has stopped by now and the passage ahead has nothing to stop you from following it.
Ithea heals up first and then does some brief scouting!
Using 3x OP. Am I still shaken?
HP: 326/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20), GMW (CL 25), Shaken?, Fatigued
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 0/6
Abilities:
Racial: Healing Touch 0/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 0/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 1/23
Lv 4 - 2/18
Lv 5 - 1/14
HP: 228+16/228
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20)
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1)
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 223+14/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: Heroes Feast (CL 20)
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 484/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
[20:36] <Merc> roll d20+59 move silently
[20:36] <Kobot> Merc rolled d20+59 move silently --> [ 1d20=2 ]{61}
That's gone. You're back to normal attack rolls in regards to that.
Ithea scouts ahead. The passage goes on about 1000ft, before opening into a larger cavern. Glancing ahead, you can see it filled with black crystals - black quartz, probably, similar to the tiny black quartz you saw before.
Ithea casts detect magic and glances at them, to see if they'll set off more cave ins or something. Not exactly something she'd want to pull the others into if so, in which case she might want to keep exploring until there's an actual safe spot to bring them to...well, hopefully still within her reachable distance. Mentally she quickly tries to estimate how far she'd be from the others.
There's magic ahead in the cavern, oh yes.
Spellcraft.
[20:47] <Merc> roll d20+40 I don't like that 'Oh yes'...
[20:47] <Kobot> Merc rolled d20+40 I don't like that 'Oh yes'... --> [ 1d20=3 ]{43}
The entire chamber ahead is a dead zone. The crystals will leech the life out of anything living that passes through. They'll wither, sicken and die quite quickly.
Do I think it's safe to destroy them or can I disable them? And can I spot any path forward from the cavern? Also, roughly how far am I from the others? I have a range of 1400ft, so I doubt it'll be a problem, but if I'm gonna go farther than that to the best of Ithea's knowledge, I'd like to know.
Not sure what to roll on knowing to destroy them or disabling them.
Rolling spot for pathing forward.
[20:52] <Merc> roll d20+51 spot
[20:52] <Kobot> Merc rolled d20+51 spot --> [ 1d20=1 ]{52}
K:A on the crystals.
You'd need to walk back a ways for DDing, fi that's your plan, but not terribly much so. Your range is good.
[21:03] <Merc> roll d20+42 K:A
[21:03] <Kobot> Merc rolled d20+42 K:A --> [ 1d20=13 ]{55}
The crystals are focal points the enchantment. Unfortunately, they all probably are. You'd need to destroy all of them to sotp it. An extremely wide range sonic effect might do the trick.
Since they'd prevent enemies from coming at them (probably), and so far it's been pretty safe outside of the crystals, Ithea decides to return to the others and teleport them all past the cave in. They can handle the crystals together. Or she could probably with just some shout spells, though as a bard, Moore probably had something as effective.
I shall go reunite with my bored compatriots!
You find them waiting for you, Rosa the first to react, "There you are! What happened?" she asks right away.
"So then I said, 'That doesn't make any sense, you're not a mushroom!' and we had a good old t--oh, Hi Ithea!" Moore waves.
"In order: Earth monolith attack, ran it off, it dropped the ceiling on me, dodged into the wall, found path past cave-in, found death crystal cavern, range for dimension door ran out, came back to fetch you all," Ithea summarizes with a small smile. "When I teleport us, stay out of that cavern until the crystals are destroyed. Everyone ready to move on? Also, hi."
Dana laughs, her attention split between Moore and Ithea.
Balyss holds up a hand, "Wait. Selune's grace, run all that by me again. You mention fighting an earth monolith casually, cave ins and who knows what else like that? You can't just brush that off!"
"Um... so it sounds like we have to deal with something unpleasant after we pass through, right?" Moore says with some uncertainty. "Is that about the high and low of it?"
Ithea blinks, and tilts her head towards Balyss. "...why not? Seriously, after demonic Ithea plushies, haunted books of cheeses, fighting star dragons atop burning suns, and all the much crazier stuff we've seen in our lives, why on earth would that even phase me?"
Nodding to Moore, "After I teleport us, we'll be in front of a cavern filled with quartz crystals, with some enchantment to suck the life of anybody that passes near them. We basically have to shatter them all to move forward. Or do even more teleports."
"Would they suck the life out of the elementals?" Moore asks.
"Probably? They're still living, so I don't see why not. Undead could still pass through, so it's a safe bet that's the right path."
Ithea grimaces but doesn't say outloud that this all stinks of the delay tactics she's faced before. Hopefully there aren't even more delays further ahead, or anything they can't handle. If her gut says to pull everyone out later on, she damn well will.
"Anyway, let's move on. Everyone group up so I can teleport us."
Moore nods. "I mean, I think they know we're here either way... but we knew that from the start, right? Best get this over with." He'll fly over near Ithea, ready!
As soon as everyone is in position, Ithea will teleport them onward, and lead them closer towards the cavern, stopping them at a safe distance and pointing them out. "Some sonic attacks to take them out. We want to take them all out."
How far are the crystals and how many are there on each side so I have a better idea of how many spells it'd take?
Teleporting the party over is unremarkable - despite Balyss grumbling a bit, Stille patting her shoulder - and soon you're back where you were. Dana peers ahead, "Maybe they need a test?" she suggests aloud.
The crystals are of varying size. There are clusters of tiny ones, bigger ones up to a few feet wide and quite thick, to everything in between. They're 120ft from the party right now.
Okay, so Greater Shout is 60 ft, so that probably won't work.
Cacophonic Burst is Long (400ft + 920) and works in a 20ft burst. Would two of those clear the crystals out on either side, or would I need more?
Based on the cavern size, Moore thinks 5 well placed bursts would destroy the largest crystals and concentrations. There's still a lot of space, but that leaves more empty places and smaller crystals. To fully eradicate them you'd need about 12.
"I can get most of them with long-range magic." Moore says, sizing it all up by putting his thumb and index finger together on each hand to perform a picture box. "After that I can get closer. I mean, they already know we're here, right? So making a little noise shouldn't hurt anything."
Plan will be to do 2 Cacophonic Bursts on the left, then 2 on the right and then 1 more to finish anything left over. After that he'll have to get closer to use Greater Shout because he only has 5 level 5 spells!
Moore begins to position...before suddenly the ground beneath the party spikes up violently, a massive stone fist slamming through it.
Attack roll versus the party's ACs.
> roll 1d20+54
<Kobot> Kotono rolled 1d20+54 --> [ 1d20=19 ]{73}
> roll 1d20+54 crit confirm ow
<Kobot> Kotono rolled 1d20+54 crit confirm ow --> [ 1d20=16 ]{70}
I see a lack of recent stat blocks, y'all. Would one of you (Neph since you're around) check them for ACs and any relevant miss chance defenses? Though with the lowest roll being a freaking 70, odds are everyone's hit. Dana and Stille both are.
[spoiler]
Dana
HP: 313+19/313
Effects: Heroes Feast (CL20)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves
Resources used: Power Points 239/239
Other: -
Stille
HP: 300+17/300
Effects: Heroes Feast (CL20)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves
Resources used: -
Other: -
How high does that fist go up? I'd imagine Crystal and Moore are flying but I don't know how high that'd be.
ACs:
Moore: 40
Ithea: 56
Crystal: 43 | Hope: 51
Rosa: 63
I don't see any miss chances on anyone.
All the way up.
> roll 12d8+30 ow
<Kobot> Kotono rolled 12d8+30 ow --> [ 12d8=69 ]{99}
Damage reduction applies, it counts as magic to overcome damage reduction.
The fist slams into the party from below, sending them all up to an unexpected meeting with the ceiling. It then slips back, letting them all hit the ground hard. The entire party is prone as...
Init here. Make sure to update hit points and if any of the golems were destroyed by that.
[spoiler]
Dana
HP: 243/313
Effects: Heroes Feast (CL20)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves
Resources used: Power Points 239/239
Other: -
Stille
HP: 218/300
Effects: Heroes Feast (CL20)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves
Resources used: -
Other: -
Everyone gets +11 on init due to Motivate Dexterity.
[10:38] <Nephrite> roll 1d20+31 Moore Init
[10:38] <Kobot> Nephrite rolled 1d20+31 Moore Init --> [ 1d20=17 ]{48}
[10:38] <Nephrite> roll 1d20+10+11 Rosa Init
[10:38] <Kobot> Nephrite rolled 1d20+10+11 Rosa Init --> [ 1d20=20 ]{41}Moore
Rosa
152/251 HP (Fatigued (-2 STR/DEX, no charging)
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
Unless you want to wait on me another 8 hours or so, you'll want to roll for me.
HP: 237/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20), GMW (CL 25), Fatigued
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 0/6
Abilities:
Racial: Healing Touch 0/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 0/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 1/23
Lv 4 - 3/18
Lv 5 - 1/14
HP: 155/228
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20)
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1)
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 146/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: Heroes Feast (CL 20)
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 400/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Edited to remove 2hp from Crystal that I had forgotten.
Also, reminder that Rosa and Stille are fatigued along with Ithea. Crystal and Moore got fixed.
Yep, I forgot. Lower Rosa's init by 1.
[11:15] <Nephrite> roll 1d20+3+11 Balyss
[11:16] <Kobot> Nephrite rolled 1d20+3+11 Balyss --> [ 1d20=11 ]{25}
[11:16] <Nephrite> roll 1d20+12+11 Crystal
[11:16] <Kobot> Nephrite rolled 1d20+12+11 Crystal --> [ 1d20=6 ]{29}
[11:17] <Nephrite> roll 1d20+14+11 Hope
[11:17] <Kobot> Nephrite rolled 1d20+14+11 Hope --> [ 1d20=19 ]{44}
[11:18] <Nephrite> roll 1d20+22+11-1 Ithea
[11:18] <Kobot> Nephrite rolled 1d20+22+11-1 Ithea --> [ 1d20=14 ]{46}
Was everyone hugging? We've got 3 large creatures and a bunch of mediums and smalls, so that's a lot for a single punch to take out.
In any case the shredstorms are immune to all weapon damage so they just slide off, and probably inflict swarm damage on the hand that jammed into them? I dunno. Smrgol is immune to crits as well so I guess he takes 6d8+15? The roll doesn't list individual d6s so I dunno if you want to reroll or just halve the rolled part of the crit.
[17:11] <@Ebiris> roll 1d20+14 Smrgol init
[17:11] <Kobot> Ebiris rolled 1d20+3 Smrgol init --> [ 1d20=13 ]{27}
[17:11] <@Ebiris> roll 2#1d20+17 shredstorm init
[17:11] <Kobot> Ebiris rolled 2#1d20+6 shredstorm init --> [ 1d20=13 ]{30}, [ 1d20=9 ]{26}
Shredstorm #1 77/77
AC 24, construct traits, immunity to electricity, swarm traits
Shredstorm #1 77/77
AC 24, construct traits, immunity to electricity, swarm traits
Smrgol 436/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
The creature in question is extremely large, and hence extremely large fists.
I'll roll the damage for the crit immune separately. Also Crystal has a 25% chance of negating thanks to light fortification.
> roll 6d8+15 crit immune golem, also for Crystal if this next roll is 1-25
<Kobot> Kotono rolled 6d8+15 crit immune golem, also for Crystal if this next roll is 1-25 --> [ 6d8=23 ]{38}
> roll 1d100 1-25 Crystal
<Kobot> Kotono rolled 1d100 1-25 Crystal --> [ 1d100=77 ]{77}
Crystal takes full damage.
> roll 1d20+16 Dana (+11 aura)
<Kobot> Kotono rolled 1d20+16 Dana (+11 aura) --> [ 1d20=18 ]{34}
> roll 1d20+21 Stille (+11 aura)
<Kobot> Kotono rolled 1d20+22 Stille (+11 aura) --> [ 1d20=13 ]{34}
> roll 1d20-2 fist?
<Kobot> Kotono rolled 1d20-2 fist? --> [ 1d20=10 ]{8}
Init order is Moore (48) > Ithea (46) > Hope (44) > Rosa (40) > Stille = Dana (34) > Crystal (29) > Balyss (25) > Fist? (8)
Moore opens. Since your foe has sunk into the earth, there's no immediately visible target. Note that all the party starts prone.
Dana slams down rather hard, "Ah fuck yes," she groans, "Finally some fucking action!"
"Ithea?" Stille struggles to get up from the slam, blood running down a gash on the side of his head. His attention's on her, "Can you get up?"
Rosa's on one knee, gasping for air and struggling to gather herself.
I forgot Moore was crit immune too due to his armor, do you want me to use the same value as the golems for the HP loss?
"Everyone, stand strong! We can easily overcome this!" Moore calls out as he pulls himself to his feet, wobbling a bit before he invokes music to inspire courage in his friends!
[12:52] <Erad> roll 3d4 nonlethal
[12:52] <Kobot> Erad rolled 3d4 nonlethal --> [ 3d4=8 ]{8}
Everyone gets +12 morale bonus on charm/fear and the same on attack and weapon damage rolls. It's mind-affecting for anyone who's immune to that.
In addition, everyone also adds +2 to attack rolls and +2 to any CL checks.
Everyone also has +1 to attack from his aura, so a total of +3 to attack rolls.
Courage fills the party at Moore's words, bolstering them to be far more than before.
Using the non-crit damage is fine, Moore. Ithea's up. Ithea, if you see this at work and want to lay out a turn, feel free to do so and Neph and myself and roll/sort it out for you.
[spoiler]
Dana
HP: 243/313
Effects: Heroes Feast (CL20), Bardsong (+14 attack rolls, weapon damage rolls, saves vs fear, additional +2 attack rolls and caster level checks), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +14 morale to attack and weapon damage rolls, +2 attack rolls and caster level checks, +1 attack rolls.
Resources used: Power Points 239/239
Other: -
Stille
HP: 218/300
Effects: Heroes Feast (CL20), Bardsong (+14 attack rolls, weapon damage rolls, saves vs fear, additional +2 attack rolls and caster level checks), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +14 morale to attack and weapon damage rolls, +2 attack rolls and caster level checks, +1 attack rolls.
Resources used: -
Other: -
I haven't even had a chance, as noted in nagging. Posting now.
Ithea backflips back to standing is Stille's answer, as she frowns at the vanishing trick of the elemental. "Okay, anyone with sonic abilities, focus on the crystals so we get some room to spread out. Everybody else, ready an attack, figure out how to keep that elemental in view once it comes back out again, or heal up!" Ithea directs the others, before unleashing a pair of magical shouts towards the crystals.
Using quick cast to get a second Shout spell off. Don't think damage rolls are needed, but included in case.
[18:52] <@Sailor_Mercury> roll 15d6 sonic #1
[18:52] <@Sailor_Mercury> roll 15d6 sonic #2
[18:52] <Kobot> Sailor_Mercury rolled 15d6 sonic #1 --> [ 15d6=47 ]{47}
[18:52] <Kobot> Sailor_Mercury rolled 15d6 sonic #2 --> [ 15d6=59 ]{59}
Init order is Moore (48) > Ithea (46) > Hope (44) > Rosa (40) > Stille = Dana (34) > Crystal (29) > Balyss (25) > Golems (9) > Fist? (8)
Quick update, forgot to include golems. Since Eb's numbers don't match up with his rolls, I'm just going to put them before the elemental but after everything else. All of them rolled a 9 or higher, so this works.
Ithea, what's the range on greater shout?
Regular shout is 30ft. I don't get greater shout like all the fancy schmancy mages.
The joy of typos.
Ithea heads on over and casts her spell, a loud WAAAARRRRRRRGHHHHHGHGHGHH shattering the crystals immediately ahead of her. They burst like fireworks, sending sprays of crystal dust everywhere. It glitters in the air, a darkness that rains down.
Hope's up. He normally holds for Crystal (or vice versa) for the sake of ease, but you can run them however you like. Go Ithea.
He'll hold for Crystal so I have time to think of what to do there and Balyss.
Right. Rosa's up. Go Neph.
Rosa will make herself ready to deliver a blow to the creature that attacked, but will likewise not be caught off guard again!
Readied action to attack it and if it does try its punch nonsense again she'll use Armor of God.
Rosa readies herself, steel and shield prepared.
Meanwhile Dana staggers to her teeth and grins, "Fuck yes, come at me, you crazed cocksucker!" she shouts, waving her rapier around. At the same time, energy coalesces around her, flowing into her body.
Using Vigor augmented to 22 PP for 110 temporary hit points. Stille's up.
Stille merely rises, dusting himself off and readying himself.
Using Vigor for 5 temporary hit points. Crystal's up.
[spoiler]
Dana
HP: 243+110/313
Effects: Heroes Feast (CL20), Bardsong (+14 attack rolls, weapon damage rolls, saves vs fear, additional +2 attack rolls and caster level checks), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +14 morale to attack and weapon damage rolls, +2 attack rolls and caster level checks, +1 attack rolls.
Resources used: Power Points 239/239
Other: -
Stille
HP: 218+5/300
Effects: Heroes Feast (CL20), Bardsong (+14 attack rolls, weapon damage rolls, saves vs fear, additional +2 attack rolls and caster level checks), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +14 morale to attack and weapon damage rolls, +2 attack rolls and caster level checks, +1 attack rolls.
Resources used: 3/4 Power Points
Other: -
Same as Rosa, Crystal and Hope both prepare for any sighting of the elemental rising, weapon drawn. Balyss does the same.
Readied action on their parts to attack when it rises (if they can reach it). Since Balyss goes right after, went and covered her already.
Init order is Moore (48) > Ithea (46) > Hope (44) > Rosa (40) > Stille = Dana (34) > Crystal (29) > Balyss (25) > Golems (9) > Fist? (8)
Golems are up. We await Eb on this count, unless either of you are familiar enough with them to take action.
The shredstorms merely buzz around themselves and await orders, while Smrgol mimics the others in preparing to strike should that hand appear once more!
Shredstorm #1 77/77
AC 24, construct traits, immunity to electricity, swarm traits
Shredstorm #1 77/77
AC 24, construct traits, immunity to electricity, swarm traits
Smrgol 446/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
The golems ready themselves, while suddenly the fist comes around again. This time from above, trying to crush the party into a gooey paste. The fist is huge, easily 50ft long and wider than the tunnel. "There-" Stille begins to get out, as...
Anyone who held can try and act now. Note that straight attacking leaves you under an onrushing fist and likely in line for being crushed.
Rosa trusts in her faith to protect her as she lashes out at the fist!
Activating Armor of God and trying to whack it as it goes by.
[11:55] <Nephrite> roll 1d20+38+11 Rosa
[11:55] <Rei-chan> Nephrite rolled : 1d20+38+11 Rosa --> [ 1d20=3 ]{52}
That should also be 51 due to fatigueRosa
213/251 HP (Fatigued (-2 STR/DEX, no charging)
+10 Init, 30ft speed
63 AC (+16 due to Armor of God = 79)
Saves: Fort +24, Ref +35, Will +0 (+2 vs enchantment)
Too small to be meaningfully affected, the shredstorms simply buzz around and hopefully chip off a few nails or something.
[16:59] <@Ebiris> roll 2#3d6+2d6 shredstorm swarm damage, last is electric
[16:59] <Rei-chan> Ebiris rolled : 2#3d6+2d6 shredstorm swarm damage, last is electric --> [ 3d6=14 2d6=9 ]{23}, [ 3d6=11 2d6=8 ]{19}But Smrgol is a mighty metal/crystal dragon and fully capable of taking whatever that fist can dish out while dealing it back plenty himself as he angles his head up and breathes out a gout of incandescent flame that would do most great wyrms proud!
[17:00] <@Ebiris> roll 20d10 ironwyrm breath weapon
[17:00] <Rei-chan> Ebiris rolled : 20d10 ironwyrm breath weapon --> [ 20d10=124 ]{124}
[17:00] <@Ebiris> roll 1d4 breath recharge
[17:00] <Rei-chan> Ebiris rolled : 1d4 breath recharge --> [ 1d4=2 ]{2}
DC 26 ref half
Shredstorm #1 77/77
AC 24, construct traits, immunity to electricity, swarm traits
Shredstorm #1 77/77
AC 24, construct traits, immunity to electricity, swarm traits
Smrgol 446/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
Pretty much everyone but Moore and Ithea held. Balyss will continue to hold, if we take damage (which we will) she'll probably use mass heal. Since the crystals are still in the cavern ahead, we don't have room to dodge anyway in the tunnel due to the fist's size and the tunnel's size, except for the golems going out into the crystal field if they don't trigger it. Which I'm still not sure on if they do or not!
Balyss continues to hold, readying to heal everyone through the incoming damage.
Crystal meanwhile charges forward with Hope, meeting the earthly fist head on!
Crystal slams her lance into the fist even as Hope takes a chunk-sized bite out of the fist and glares at it with narrowed eyes!
Crystal:
3x damage on charge with lance -
[11:04] <Merc> roll d20+32+2+12+3 Crystal's Lance+charge+Courage+Moore
[11:04] <Rei-chan> Merc rolled : d20+32+2+12+3 Crystal's Lance+charge+Courage+Moore --> [ 1d20=9 ]{58}
[11:05] <Merc> ooc: add +3 to lance, I rolled longsword by accident / EDIT: Add +1 for heroes' feast too.
[11:06] <Merc> roll 3d6+33 lance x3 damage
[11:06] <Rei-chan> Merc rolled : 3d6+33 lance x3 damage --> [ 3d6=10 ]{43}
[11:06] <Merc> roll 2d6 holy if it matters (which I don't think it does)
[11:06] <Rei-chan> Merc rolled : 2d6 holy if it matters (which I don't think it does) --> [ 2d6=6 ]{6}
Hope:
Bite attack & Frightful Presence goes off (Will save DC 29) -
[11:05] <Merc> roll d20+37+2+12+3 Hope's chomp+charge+Courage+Moore
[11:05] <Rei-chan> Merc rolled : d20+37+2+12+3 Hope's chomp+charge+Courage+Moore --> [ 1d20=18 ]{72}
[11:05] <Merc> roll d6+10 Hope chomp
[11:05] <Rei-chan> Merc rolled : d6+10 Hope chomp --> [ 1d6=6 ]{16}
Rosa hits, roll damage. Just include that next time hit or miss, to save time.
> roll 1d20+10 Ref
<Rei-chan> Kotono rolled : 1d20+10 Ref --> [ 1d20=5 ]{15}
Full damage from the breath weapon.
> roll 1d20+16 Will
<Rei-chan> Kotono rolled : 1d20+16 Will --> [ 1d20=12 ]{28}
No joy on the frightful aura.
Waiting on Rosa's damage.
[12:20] <Nephrite> roll 1d8+18+11
[12:20] <Rei-chan> Nephrite rolled : 1d8+18+11 --> [ 1d8=7 ]{36}
The party stands firm, Rosa thrusting up with her blade. Great gouts of fire melt the hand, as Crystal charges right up at it. The flames half melt the middle, Crystal and Rosa's blows making a massive crack go through the center. It's falling apart - but unfortunately falling right at the party.
> roll 1d20+44 (-10 due to damage)
<Rei-chan> Kotono rolled : 1d20+44 (-10 due to damage) --> [ 1d20=4 ]{48}
Golems and Rosa are missed. I don't see your spoiler blocks in recent posts, so how about Moore, Ithea, Balyss, Crystal and Hope?
Dana's missed, as is Stille.
Ithea, Hope and Balyss are missed. Crystal gets hit.
Edit: I forgot to add the +12 damage from Moore's IC to both Crystal and Hope's attack. I don't know if the +12 damage gets the lance modifier of 3x for Crystal. Man, there's way too many modifiers!
Moore is likewise hit.
> roll 6d8+15 to Crystal and Moore
<Rei-chan> Kotono rolled : 6d8+15 to Crystal and Moore --> [ 6d8=25 ]{40}
Debris of the shattered fist rain down. Dana just lets it literally bounce off her armored head and body, while Rosa deftly dodges to the side. Balyss is in an open space, as is Ithea. Moore and Crystal aren't so fast - both get pelted with rather large rocks, Crystal getting a gash on her forehead and Moore getting stone slamming into the small of his back.
Meanwhile, the ground around you shakes violently as the remnants of the elemental's fist withdraws back, then all goes still and quiet.
Free act for the moment.
"Let's clear those crystals before it decides to go for round three, Moore," Ithea says, tossing her wand towards Balyss.
"Feel free to use that and conserve your spells. It's going to get harder the further we go."
Then moving towards Crystal, she uses her healing touch ability.
Handed Balyss a wand of CLW that's been sitting in my character sheet unused since like level 15.
[12:36] <Merc> roll 4d8+20
[12:36] <Rei-chan> Merc rolled : 4d8+20 --> [ 4d8=12 ]{32}
HP: 237/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20), GMW (CL 25), Fatigued
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 0/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 1/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 1/23
Lv 4 - 5/18
Lv 5 - 1/14
HP: 228+16/228 (Non-lethal: 89)
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20)
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1)
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 148/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: Heroes Feast (CL 20)
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 406/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Moore nods, in quite a bit of pain from the rock pounding he just endured, but nonetheless will takes a breath and then vent his frustrations! "THERE!" He shouts, as he completes his spell!
Casting 2 Cacophonic Bursts, one on the left and one on the right. We'll see what's left afterwards, since I know there'll be something since I needed to cast more to get rid of them, but maybe the constructs can mop up what's left?
[13:43] <Nephrite> roll 2#15d6
[13:43] <Rei-chan> Nephrite rolled : 2#15d6 --> [ 15d6=64 ]{64}, [ 15d6=52 ]{52}Moore
HP: 167/245
AC: 40
2 Level 5 spells used
Rosa
213/251 HP (Fatigued (-2 STR/DEX, no charging)
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
Two quick bursts shatter the crystals to the right and the left. The entrance to the chamber is now cleared, though more crystals remain within. Looks like you'll need more than that, though a good chunk are gone between shout and your bursts.
"Wimp, like losing a hand should stop you." Dana spits, bloody and red, and wipes her lips with her hand. "Fucking fakes everyone. Can throw it around but can't take jack shit."
Stille steps into the cleared chamber, coughing, "Well then, let's hurry. We still have a mining operation to disrupt, do we not?"
Ithea, go ahead and sort the wanding on your end.
[13:23] <Merc> roll 5d8+5 5xCLW Crystal
[13:23] <Rei-chan> Merc rolled : 5d8+5 xCLW Crystal --> [ 5d8=25 ]{30}
[13:23] <Merc> roll 5d8+5 5xCLW Moore
[13:23] <Rei-chan> Merc rolled : 5d8+5 xCLW Moore --> [ 5d8=23 ]{28}
[13:23] <Merc> roll 5d8+5 5xCLW Stille
[13:23] <Rei-chan> Merc rolled : 5d8+5 xCLW Stille --> [ 5d8=23 ]{28}
[13:23] <Merc> roll 5d8+5 5xCLW Dana
[13:23] <Rei-chan> Merc rolled : 5d8+5 xCLW Dana --> [ 5d8=29 ]{34}
[13:24] <Merc> roll 5d8+5 5xCLW Rosa
[13:24] <Rei-chan> Merc rolled : 5d8+5 xCLW Rosa --> [ 5d8=24 ]{29}
[13:24] <Merc> roll 5d8+5 5xCLW Hope
[13:24] <Rei-chan> Merc rolled : 5d8+5 xCLW Hope --> [ 5d8=21 ]{26}
[13:24] <Merc> roll 10d8+10 Ithea
[13:24] <Rei-chan> Merc rolled : 10d8+10 Ithea --> [ 10d8=41 ]{51}
[13:25] <Merc> 10 charges left...hrm...
[13:25] <Merc> roll 3d8+3 Ithea
[13:25] <Rei-chan> Merc rolled : 3d8+3 Ithea --> [ 3d8=18 ]{21}
[13:25] <Merc> roll 3d8+3 Moore
[13:25] <Rei-chan> Merc rolled : 3d8+3 Moore --> [ 3d8=15 ]{18}
[13:25] <Merc> roll d8+1 Crystal
[13:25] <Rei-chan> Merc rolled : d8+1 Crystal --> [ 1d8=7 ]{8}
[13:25] <Merc> roll d8+1 Stille
[13:25] <Rei-chan> Merc rolled : d8+1 Stille --> [ 1d8=6 ]{7}
[13:26] <Merc> roll d8+1 Dana
[13:26] <Rei-chan> Merc rolled : d8+1 Dana --> [ 1d8=1 ]{2}
[13:26] <Merc> roll d8+1 Dana
[13:26] <Rei-chan> Merc rolled : d8+1 Dana --> [ 1d8=1 ]{2}
Going off the above, HPs:
Ithea 309/346
Moore 213/245
Rosa 242/251
Crystal 186/223
Hope 432/484
Stille 278+5/300
Dana 256+110/313
Balyss 228+16/228 (Non-lethal: 38, Regen 1/round)
Shredstorms 77/77
Smrgol 446/459
Can Ithea roll K:Architecture or something else to figure out how best to place Moore's spells to get us through without having to destroy all the crystals?
Sure.
[13:38] <Merc> roll d20+22 K:A&E to minimize spellcasting for pathing
[13:38] <Rei-chan> Merc rolled : d20+22 K:A&E to minimize spellcasting for pathing --> [ 1d20=13 ]{35}
The party is healed as Ithea studies. Based on the design and the magic, yes. Three more in just the right pattern and burst could make a path through now, you think. Between the shouts and the shaking, you think you could direct a path.
[spoiler]
Dana
HP: 256+110/313
Effects: Heroes Feast (CL20), Bardsong (+14 attack rolls, weapon damage rolls, saves vs fear, additional +2 attack rolls and caster level checks), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +14 morale to attack and weapon damage rolls, +2 attack rolls and caster level checks, +1 attack rolls.
Resources used: Power Points 239/239
Other: -
Stille
HP: 278+5/300
Effects: Heroes Feast (CL20), Bardsong (+14 attack rolls, weapon damage rolls, saves vs fear, additional +2 attack rolls and caster level checks), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +14 morale to attack and weapon damage rolls, +2 attack rolls and caster level checks, +1 attack rolls.
Resources used: 3/4 Power Points
Other: -
"Moore, aim your spells in these three directions. If you just aim those ways, that should create a safe path for us without having to destroy them all," Ithea informs the pixie as she points to those three spots as Balyss puts to good use that old wand.
Moore will shout again and cast his spells!
3 More Cacophonic bursts
[14:54] <Nephrite> roll 3#15d6
[14:54] <Rei-chan> Nephrite rolled : 3#15d6 --> [ 15d6=41 ]{41}, [ 15d6=48 ]{48}, [ 15d6=54 ]{54}Moore
HP: 213/245
AC: 40
All level 5 spells used.
Rosa
242/251 HP (Fatigued (-2 STR/DEX, no charging)
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
More crystals shatter, clearing a narrow but hopefully suitable safe path through.
"Well then, let us continue," Crystal says, "Lead the way."
Ithea does so! She keeps an eye out for any crystals she or Moore might have missed as she moves down the path made.
[14:10] <Merc> roll d20+51 spot
[14:10] <Rei-chan> Merc rolled : d20+51 spot --> [ 1d20=16 ]{67}
Quick note: Dana has fast healing 2 from her armor, so she'll be topped up. Stille's vigor is expired, though Dana's is not. Bardsong has also expired.
No further crystals are seen in the path and the party proceeds on. Path this the path narrows a little more, 5 minutes of following a sloping, twisting path. It comes out into a passage, a mineshaft. A rail with minecart takes up the middle of the tunnel, with it stretching in both directions. Stone walls hold smokeless torches that shed sufficient light. It's quiet here - no sign of resistance.
To the left you a tunnel that heads further down. To the right you see a tunnel that heads up.
"Ominous," Balyss breaks the quiet and looks around, "I don't like this."
"Too easy," Rosa agrees, "The enemy's made a tactical withdrawl, I'd bet. Surprise is lost and they're fortifying important positions rather than trying to wholly resist us. It may be a trap or they may not be confident of their forces. It's also possible that the devil in charge is merely defensive in mind."
[spoiler]
Dana
HP: 313+110/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +14 morale to attack and weapon damage rolls, +2 attack rolls and caster level checks, +1 attack rolls.
Resources used: Power Points 239/239
Other: -
Stille
HP: 278/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +14 morale to attack and weapon damage rolls, +2 attack rolls and caster level checks, +1 attack rolls.
Resources used: 3/4 Power Points
Other: -
It doesn't feel right to call on the power of divination for a 50/50 split, but...
"I think we should go down. To me, that's indicative of going deeper into... well, Hell, right?" Moore says. "I mean, either way, we're on the way there one way or another."
"Hmmm. I like it," Balyss says after some thought, "Earth's mines wouldn't need to be down into the ground - the ground's in every direction."
"Yes, though I fear whichever way will be a battle. Unless we choose wrong and they attempt to pin us against the riches they take from Earth," Stille says, "Lady Rosa, what say you?"
Rosa adjusts her shield's straps as she says, "It may be so, if the devils thought of it and found it pleasing. When faced with a choice such as this, any reason is good so long as you act decisively. Better to act of your own means and motive before your enemy forces you to react to them instead."
"Personally, I suspect the devils will be found in both directions. Given its a mining operation, any leadership may well be near the top...but down below will be their main forces and any enslaved elemental souls, as well as any gems, minerals or whatever they're seeking from here. If we're aiming at hurting their operations, ruining things in that direction is probably going to work out better for us," Ithea gives her opinion, gesturing towards the path leading down.
"Then our minds are made up," Balyss puts away her mace, holy symbol in hand. "Selune bless us," she murmurs, ready.
Advancing on down? If so, marching order?
Yes, heading down.
[19:37] <Merc> How much space is there, width-wise?
[19:37] <Merc> 1 person line, 2 person line, 3 person line?
[19:39] <Kotono> 2.
Let's say: Dana + Ithea (front) > Smrgol > Crystal + Moore > Balyss > Stille + Shredstorms
Good to go.
The party gets in formation and begins to probe downward. The minecar tracks go down this way, a rather sharp slope with a high roof for plenty of head room. Soon the party approaches the bottom of the slope. Here the ground vanishes, only minecar tracks leading onward, into pitch darkness - save for below, where 100ft down you can see a vast lake of molten rock. The minecar tracks lead onward into the darkness, farther than you can see.
"I'm glad we can fly," Balyss speaks up here, "Or at least most of us. I'd bet good money that trying to take a minecart over this would end with you in the lava."
"Do you want to build a path for Rosa and Smrgol, Moore? Or should we scout ahead to teleport them?"
"I can only use the harp like that once a week, I'm afraid." Moore says. "Scouting ahead is probably a better idea."
Ithea nods. "Alright. Since it's not a blocked path now, anybody that can fly want to join in? I'm not too worried about stealth."
"I will," Crystal speaks up, patting Hope's neck.
"I'll go too. The rest can guard our flank," Balyss says.
"Alright. Be careful and watch your own backs. Anything can come in from the upwards path once they realize we headed this way," Ithea warns, before she starts flying onward, letting Crystal and Balyss catch up on their own.
Moore will fly along with Ithea!
Since I guess I got mixed up, Moore is going with the flying team, which I guess is Crystal and Balyss?
Spot checks, y'all.
[20:20] <Merc> roll d20+51 spot
[20:20] <Kobot> Merc rolled d20+51 spot --> [ 1d20=10 ]{61}
[21:21] <Nephrite> roll 1d20+33 spot
[21:21] <Kobot> Nephrite rolled 1d20+33 spot --> [ 1d20=15 ]{48}
[20:21] <Merc> roll d20+9 spot Balyss
[20:21] <Kobot> Merc rolled d20+9 spot Balyss --> [ 1d20=2 ]{11}
[20:22] <Merc> roll d20+6 spot Crystal
[20:22] <Kobot> Merc rolled d20+6 spot Crystal --> [ 1d20=8 ]{14}
[20:22] <Merc> roll d20+32 spot Hope
[20:22] <Kobot> Merc rolled d20+32 spot Hope --> [ 1d20=1 ]{33}
Moore and Ithea both notice something as you fly along and follow the track. Far away on both sides are further minecart track lines, leading on in the same directions. Quite far away, but they're there. Meanwhile you fly ahead for a bit, about 1000ft or so. Ahead you can see the other side of the chamber, a passage for the minecart to pass into.
Ithea gestures in that direction for both Crystal and Balyss and begins to fly in that direction seeking a landing spot. Hopefully it's within her teleporting range and has a path for travel by foot, or things will get tricky with Rosa and Smrgol.
What's yoru teleport range?
The party lands there, a slope going down with more minecart tracks. It only looks to go down 30ft before evening out once more.
1400 ft
Just barely.
"Well," Crystal lands, "Will we go back or...?"
"I'll go bring them back here, you guys start checking things out, make sure we don't get caught by surprise by anything," Ithea says in response after making sure there's enough space for everyone.
It'll take two trips for space reasons, Ithea thinks. The space constraints just won't work all at once.
If that's the case, I'll have someone come with me to lead the others then. Don't see the point in teleporting more than Rosa/Smrgol since the others can fly there easily enough.
Moore can go with Ithea and use a Dimension Door himself.
That works.
Getting people to and across is without incident - surprisingly. Still no more sign of attack. Rosa frowns as she looks around, "I don't like this. They're baiting us ahead into something."
"Well, what do we intend to do about it?" Moore asks. "I mean... it feels like there's not much else to do but go forward -- but I suppose if we know it's a trap we can try and have magical protections about us to prepare?"
"Maybe," Ithea admits at Rosa's concern. "But I still feel we can accomplish something before leaving if we keep moving forward. Don't worry, I know what limits not to cross. If something big enough that we can't handle shows up, we'll be able to sense it before it hits us and abort."
"If there's any protections you want to use, go ahead and use them. I'm fairly sure we'll need them soon if they haven't abandoned this base."
Any things you all would like cast on you by Balyss?
Balyss needs to cast Moon Prism Power magic. Also, Mass Death Ward sounds like it'd be fabulous, but I'm not sure if maybe she should wait a bit on that given its duration.
Honestly, I don't know the spells well enough to know what's a long duration buff and I'm too sleepy to try and search through books since the other dndtools went down too. Maybe Neph or Eb have suggestions.
***
Catching up on spoiler boxes: Hope also has fast healing and Balyss has been regenerating, so I'm going to assume Hope and Balyss top off same as Dana.
HP: 309/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20), GMW (CL 25), Fatigued
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 0/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 1/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 1/23
Lv 4 - 5/18
Lv 5 - 1/14
HP: 228+16/228
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20)
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1)
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 186/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: Heroes Feast (CL 20)
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 484/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
That's fine. We'll wait on feedback from them, since I'm getting tired anyway.
I'm likewise not really familiar enough with Balyss' spells, but if there are any hour-long or so protective spells that'd be a good idea.Moore
HP: 213/245
AC: 40
1 level 4 spell used
All level 5 spells used.
Rosa
242/251 HP (Fatigued (-2 STR/DEX, no charging)
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
I have no opinion on what buffs NPCs should cast. Sorry.
Lets keep going then! Onward! To great danger!
NPCs will hold off for the moment in that case.
The party proceeds on and down the tunnel. Here dozens of minecart tracks come from various passages, all heading to the far wall. The cavern is extremely high up, the roof hundreds of feet up at least, with massive metal spikes hanging from the ceiling. They are two dozen feet long and the air shimmers around them. But that's only one thing. 200ft ahead is a dead end wall - and built into that wall is a castle. The castle's gate is closed, as the only thing that is open is hundreds and hundreds of boltholes and arrow slits.
"A castle? Sheesh, they really did want to welcome us in..." Ithea mutters as she eyes for a path in that might not be so obvious.
Does Earth Glide specifically only work on rock? Could I use it to travel through the walls?
Stone wouldn't be a problem, Ithea. The castle is made of it, hence no problem.
Balyss whistles low, "Great, so we're going to have to siege a castle?"
Just as Dana opens her mouth to say something, the castle's boltholes come alive. A rain of arrows, blasts of fire, magic missiles, spines, rocks, fireballs and more comes flying out. At the same time, the spikes above suddenly burst with flames, channeling massive blasts of fire at the party.
Ref save, all.
Someone roll for me and my NPCs:
Ithea d20+31+11 evasion+inspiration
Balyss d20+22 evasion
Crystal d20+37 evasion
Hope d20+24 improved evasion
[11:39] <Nephrite> roll 1d20+35 Rosa evasion
[11:39] <Kobot> Nephrite rolled 1d20+35 Rosa evasion --> [ 1d20=11 ]{46}
[11:40] <Nephrite> roll 1d20+43 Moore Divine Oracle evasion
[11:40] <Kobot> Nephrite rolled 1d20+43 Moore Divine Oracle evasion --> [ 1d20=4 ]{47}
> roll 1d20+42 (+11 inspiration) Ithea evasion
<Kobot> Kotono rolled 1d20+42 (+11 inspiration) Ithea evasion --> [ 1d20=18 ]{60}
> roll 1d20+22 divine oracle's evasion Balyss
<Kobot> Kotono rolled 1d20+22 divine oracle's evasion Balyss --> [ 1d20=16 ]{38}
> roll 1d20+37 Crystal evasion
<Kobot> Kotono rolled 1d20+37 Crystal evasion --> [ 1d20=4 ]{41}
> roll 1d20+24 Hope improved evasion
<Kobot> Kotono rolled 1d20+24 Hope improved evasion --> [ 1d20=16 ]{40}
> roll 1d20+27 Dana
<Kobot> Kotono rolled 1d20+27 Dana --> [ 1d20=19 ]{46}
> roll 1d20+32 Stille improved evasion
<Kobot> Kotono rolled 1d20+32 Stille improved evasion --> [ 1d20=7 ]{39}[/i]
"Selune!" Balyss is moving just as they start to fly, along with Moore. Both run back up the slope and out of the firing range, avoiding the entire barrage. Rosa quickly places her shield up and presses against a wall, covering herself and blocking the entire shot. Ithea and Stille merely dodge - moving through the barrage with unnatural grace, avoiding the storm of attacks. Crystal and Hope fly straight up and dodge, avoiding the mess altogether.
Meanwhile, Dana just stands there and takes it, "That fucking it?" she hollers back. "Stop jerking each other off and try putting some fucking effort into it, like you put effort into fucking each other!"
> roll 3d4+3 force damage
<Kobot> Kotono rolled 3d4+3 force damage --> [ 3d4=6 ]{9}
> roll 3d8+18 piercing damage
<Kobot> Kotono rolled 3d8+18 piercing damage --> [ 3d8=15 ]{33}
> roll 8d6 bludgeoning damage
<Kobot> Kotono rolled 8d6 bludgeoning damage --> [ 8d6=27 ]{27}
> roll 15d6 fire damage
<Kobot> Kotono rolled 15d6 fire damage --> [ 15d6=49 ]{49}
Everyone made the save, so only Dana takes damage and half at that. Damage types are listed.
The rain of attacks pelts down, Dana taking the hits and seemingly unfazed. They're still coming - looks like a second volley is on the way.
[spoiler]
Dana
HP: 313+64/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +14 morale to attack and weapon damage rolls, +2 attack rolls and caster level checks, +1 attack rolls.
Resources used: Power Points 239/239
Other: -
Stille
HP: 278/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +14 morale to attack and weapon damage rolls, +2 attack rolls and caster level checks, +1 attack rolls.
Resources used: 3/4 Power Points
Other: -
"Well standing out here obviously isn't going to get us anywhere -- what's the easiest way to just make a hole?" Moore calls out to the others.
I'm guessing Smrgol could just make a hole, but if the others have an idea I'm open to suggestions. I don't have any spells that could do it.
Whoops, forgot to wait for the golems to make a ref save. My mistake, so we'll hold until Eb gets here and does that.
[17:32] <@Ebiris> roll 1d20+9 Smrgol ref
[17:32] <Kobot> Ebiris rolled 1d20+9 Smrgol ref --> [ 1d20=15 ]{24}
[17:32] <@Ebiris> roll 2#1d20+10 Shredstorm ref
[17:32] <Kobot> Ebiris rolled 2#1d20+10 Shredstorm ref --> [ 1d20=10 ]{20}, [ 1d20=10 ]{20}
Both failed and take full damage as above. I think only the fire gets the swarm, but the dragon is on the hook for all of it. Update me on their condition after that then I'll reply.
Dragon is immune to all magic, does that negate the force and fire? (immune to fire besides)
Sure.
Assuming fire is solely composed of fireballs, shredstorms take 150% damage for that, they also take the force damage since that's not from a weapon. Therefore they're both dead.
Smrgol 429/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
The golems are pelted - Smrgol endures, while the shredstorms are melted into slag.
"Disintegration," Balyss calls, "But we need to do something about all of this first!" she gestures, another wave already starting.
"Quickly," Stille says, "Before someone else takes a lucky blow!"
Moore's pretty much got no options right now, so he's deferring to the others on what to do.
"Teleporting and earth gliding seems to have been doing wonders," Ithea suggests. "Can you guys hold out for a while? I'd summon you all to me, but I can't use regroup unless you're within 80ft of me or so, so that means I'll have to stick to the dimension door spell. If you can create some form of barrier or pull out of their range, that'll give me time to find a spot inside."
"We can-" Stille says. Unfortunately, talking is not always a free action, such as when a great deal of harm is coming your way. Which it is. Now.
Refs saves, y'all.
Does that include the two (Balyss and Moore) who were have stated to have run out of firing range?
[21:59] <Nephrite> roll 1d20+35 Rosa Evasion
[21:59] <Kobot> Nephrite rolled 1d20+35 Rosa Evasion --> [ 1d20=14 ]{49}
I assume not, so haven't rolled for Balyss.
[21:01] <Merc-zzz> roll d20+31+11 evasion+inspiration Ithea
[21:01] <Kobot> Merc-zzz rolled d20+31+11 evasion+inspiration Ithea --> [ 1d20=2 ]{44}
[21:02] <Merc-zzz> roll d20+37 evasion crystal
[21:02] <Kobot> Merc-zzz rolled d20+37 evasion crystal --> [ 1d20=8 ]{45}
[21:02] <Merc-zzz> roll d20+24 imp. evasion Hope
[21:02] <Kobot> Merc-zzz rolled d20+24 imp. evasion Hope --> [ 1d20=5 ]{29}
Make it more clear next time, please! I would've had Moore go for cover!
[22:04] <Nephrite> roll 1d20+43 Divine oracle evasion
[22:04] <Kobot> Nephrite rolled 1d20+43 Divine oracle evasion --> [ 1d20=8 ]{51}
I guess she didn't ran far enough.
[21:08] <Merc-zzz> roll d20+22 evasive Balyss
[21:08] <Kobot> Merc-zzz rolled d20+22 evasive Balyss --> [ 1d20=10 ]{32}
> roll 1d20+27 Dana
<Kobot> Kotono rolled 1d20+27 Dana --> [ 1d20=10 ]{37}
> roll 1d20+32 Stille improved evasion
<Kobot> Kotono rolled 1d20+32 Stille improved evasion --> [ 1d20=16 ]{48}
Fair enough, didn't cross my mind and I didn't think y'all would just stand there and talk while under fire. Since you two have evasion and made the save, it's academic here. If you'd failed it I'd probably let you and Balyss off the hook on those grounds, but since you didn't, no need.
Everyone but Hope made the save. He takes half since improved evasion and Dana also takes half since she doesn't have evasion.
> roll 3d4+3 force
<Kobot> Kotono rolled 3d4+3 --> [ 3d4=4 ]{7}
> roll 3d8+18 piercing
<Kobot> Kotono rolled 3d8+18 --> [ 3d8=13 ]{31}
> roll 8d6 bludgeoning
<Kobot> Kotono rolled 8d6 --> [ 8d6=23 ]{23}
> roll 15d6 fire
<Kobot> Kotono rolled 15d6 --> [ 15d6=51 ]{51}
More attacks fly, this time Balyss and Moore really fall back. The others dodge, save for Dana, who isn't wounded despite being struck. Hope's a little slow and gets pelted as well, as, "Alright, fall back!" Crystal cries, retreating back up the slope.
[spoiler]Dana
HP: 313+21/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls.
Resources used: Power Points 239/239
Other: -
Stille
HP: 278/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls.
Resources used: 3/4 Power Points
Other: -
[spoiler]
While the others retreat, Ithea implements her suggestion, diving into the earth and gliding until she's past the stone walls, testing for a safe spot where the others could be brought to.
[22:14] <Nephrite> roll 1d20+9 Smrgol because we didn't forget Poland
[22:14] <Kobot> Nephrite rolled 1d20+9 Smrgol because we didn't forget Poland --> [ 1d20=14 ]{23}
Failed save, so tally damage as Eb did.
As the rest of the party retreats back, Ithea explores forward. She starts to advance, but as she does?
The rest of the party...
Spot, everyone but Ithea.
HP: 309/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20), GMW (CL 25), Fatigued
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 2/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 1/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 1/23
Lv 4 - 5/18
Lv 5 - 1/14
HP: 228+16/228
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20)
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1)
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 186/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: Heroes Feast (CL 20)
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 424/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
For Smrgol:
Smrgol 415/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
Spot Rolls:
[21:26] <Merc-zzz> d20+32 Hope spot
[21:26] <Merc-zzz> roll d20+6 crystal spot
[21:26] <Kobot> Merc-zzz rolled d20+6 crystal spot --> [ 1d20=5 ]{11}
[21:27] <Merc-zzz> roll d20+9 balyss spot
[21:27] <Kobot> Merc-zzz rolled d20+9 balyss spot --> [ 1d20=12 ]{21}
> roll 1d20+7 Dana
<Kobot> Kotono rolled 1d20+7 Dana --> [ 1d20=14 ]{21}
> roll 1d20+40 Stile
<Kobot> Kotono rolled 1d20+40 Stile --> [ 1d20=15 ]{55}
Missrolled. Whoops.
[21:31] <Merc-zzz> roll d20+32 Hope spot
[21:32] <Kobot> Merc-zzz rolled d20+32 Hope spot --> [ 1d20=19 ]{51}
[22:41] <Nephrite> roll 1d20+33 Moore spot
[22:41] <Kobot> Nephrite rolled 1d20+33 Moore spot --> [ 1d20=3 ]{36}
[22:42] <Nephrite> roll 1d20+33 Rosa spot
[22:42] <Kobot> Nephrite rolled 1d20+33 Rosa spot --> [ 1d20=14 ]{47}
Most of the party - barring Dana, anyway - can see something as they go back up. The ground's starting to ripple! It gives them a split second warning before...
Init here. Go ahead and include Ithea, we'll cover here as init is here. Guess who's back? If you said the earth elemental monolith, you're probably right.
[21:47] <Merc-zzz> is neph's motivate dexterity functioning for init? With Ithea presumably too far to benefit?
[21:50] <Merc-zzz> I assume it is, if not, remove from rolls. I'll roll for Smrgol too.
[21:50] <Merc-zzz> roll 1d20+3+11 Smrgol init
[21:50] <Kobot> Merc-zzz rolled 1d20+3+11 Smrgol init --> [ 1d20=13 ]{27}
[21:50] <Merc-zzz> roll 1d20+3+11 Balyss
[21:50] <Kobot> Merc-zzz rolled 1d20+3+11 Balyss --> [ 1d20=14 ]{28}
[21:50] <Merc-zzz> roll 1d20+12+11 Crystal
[21:50] <Kobot> Merc-zzz rolled 1d20+12+11 Crystal --> [ 1d20=2 ]{25}
[21:50] <Merc-zzz> roll 1d20+14+11 Hope
[21:50] <Kobot> Merc-zzz rolled 1d20+14+11 Hope --> [ 1d20=4 ]{29}
[21:50] <Merc-zzz> roll 1d20+22-1 Ithea (fatigued)
[21:50] <Kobot> Merc-zzz rolled 1d20+22-1 Ithea (fatigued) --> [ 1d20=4 ]{25}
[22:52] <Nephrite> roll 1d20+11+10 Rosa
[22:52] <Kobot> Nephrite rolled 1d20+11+10 Rosa --> [ 1d20=5 ]{26}
[22:52] <Nephrite> roll 1d20+20+11 Moore
[22:52] <Kobot> Nephrite rolled 1d20+20+11 Moore --> [ 1d20=2 ]{33}
Rosa's should be 25 since she's fatigued.
Ithea's too far away and line of effect is broken by being within the ground. So no boost for her.
> roll 1d20+22 Stille (+11 Moore)
<Kobot> Kotono rolled 1d20+22 Stille (+11 Moore) --> [ 1d20=18 ]{40}
> roll 1d20+16 Dana (+11 Moore)
<Kobot> Kotono rolled 1d20+16 Dana (+11 Moore) --> [ 1d20=10 ]{26}
> roll 1d20-2
<Kobot> Kotono rolled 1d20-2 --> [ 1d20=15 ]{13}
Initiative order is Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > ???(13)
"Move!" Stille cries immediately, springting back up and out of the sloped passage altogether.
Moore. Go.
I'm gonna head off for sleep.
Balyss/Crystal/Hope will all hold/ready actions to attack monolith as it shows. Presumably, since it's coming from below and there's room to manuever here, they should be able to move into the air as well after attacking. Ithea's just going to be moving towards the castle and trust in the others to fend for themselves momentarily.
Moore focuses on moving for now, his songs and other things can wait! But he'll stay on guard in case someone needs assistance!
Moving, but ready to give +5 insight to anyone who looks like they may not dodge. He's following after Stille.
Ithea continues to travel on, below all the problems. But as she goes, there is a sudden jolt.
Fortitude save, Ithea.
Dana likewise holds, ready and waiting. After a moment, the fist comes rising up out of the ground, right at the party.
Held actions to attack can be taken. Go for it.
Rosa won't be struck by this damnable thing again! It will face her wrath one way or another!
[10:57] <Nephrite> roll 1d20+38-1 Rosa
[10:57] <Kobot> Nephrite rolled 1d20+38-1 Rosa --> [ 1d20=2 ]{39}
[12:39] <Nephrite> roll 1d8+18-1
[12:39] <Kobot> Nephrite rolled 1d8+18-1 --> [ 1d8=4 ]{21}I'm not including any of the sneak attack damage because I am presuming it doesn't apply.
213/251 HP (Fatigued (-2 STR/DEX, no charging)
+10 Init, 30ft speed
63 AC (+16 due to Armor of God = 79)
Saves: Fort +24, Ref +35, Will +21 (+2 vs enchantment)
With a crash of crystal on rock, Smrgol starts barrelling towards the diabolic fortifications, intending to reduce them to rubble!
He's taking a run action to move 120 feet, so 80 feet from the wall of pain.
Smrgol 425/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
Crystal, Balyss and Hope all attack the rising fist as it makes itself visible, before moving out of the way into the air to avoid being struck in turn!
Ithea fort:
[17:22] <Merc-zzz> roll d20+36+11 fort+inspiration
[17:22] <Kobot> Merc-zzz rolled d20+36+11 fort+inspiration --> [ 1d20=19 ]{66}
Balyss hit and fly:
[17:24] <Merc-zzz> roll d20+27 lunarock
[17:24] <Kobot> Merc-zzz rolled d20+27 lunarock --> [ 1d20=17 ]{44}
[17:24] <Merc-zzz> roll d8+9 if hit
[17:24] <Kobot> Merc-zzz rolled d8+9 if hit --> [ 1d8=5 ]{14}
[17:25] <Merc-zzz> roll d6 electricity if hit
[17:25] <Kobot> Merc-zzz rolled d6 electricity if hit --> [ 1d6=2 ]{2}
Crystal hit and fly:
[17:25] <Merc-zzz> roll d20+35 Hywlythtor (mouthful! sheesh!)
[17:26] <Kobot> Merc-zzz rolled d20+35 Hywlythtor (mouthful! sheesh!) --> [ 1d20=20 ]{55}
[17:26] <Merc-zzz> no crits here sadly. boo. Poor Crystal.
[17:26] <Merc-zzz> roll d6+11 hits at least
[17:26] <Kobot> Merc-zzz rolled d6+11 hits at least --> [ 1d6=5 ]{16}
[17:26] <Merc-zzz> roll 2d6 holy
[17:26] <Kobot> Merc-zzz rolled 2d6 holy --> [ 2d6=8 ]{8}
Hope hit and fly:
[17:26] <Merc-zzz> roll d20+37 bite
[17:26] <Kobot> Merc-zzz rolled d20+37 bite --> [ 1d20=1 ]{38}
[17:26] <Merc-zzz> and on the other side there's hope.
> roll 1d20+25 Stille (+1 heroes feast, -10 PA)
<Kobot> Kotono rolled 1d20+25 Stille (+1 heroes feast, -10 PA) --> [ 1d20=15 ]{40}
> roll 1d8+27
<Kobot> Kotono rolled 1d8+27 --> [ 1d8=5 ]{32}
> roll 1d20+42 (+1 heroes feast, -15 PA) Dana
<Kobot> Kotono rolled 1d20+42 (+1 heroes feast, -15 PA) Dana --> [ 1d20=2 ]{44}
> roll 1d6+36
<Kobot> Kotono rolled 1d6+36 --> [ 1d6=1 ]{37}
All the party slams down at the elemental, chipping and stabbing. It still comes up nonetheless, hitting the party as hard as it can.
> roll 1d20+50 (-4 damage)
<Kobot> Kotono rolled 1d20+50 (-4 damage) --> [ 1d20=7 ]{57}
> roll 12d8+30 hits Crystal and Hope, as well as Balyss
<Kobot> Kotono rolled 12d8+30 hits Crystal and Hope, as well as Balyss --> [ 12d8=45 ]{75}
Dodging and blocking. A chaos as a great stone fist rises up. Some block and are pushed aside, but Hope and Crystal aren't so lucky. They're smashed hard into the ceiling, as is Balyss. They fall down hard, at least not prone this time. From the sloped wall facing the party the elemental's face emerges, or at least some of it. The eyes and nose, staring at the party. Notably, the damage Ithea inflicted earlier is gone.
Ithea meanwhile hits something solid. It sends her up to the surface, 40ft away from the slope and 40ft from the charging golem. She's a bit woozy but not dazed, something having hit her and moved her out - and right into the field of vision of the firing line.
Meanwhile Smrgol charges the fortress, advancing on towards it. They're preparing another volley at him as...
> roll 1d20 wall
<Kobot> Kotono rolled 1d20 wall --> [ 1d20=10 ]{10}
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Wall (10)
Init isn't changed due to everyone holding. It's basically a block of everyone and then the bad guys, so we'll keep it in order for the sake of ease. Stille's up.
Stille jukes to the side, the fist receded back into the ground. He shakes his head and adjusts his clothes, "That's enough of that. You will NOT harm my dear sister like that, elemental." Cracking his knuckles, he leaps in and draws a circle in front of him. "Oh Selune, banish the strength of the wicked beyond the Moon's light!" A silvery bolt appears, going right for the elemental.
> roll 1d20+27 monolith fort half
<Kobot> Kotono rolled 1d20+27 monolith fort half --> [ 1d20=2 ]{29}
Stille invokes his moon's gloves to maximize moon bolt. However, the elemental saved, so 20 Strength damage is instead reduced to 10.
The moon bolt strikes true, causing the elementals flesh to shed pebbles and shrink like stone long weathered under water's caress.
Moore's up. Go.
[spoiler]
Dana
HP: 313+21/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls.
Resources used: Power Points 239/239
Other: -
Stille
HP: 278/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 use of moon gloves used.
Other: -
"Let's show this thing what we're made of!" Moore calls out, inspiring his allies with courage only possible through Words not meant for mortals. At that point, he simply completely disappears from sight!
Everyone gets +12 to attack and weapon damage and the same against charm/fear. In addition, everyone gets +1 attack rolls from his aura and an additional +2 from the harp and +2 to CL for spells. So all together everyone gets +15 to attack rolls, +12 to damage. Moore
HP: 213/245(6)
AC: 40
1 level 4 spell used
All level 5 spells used.
Rosa
242/251 HP (Fatigued (-2 STR/DEX, no charging)
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
Moore's words send cheer throughout, rallying the party to greater heights yet. "Go go go!" Stille calls, "Hit it now, its counter attacks will be weaker!"
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Wall (10)
Hope and Balyss are up. Go Merc.
Hope will wait to act in concert with Crystal.Normally Balyss would prefer to be in a support role, but since she's already next to the monolith's fist, she focuses on damaging it!
[10:48] <Merc> roll d20+15+27
[10:48] <Kobot> Merc rolled d20+15+27 --> [ 1d20=14 ]{56}[10:49] <Merc> roll d8+9+12 if hits #1
[10:49] <Kobot> Merc rolled d8+9+12 if hits #1 --> [ 1d8=7 ]{28}
[10:49] <Merc> roll d6 electricity if hits #1
[10:49] <Kobot> Merc rolled d6 electricity if hits #1 --> [ 1d6=2 ]{2}
[10:49] <Merc> roll 2d6 holy if hits #1
[10:49] <Kobot> Merc rolled 2d6 holy if hits #1 --> [ 2d6=8 ]{8}
[10:48] <Merc> roll d20+15+22
[10:48] <Kobot> Merc rolled d20+15+22 --> [ 1d20=8 ]{45}[10:49] <Merc> roll d8+9+12 if hits #2
[10:49] <Kobot> Merc rolled d8+9+12 if hits #2 --> [ 1d8=4 ]{25}
[10:49] <Merc> roll d6 electricity if hits #2
[10:49] <Kobot> Merc rolled d6 electricity if hits #2 --> [ 1d6=5 ]{5}
[10:49] <Merc> roll 2d6 holy if hits #2
[10:49] <Kobot> Merc rolled 2d6 holy if hits #2 --> [ 2d6=7 ]{7}
[10:48] <Merc> roll d20+15+17
[10:48] <Kobot> Merc rolled d20+15+17 --> [ 1d20=17 ]{49}[10:49] <Merc> roll d8+9+12 if hits #3
[10:49] <Kobot> Merc rolled d8+9+12 if hits #3 --> [ 1d8=5 ]{26}
[10:49] <Merc> roll d6 electricity if hits #3
[10:49] <Kobot> Merc rolled d6 electricity if hits #3 --> [ 1d6=2 ]{2}
[10:49] <Merc> roll 2d6 holy if hits #3
[10:49] <Kobot> Merc rolled 2d6 holy if hits #3 --> [ 2d6=6 ]{6}
[10:48] <Merc> roll d20+15+12
[10:48] <Kobot> Merc rolled d20+15+12 --> [ 1d20=12 ]{39}[10:49] <Merc> roll d8+9+12 if hits #4
[10:49] <Kobot> Merc rolled d8+9+12 if hits #4 --> [ 1d8=6 ]{27}
[10:49] <Merc> roll d6 electricity if hits #4
[10:49] <Kobot> Merc rolled d6 electricity if hits #4 --> [ 1d6=4 ]{4}
[10:49] <Merc> roll 2d6 holy if hits #4
[10:49] <Kobot> Merc rolled 2d6 holy if hits #4 --> [ 2d6=6 ]{6}
Note: Edited rolls above to include the +12 damage from Moore's IC. Originally rolled without it.
Balyss pounds down with Lunarock, her enchanted mace crackling with electricity. Each blow makes a small crater in the monolith's face, getting it to flinch from the blows. "Yes, press the advantage!" Stille calls, as...
Golem with the name I always have to check on spelling is up. Go.
Currently 80 feet away from the gates, Smrgol slows his pace to a mere trot, covering 60 feet to end up 20 away! Almost within striking range!
Smrgol 435/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
As the golem charges the wall, Dana spits aside some blood. "You done, cock gobbler? Eat this!"
Popping chain of personal superiority for +4 Strength and Con. Manifesting Offensive Prescience as a swift action, augmented up to 22 power points and +6 damage.
<Kobot> Kotono rolled 1d20+53 (+1 heroes feast, +2 chain, offensive prescience used, -3 PA, +12 bardic music) --> [ 1d20=13 ]{66}
> roll 1d20+48 (+1 heroes feast, +2 chain, offensive prescience used, -3 PA)
<Kobot> Kotono rolled 1d20+48 (+1 heroes feast, +2 chain, offensive prescience used, -3 PA, +12 bardic music) --> [ 1d20=10 ]{58}
> roll 1d20+43 (+1 heroes feast, +2 chain, offensive prescience used, -3 PA)
<Kobot> Kotono rolled 1d20+43 (+1 heroes feast, +2 chain, offensive prescience used, -3 PA, +12 bardic music) --> [ 1d20=7 ]{50}
> roll 1d20+38 (+1 heroes feast, +2 chain, offensive prescience used, -3 PA)
<Kobot> Kotono rolled 1d20+38 (+1 heroes feast, +2 chain, offensive prescience used, -3 PA, +12 bardic music) --> [ 1d20=12 ]{50}
> roll 1d6+38
> roll 1d6+38
> roll 1d6+38
> roll 1d6+38
<Kobot> Kotono rolled 1d6+38 --> [ 1d6=4 ]{42}
<Kobot> Kotono rolled 1d6+38 --> [ 1d6=5 ]{43}
<Kobot> Kotono rolled 1d6+38 --> [ 1d6=5 ]{43}
<Kobot> Kotono rolled 1d6+38 --> [ 1d6=6 ]{44}
Dana stabs into the elemental's face, tearing away hunks of stone by dragging her rapier out. "Like that, like your face is getting fucked like how Lixer's bitches fuck you?" Dana sneers.
Rosa's up. Go.
Rosa goes to tear into the golem along with Dana!
[12:43] <Nephrite> roll 1d20+38
[12:43] <Kobot> Nephrite rolled 1d20+38 --> [ 1d20=16 ]{54}
[12:43] <Nephrite> roll 1d20+32
[12:44] <Kobot> Nephrite rolled 1d20+32 --> [ 1d20=18 ]{50}
[12:44] <Nephrite> roll 1d20+28
[12:44] <Kobot> Nephrite rolled 1d20+28 --> [ 1d20=17 ]{45}
[12:44] <Nephrite> roll 1d20+23
[12:44] <Kobot> Nephrite rolled 1d20+23 --> [ 1d20=18 ]{41}
[12:44] <Nephrite> roll 4#1d8+18
[12:44] <Kobot> Nephrite rolled 4#1d8+18 --> [ 1d8=4 ]{22}, [ 1d8=7 ]{25}, [ 1d8=3 ]{21}, [ 1d8=2 ]{20}
Rosa likewise pummels the elemental's face, blows less effective but still chipping away some stone and loose dirt.
Crystal and Ithea are up.
Ithea quick casts her blink spell, hopefully improving her chances of dodging, even as she runs after Smrgol, using his larger frame as a shield.
Meanwhile, Crystal and Hope attack the monolith, doing as much damage as they can before it retreats yet again to plan even more ambushes!
[12:10] <Merc> roll d20+15+35
[12:10] <Kobot> Merc rolled d20+15+35 --> [ 1d20=12 ]{62}[12:10] <Merc> roll d6+11+12 hit #1
[12:10] <Kobot> Merc rolled d6+11+12 hit #1 --> [ 1d6=4 ]{27}
[12:10] <Merc> roll 2d6 holy if hits #1
[12:10] <Kobot> Merc rolled 2d6 holy if hits #1 --> [ 2d6=7 ]{7}
[12:10] <Merc> roll d20+15+30
[12:10] <Kobot> Merc rolled d20+15+30 --> [ 1d20=12 ]{57}[12:10] <Merc> roll d6+11+12 hit #2
[12:10] <Kobot> Merc rolled d6+11+12 hit #2 --> [ 1d6=1 ]{24}
[12:10] <Merc> roll 2d6 holy if hits #2
[12:10] <Kobot> Merc rolled 2d6 holy if hits #2 --> [ 2d6=7 ]{7}
[12:10] <Merc> roll d20+15+25
[12:10] <Kobot> Merc rolled d20+15+25 --> [ 1d20=15 ]{55}[12:10] <Merc> roll d6+11+12 hit #3
[12:10] <Kobot> Merc rolled d6+11+12 hit #3 --> [ 1d6=1 ]{24}
[12:10] <Merc> roll 2d6 holy if hits #3
[12:10] <Kobot> Merc rolled 2d6 holy if hits #3 --> [ 2d6=11 ]{11}
[12:10] <Merc> roll d20+15+20
[12:10] <Kobot> Merc rolled d20+15+20 --> [ 1d20=2 ]{37}[12:10] <Merc> roll d6+11+12 hit #4
[12:10] <Kobot> Merc rolled d6+11+12 hit #4 --> [ 1d6=3 ]{26}
[12:10] <Merc> roll 2d6 holy if hits #4
[12:10] <Kobot> Merc rolled 2d6 holy if hits #4 --> [ 2d6=4 ]{4}
Hope:
[12:11] <Merc> roll d20+15+37 bite
[12:11] <Kobot> Merc rolled d20+15+37 bite --> [ 1d20=10 ]{62}
[12:11] <Merc> roll d6+10+12 bite #1 if hits
[12:11] <Kobot> Merc rolled d6+10+12 bite #1 if hits --> [ 1d6=4 ]{26}
[12:11] <Merc> roll d20+15+32 bite
[12:11] <Kobot> Merc rolled d20+15+32 bite --> [ 1d20=2 ]{49}
[12:11] <Merc> roll d6+10+12 bite #2 if hits
[12:11] <Kobot> Merc rolled d6+10+12 bite #2 if hits --> [ 1d6=4 ]{26}
[12:11] <Merc> roll d20+15+32 claws
[12:11] <Kobot> Merc rolled d20+15+32 claws --> [ 1d20=15 ]{62}
[12:11] <Merc> roll d4+5+12 Claw #1 if hits
[12:11] <Kobot> Merc rolled d4+5+12 Claw #1 if hits --> [ 1d4=4 ]{21}
[12:11] <Merc> roll d20+15+32 claws
[12:11] <Kobot> Merc rolled d20+15+32 claws --> [ 1d20=5 ]{52}
[12:11] <Merc> roll d4+5+12 Claw #2 if hits
[12:11] <Kobot> Merc rolled d4+5+12 Claw #2 if hits --> [ 1d4=2 ]{19}
***
Spoiler Blocks:
HP: 309/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20), GMW (CL 25), Fatigued
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 3/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 2/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 1/14
HP: 228+16/228 (Nonlethal: 64)
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20)
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1)
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 121/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: Heroes Feast (CL 20)
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 367/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Pummeled once more and battered terrifically, the elemental's face withdraws. "Running again?" Dana snarls, as meanwhile a barrage attempts to pelt Smrgol. The same as before, only sharper and closer now.
Reflex save, golem.
Really at this range their field of fire on him should be restricted so he gets less stuff sent his way, not more.
[18:36] <~Inari> roll 1d20+9 Smrgol ref
[18:36] <Kobot> Inari rolled 1d20+9 Smrgol ref --> [ 1d20=2 ]{11}
Yes.
> roll 3d4+3
<Kobot> Kotono rolled 3d4+3 --> [ 3d4=4 ]{7}
> roll 15d6 fire
<Kobot> Kotono rolled 15d6 fire --> [ 15d6=58 ]{58}
The barrage that pelts the golem is mostly magic missiles and fire. The stones fly too far, as does the arrows. They hit the golem as...
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Wall (10)
"Cowardly sort," Stille turns to Balyss, "Dear Balyss, are you alright?"
Moore's up.
"Dana!" Moore calls out. "Get ready!" With that, Moore weaves the magic of fate into Dana's attacks in preparation for the damnable thing to come back, though he stays invisible.
Destined Strike on Dana, +3 to attack and weapon damage (stacks with everything else) Improved Crit and +11 to any threat confirmations. Probably irrelevant on this thing but it's there. Believe it's now 4 rounds on bardic music.Moore
HP: 213/245(6)
AC: 40
18/23 bardic music left
1 level 4 spell used
All level 5 spells used.
Rosa
242/251 HP (Fatigued (-2 STR/DEX, no charging)
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
"Ready!" Dana grins savagely as...
Hope and Balyss, go.
Hope waits for a command from Crystal.
Balyss meanwhile waits for the monolith to show itself again, deciding then whether to heal the others or harm the creature.
Smrgol's up. Did anyone know what Eb was going to have him do?
[21:00] <Kowork> I meant to ask Eb what Smrgol would do next roundand iddn't think to.
[21:01] <Merc> He was going to keep running towards the wall and go Kool-Aid man if he reached them.
I don't know exactly -how- he'd do it though. Improved Sunder + attack, probably?
Okay, up to y'all. Do you wanna wait on Eb here to do it or one of you take your best guess on what he would do?
I'll wait. If neph wants to try to roll kool aid man action by combining charge+power attack+improved sunder, he's free to do so though.
I don't mind waiting.
Smrgol rushes the rest of the way towards the gate and heaves his bulk at it with all his prodigious strength to bring it down!
[11:08] <@Ebiris> roll 1d20+26 str check to break door
[11:08] <Kobot> Ebiris rolled 1d20+26 str check to break door --> [ 1d20=2 ]{28}
WHAM! Smrgol runs headlong into the wall, but only manages to rattle it a bit. It hold steady against his body check.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Wall (10)
Rosa and Dana are up.
Dana's at the ready, "C'mon, you piece of rat shit!"
Rosa stands ready to strike the creature as it passes!
Holding until it shows up and will use Armor of God as needed.
Rosa is at the ready, just waiting for it.
Merc is up with Crystal and Ithea.
Crystal holds for a reappearance of the monolith, while Ithea continues to charge after Smrgol, and fires a disintegrate at the stone wall next to Smrgol to weaken the wall for him to break through.
Blink 20% failure chance:
[11:28] <Merc-zzz> roll d100 1-20 is bad
[11:28] <Kobot> Merc-zzz rolled d100 1-20 is bad --> [ 1d100=56 ]{56}
The ray hits the wall...and bounces right back at Ithea!
Make an attack roll against yourself as well as an SR check. If those succeed, make the normal Fortitude save Disintegrate allows. You can't voluntarily fail any of the rolls.
[13:03] <Merc> roll d20+30-1 ranged touch
[13:03] <Kobot> Merc rolled d20+30-1 ranged touch --> [ 1d20=20 ]{49}
[13:04] <Merc> of course, -that's- when I get a 20
[13:04] <Kotono> Roll the crit confirm against yourself.
[13:04] <Kobot> Kotono rolled the crit confirm against yourself. --> error: malformed expression
[13:05] <Merc> roll d20+30-1 ranged touch crit confirm
[13:05] <Kobot> Merc rolled d20+30-1 ranged touch crit confirm --> [ 1d20=15 ]{44}
[13:05] <Merc> roll d20+25+2+6 rolling SR against myself feels annoying
[13:06] <Kobot> Merc rolled d20+25+2+6 rolling SR against myself feels annoying --> [ 1d20=17 ]{50}
[13:06] <Merc> So hey, apparently I crit myself
[13:06] <Kotono> Make the Fort save.
[13:06] <Merc> roll d20+36+11 fort+inspiration
[13:06] <Kobot> Merc rolled d20+36+11 fort+inspiration --> [ 1d20=17 ]{64}
[13:07] <Kotono> At least your dice stayed there. It's still a crit so 10d6 instead of 5d6 damage.
[13:07] <Merc> That's a pass
[13:07] <Merc> roll 10d6
[13:07] <Kobot> Merc rolled 10d6 --> [ 10d6=31 ]{31}
[13:07] <Merc> But seriously, fuck Kobot.
The beam hits Ithea in the arm, part of her upper arm simply gone. Blood starts to flow from the wound, veins pumping into empty air now.
Meanwhile, no sign of the monolith again. Just relative quiet there, Dana tense for a long moment, "Aw, did it go chickenshit again?'
Meanwhile, destruction again rains down on Smrgol.
Ref.
[19:32] <@Ebiris> roll 1d20+9 ref
[19:32] <Kobot> Ebiris rolled 1d20+9 ref --> [ 1d20=8 ]{17}
Smrgol 445/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
> roll 3d4+3
<Kobot> Kotono rolled 3d4+3 --> [ 3d4=5 ]{8}
> roll 15d6
<Kobot> Kotono rolled 15d6 --> [ 15d6=45 ]{45}
Force/fire, same as last round. Immunities still apply, if appropriate.
As Smrgol is bathed in fire and magic missiles, meanwhile Stille shakes his head. "Hold your ground, heal if you need to," he suggests, "Ithea'll be back with an answer soon."
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Wall (10)
Go Moore.
Moore will cast haste on his allies in preparation of the next attack, though he stays invisible.
Haste on everyone sans Smrgol and Ithea for the next 23 rounds. I think everyone's close enough -- Hope and Crystal might be too high up.Moore
HP: 213/245(6) (Haste)
AC: 40
18/23 bardic music left
1 level 4 spell used
All level 5 spells used.
Rosa
242/251 HP (Fatigued (-2 STR/DEX, no charging) (Haste)
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
Hope and Balyss. Go.
[spoiler]
Dana
HP: 313+21/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA.
Resources used: Power Points 239/239
Other: -
Stille
HP: 278/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 use of moon gloves used.
Other: -
Hope waits for Crystal as usual.
Balyss channels positive energy to extend healing to the others meanwhile.
[14:34] <Merc> roll 14d6
[14:34] <Kobot> Merc rolled 14d6 --> [ 14d6=49 ]{49}
Wounds heal as the party waits, the din of the battle below still audible to them.
"Thanks," Stille says, "Now to wait on Ithea.
Smrgol's up.
[spoiler]
Dana
HP: 313+21/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA.
Resources used: Power Points 239/239
Other: -
Stille
HP: 300/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 use of moon gloves used.
Other: -
[/quote]
Rather than blasting the door off its hinges with pure muscle(?) power, Smrgol batters it with his awesome array of natural attacks, metal shrieking under the assault of his myriad crystalline armaments!
[20:40] <@Ebiris> roll 1d20+28 -33pa bite
[20:40] <Kobot> Ebiris rolled 1d20+28 -33pa bite --> [ 1d20=11 ]{39}
[20:40] <@Ebiris> roll 1d20+28 -33pa claw 1
[20:40] <Kobot> Ebiris rolled 1d20+28 -33pa claw 1 --> [ 1d20=5 ]{33}
[20:40] <@Ebiris> roll 1d20+28 -33pa claw 2
[20:40] <Kobot> Ebiris rolled 1d20+28 -33pa claw 2 --> [ 1d20=17 ]{45}
[20:40] <@Ebiris> roll 1d20+28 -33pa wing 1
[20:40] <Kobot> Ebiris rolled 1d20+28 -33pa wing 1 --> [ 1d20=14 ]{42}
[20:40] <@Ebiris> roll 1d20+28 -33pa wing 2
[20:40] <Kobot> Ebiris rolled 1d20+28 -33pa wing 2 --> [ 1d20=11 ]{39}
[20:40] <@Ebiris> roll 1d20+28 -33pa tail
[20:40] <Kobot> Ebiris rolled 1d20+28 -33pa tail --> [ 1d20=1 ]{29}
[20:41] <@Ebiris> roll 2d10+55+2d8+45+2d8+45+2d6+45+2d6+45
[20:41] <Kobot> Ebiris rolled 2d10+55+2d8+45+2d8+45+2d6+45+2d6+45 --> [ 2d10=14 2d8=10 2d8=8 2d6=8 2d6=7 ]{282}
Smrgol 455/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
HP: 278/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20), GMW (CL 25), Fatigued
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 3/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 2/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 2/14
HP: 228+16/228 (Nonlethal: 62)
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20)
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1)
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 170/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: Heroes Feast (CL 20)
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 422/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
In a fury, the dragon tears down the door. It's far harder than stone should be, deeply reinforced. Nonetheless, the sheer migth he puts behind it makes solid progress, the door groaning before giving way before him. It falls backward, crushing a few barely glimpsed creatures beneath it. Ahead is a vast courtyard, the front filled barbazu and medium earth elemental defenders. Along the walls are platforms where the various archers all stand - a mix of barbazu and erinyes with bows and various irregulars (mostly mortals on a glance) throwing out whatever they can.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Wall (10)
Go Rosa.
Rosa will move towards the now opened gate, raising her shield as she goes!
Double moving towards the gate to catch up to Ithea and Smrgol.
How far is everyone from the gate right now? Smrgol is right on top of it, but not sure on everyone else.
Others are 200ft away, since they fell back into the sloped passage.
Rosa comes out of the tunnel and runs 60ft, coming to 140ft of the torn open gate. No projectiles come at her, as instead they focus on the breech in front of them.
Meanwhile, Dana takes off at a sprint that complete belies her heavy armor, clearing 140ft with ease, coming to within 60ft of the gate. "I'm coming, motherfuckers!"
Crystal and Ithea combo hour. Go.
Crystal and Hope charge forward, Hope flying rapidly towards the open path, easily reaching the gate! As she wasn't able to target any of the devils in the courtyard with Hope's charge, Crystal instead prepares, casting Greater Mirror Image, and sharing the spell with Hope.
Seeing the others making their way just fine, Ithea abandons the idea of teleporting them all in, and instead focuses on clearing out the devils at the courtyard, moving further inside and casting Chain Lightning, focusing on the rows of archers!
Someone roll 20d6 lightning damage for me. Targeting the archers primarily, with the primary target being whichever one lets me hit fully a group of 25 additional targets with the chain effect. I'd prefer target quantity over archers if necessary. Reflex save halves damage (DC 26), with secondary targets already taking half damage.
How far do Crystal and Hope move, Merc?
[21:54] <Nephrite> roll 20d6 LIT BOLT
[21:54] <Kobot> Nephrite rolled 20d6 LIT BOLT --> [ 20d6=78 ]{78}
Hope has a fly speed of 100ft. I assumed double move, 200ft, so they make it to the gate.
Crystal and Hope fly fast, reaching the gate without difficulty.
> roll 1d20+9 no SR since Ithea autopasses Ref save
<Kobot> Ko-LaggysMacaroniAdventure rolled 1d20+9 no SR since Ithea autopasses Ref save --> [ 1d20=13 ]{22}
> roll 1d20+9 secondary
<Kobot> Ko-LaggysMacaroniAdventure rolled 1d20+9 secondary --> [ 1d20=18 ]{27}
Meanwhile, Ithea lets her thunder out. Devils fall one after another, crackling lightning felling some and weakening others. As they reel from it, the barbazu advance as a wave on Ithea.
> roll 1d20+20
<Kobot> Ko-LaggysMacaroniAdventure rolled 1d20+20 --> [ 1d20=4 ]{24}
Yet mere barbazu, no matter how many, are not threat to her. The elementals are little better, Ithea holding her ground and fending them all off.
Stille meanwhile advances, making it halfway before the crumbling defenses.
Moore's up.
I forgot everyone has Haste, so Rosa should've moved an extra 60 ft, as should've anyone else who was with us. Moore's moving 180 ft towards the gate.
Moore rushes ahead, almost to the gate. The sounds of battle and cries of the wounded can be heard amid all the chaos, as...
Hope and Balyss are up.
Hope holds. Balyss should have hasted fly speed of 90ft so with the Run action she should make it in the gate.
Balyss flies at high speeds towards the castle gate, boosted by Moore's magic!
Balyss reaches the gates in a dead run, coming to a stop before the breech.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Wall (10)
Golem's up.
Having had it drilled into him by Afina that his job is to fight things worse than pit fiends, Smrgol is rather nonplussed by the forces arrayed against him. Such trash devils are only worth a derisory breath of his flame, but unlike Afina his flame can't burn devils! A shameful oversight on his creator's part, he thinks in dismay as he lumbers over and casually bites a barbazu in half.
[17:13] <@Ebiris> roll 1d20+28 -33pa Smrgol bite
[17:13] <Serith> Ebiris roll for Serith < 41 > [d20=13]
[17:14] <@Ebiris> roll 2d10+55
[17:14] <Serith> Ebiris roll for Serith < 66 > [d10=2,9]
Strikes as silver/adamantine/good and ignores 5 points of dr
Smrgol 459/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
One chomp does just that - a barbazu tries to hack at it as it bites him in two, doing nothing but ensuring it ends up short of its legs. It crumbles to ash in the golem's mouth, as Rosa hurries along and reaches the gate, as does Dana.
Crystal and Ithea.
Crystal charges into a random devil driving her lance through it's body as Hope tears flesh from another devil as it passes near, its frightful presence activating!
Crystal:
I am not including favored enemy damage since I don't understand if your notation means Evil Outsiders and Evil stack or are separate (Evil = Evil Insiders?). So not sure if she gets +8 damage or +4 damage.
[23:23] <Merc> roll d20+35+2 lance+charge
[23:23] <Serith> Merc roll for Serith < 42 > [d20=5]
[23:23] <Merc> roll3d6+33
[23:23] <Merc> roll 3d6+33 lance (x3) damage
[23:23] <Serith> Merc roll for Serith < 46 > [d6=6,3,4]
[23:23] <Merc> roll 2d6 holy
[23:23] <Serith> Merc roll for Serith < 9 > [d6=4,5]
Hope:
[23:18] <Merc> roll d20+37+2 bite+charge
[23:18] <Serith> Merc roll for Serith < 51 > [d20=12]
[23:20] <Merc> roll d6+10 bite damage
[23:20] <Serith> Merc roll for Serith < 12 > [d6=2]
Frightful Presence (Will save DC 29)
Meanwhile, Ithea just throws more lightning out as she looks around the courtyard, getting a feel for the environment and where to focus their next attacks after the enemies at hand fall.
[23:15] <Merc> roll d20+51 spot
[23:15] <Serith> Merc roll for Serith < 53 > [d20=2]
[23:16] <Merc> roll 20d6 chain lightning
[23:16] <Serith> Merc roll for Serith < 91 > [d6=5,6,2,4,4,5,6,5,6,6,6,2,5,6,4,3,4,6,4,2]
Reflex save halves damage (DC 26), with secondary targets already taking half damage. Targets 25 secondary targets.
They don't stack. You use whichever is best.
> roll 1d20+9 primary
<Kobot> Kotono rolled 1d20+9 primary --> [ 1d20=16 ]{25}
> roll 1d20+9 second
<Kobot> Kotono rolled 1d20+9 second --> [ 1d20=15 ]{24}
> roll 1d20+12 Will vs fear
<Kobot> Kotono rolled 1d20+12 Will vs fear --> [ 1d20=8 ]{20}
Crystal charges into the devil formations, impaling a barbazu as she reaches the melee. Her charge is joined with crystal biting it, the two tearing it apart. Ithea's lightning flies, decimating the lesser corps. The irregulars manning the front defense are being massacred by lightning, crumbling before you. As they rally to try and attack, the barbazu barely notice the elementals amid them suddenly groan in terror, prostrating themselves. A moment later the barbazu are sent flying all about, the ground beneath them shattering as a figure emerges from it. It is a head and upper body of stone, even bigger than that of the elemental monolith that you have been attacked by.
This is a creature Ithea has battled before - a primal earth elemental. But this one burns with an unholy light in its eyes, a dull green color that makes you feel greasy and sick just looking at it. The rock and stone of it constantly crumble, becoming dust that fades into nothingness. The scent of rotting mold and flesh is overwhelming from it, the stench making it almost impossible to do anything. Around its body, layers of metal smoothed into plates protect its head and chest, and presumably the rest of the body beneath the surface. As the creature eyes you, it speaks one word in disdain.
"Aurora." The voice of Lixer, cold and cruel. The elemental's face twists into a sneer as the smell overwhelms all the party.
Fort saves, anyone within 90ft. The puppet's 30ft back from the gate and where the frontliners were clashing with the barbazu, so work it out from there. Immunity to sickening and nauseated immunes, as does the strong stomach feat.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
[13:25] <Nephrite> roll 1d20+35 Moore (celestial fortitude)
[13:25] <Kobot> Nephrite rolled 1d20+35 Moore (celestial fortitude) --> [ 1d20=6 ]{41}
[13:27] <Nephrite> roll 1d20+24 Rosa fort
[13:27] <Kobot> Nephrite rolled 1d20+24 Rosa fort --> [ 1d20=10 ]{34}Moore
HP: 213/245(6) (Haste 22)
AC: 40 (+1)
18/23 bardic music left
1 level 4 spell used
All level 5 spells used.
Rosa
242/251 HP (Fatigued (-2 STR/DEX, no charging) (Haste 22)
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
Smrgol's immune to any effect that requires a fort save unless it affects objects. Given the reference to sickening I figure he's safe?
Also knowledge check to determine his action when his turn rolls 'round
[18:42] <@Ebiris> roll 1d20+34 planes, does an elemental possessed by a devil gain devil immunities (such as to fire)?
[18:42] <Kobot> Ebiris rolled 1d20+34 planes, does an elemental possessed by a devil gain devil immunities (such as to fire)? --> [ 1d20=16 ]{50}
I don't know if Ithea would use an inspiration point here, but I'll assume not.
I also don't see anything relevant on anyone that would preclude them from sickened/nauseated.
[16:03] <Nephrite> roll 1d20+36 Ithea
[16:03] <Kobot> Nephrite rolled 1d20+36 Ithea --> [ 1d20=1 ]{37}
[16:03] <Nephrite> roll 1d20+29 Balyss
[16:03] <Kobot> Nephrite rolled 1d20+29 Balyss --> [ 1d20=5 ]{34}
[16:03] <Nephrite> roll 1d20+32 Crystal
[16:03] <Kobot> Nephrite rolled 1d20+32 Crystal --> [ 1d20=3 ]{35}
[16:03] <Nephrite> roll 1d20+22 Hope
[16:03] <Kobot> Nephrite rolled 1d20+22 Hope --> [ 1d20=2 ]{24}
I am very bad at rolling for other people, it seems.
Moore's should be +6 higher because I forgot about Superior Resistance, so his number is 47 if that matters.
> roll 1d20+38 Dana
<Kobot> Kotono rolled 1d20+38 Dana --> [ 1d20=15 ]{53}
Stille's 100ft away from the gate, so outside of the stench's range.
The smell is overwhelming, overpowering. The party can barely breathe.
Ithea, Balyss, Crystal, Hope and Rosa are nauseated for 3 rounds and then sickened indefinitely.
Init order is now Stille (40) > Moore (33) > Hope (29 sickened 3) > Balyss (28 sickened 3) > Smrgol (27) > Rosa (sickened 3) = Dana (26) > Crystal (sickened 3) = Ithea (25 sickened 3) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
The elemental's eyes glow as its fist comes up, smacking Smrgol dead on.
> roll 1d20+72 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???)
<Kobot> Kotono rolled 1d20+72 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) --> [ 1d20=19 ]{91}
> roll 8d6+50 ow
<Kobot> Kotono rolled 8d6+50 ow --> [ 8d6=27 ]{77}
Beats his damage reduction.
The heavy blow pounds the golem down, but he's rebounding quickly. As it digs itself out of the small crater the fist pounded it into, Stille races to the gates. He merely wrinkles his nose at the smell, "Lixer, I presume?" he asks, "I would expect a gentleman to bathe before meeting his guests, sir."
Stille's immune thanks to strong stomach. Moore.
Smrgol 382/459
AC 50, construct traits, immunity to magic, immunity to rust, fast healing 10
He can't do anything about everyone being sick, so... for now, he'll just bolster their fighting ability!
"Everyone, focus your strength!" Moore calls out, inspiring courage in all of his friends!
Inspire Courage on everyone, +12 to attack and weapon damage rolls, +12 against fear and charm.
As Moore calls on courage for the party and others are violently ill...
Init order is now Stille (40) > Moore (33) > Hope (29 nauseated 2) > Balyss (28 nauseated 2) > Smrgol (27) > Rosa (nauseated 3) = Dana (26) > Crystal (nauseated 3) = Ithea (25 nauseated 3) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
Smrgol's up.
Also, since this got lost in the shuffle: The elemental shouldn't be immune to fire, unless it has an unrelated enchantment on it. At least Smrgol thinks that.
Seeing as this thing is probably too large to avoid his impressive breath weapon, Smrgol decides to simply try and melt it that way!
[21:40] <Nephrite> roll 20d10 Reflex 26 halves
[21:40] <Kobot> Nephrite rolled 20d10 Reflex 26 halves --> [ 20d10=92 ]{92}
[21:40] <Nephrite> roll 1d4 cooldown
[21:40] <Kobot> Nephrite rolled 1d4 cooldown --> [ 1d4=1 ]{1}
> roll 1d20+20 (+6 ???, +4 ???)
<Kobot> Kotono rolled 1d20+20 (+6 ???, +4 ???) --> [ 1d20=17 ]{37}
The elemental doesn't dodge - it simply parries the blast with one huge arm, scorched but stopping the worst of it. "Pathetic," Lixer growls, contempt heavy in his voice.
Init order is now Stille (40) > Moore (33) > Hope (29 nauseated 2) > Balyss (28 nauseated 2) > Smrgol (27) > Rosa (nauseated 2) = Dana (26) > Crystal (nauseated 3) = Ithea (25 nauseated 3) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
Dana's up.
"Well, well! Someone's acting like his balls finally fucking dropped!" Dana strides right on in, seemingly uncaring of the wide opening it presents, the elemental taking it to crush her beneath its fist.
Spending 22 power points for a swift action defensive precognition, boosted to +6 AC/saves. +5 AC since she has a permanent +1 insight bonus going on, but the save bonus is in full.
<Kobot> Kotono rolled 1d20+20 (+6 ???, +4 ???) --> [ 1d20=17 ]{37}
> roll 1d20+72 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) vs 75
<Kobot> Kotono rolled 1d20+72 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) vs 75 --> [ 1d20=10 ]{82}
> roll 8d6+50
<Kobot> Kotono rolled 8d6+50 --> [ 8d6=27 ]{77}
WHAM! The blow neatly crushes Dana beneath its fist - until it pulls back and Dana walks on, bloodied but unbowed. "Good boy, I almost felt that one! Daddy must be so proud of you, all those limp fucking wrists and failures must look real good." As she strides in, she takes an exploratory jab at the elemental.
> roll 1d20+42 (+1 haste)
<Kobot> Kotono rolled 1d20+42 (+1 haste) --> [ 1d20=1 ]{43}
Hit enter before I added Moore's bardic music bonuses, but a natural 1 is a natural 1.
Which promptly hits the metal armoring and skids right off to no effect.
Init order is now Stille (40) > Moore (33) > Hope (29 nauseated 2) > Balyss (28 nauseated 2) > Smrgol (27) > Rosa (nauseated 2) = Dana (26) > Crystal (nauseated 2) = Ithea (25 nauseated 2) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
As the others fight (and are noisily sick), the ground 150ft behind them breaks open. The elemental monolith again shows itself, grabbing a rather large boulder and hurling it at Moore.
> roll 1d20+33 touch AC vs Moore's
<Kobot> Kotono rolled 1d20+33 touch AC vs Moore's --> [ 1d20=1 ]{34}
Aaand he comes up short, the boulder only making it 100ft of the 150ft. It makes some noise but doesn't even come close to smashing any of them.
"Know your place," Lixer says coldly, before giving Dana a contemptuously flick with two oversized fingers.
> roll 1d20+82 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) vs Dana's CMD of 87
<Kobot> Kotono rolled 1d20+82 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) vs Dana's CMD of 87 --> [ 1d20=8 ]{90}
Dana's promptly sent reeling back 15ft, as a moment's chanting follows. Sickly purple energy gathers into the primal elemental, clustering into it at a fast pace.
As this happens, Stille kneels next to Balyss and whispers, "Pull it together! Selune needs you right now!"
Heal on Balyss. Sickened and nauseated are gone. Moore's up.
[spoiler]
Dana
HP: 253/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Defensive Precognition(CL22)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +6 insight saves/AC.
Resources used: Power Points 239/239
Other: -
Stille
HP: 300/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Heal. 1 use of moon gloves used.
Other: -
Moore waves his hand and points at the monolith, weaving his newly-found powers to try and cause it to simply fail at everything it does.
Then he turns invisible.
Destined Failure on the Monolith -- DC 30 Will, if it fails it takes -5 penalty on all attack, skills and ability checks. If it succeeds this is reduced to -1.Also as a reminder, everyone has +1 to attack rolls because Moore's there and +2 to attack rolls from the harp and +2 to spell DCs for 2 more rounds.
Courage: 4 roundsMoore
HP: 213/245(14) (Haste 21)
AC: 40 (+1)
17/23 bardic music left
1 level 4 spell used
All level 5 spells used.
Rosa
242/251 HP (Fatigued (-2 STR/DEX, no charging) (Haste 22)
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
> roll 1d20+16
<Kobot> Kotono rolled 1d20+16 --> [ 1d20=12 ]{28}
Success.
Moore wraps his power around the monolith, turning destiny to one of failure as...
Init order is now Stille (40) > Moore (33) > Hope (29 nauseated 1) > Balyss (28) > Smrgol (27) > Rosa (nauseated 2) = Dana (26) > Crystal (nauseated 2) = Ithea (25 nauseated 2) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
Balyss is up. Go.
Hope holds for CrystalBalyss casts Mass Heal!
HP: 346/346
AC/Touch/Flat-Footed: 56/39/56
Effects: Heroes Feast (CL 20), GMW (CL 25), Inspire Courage +12
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 3/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 2/4
Feats: Chaos Devotion 0/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 3/14
HP: 228+16/228
AC/Touch/Flat-Footed: 51/38/48
Effects: Heroes Feast (CL 20), Inspire Courage +12
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 223/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: Heroes Feast (CL 20), Inspire Courage +12
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 484/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: Inspire Courage +12
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Calling on Selune, Balyss banishes the sickness and recovers the party from the grips of nausea.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
Smrgol is up.
Smrgol full attacks the monolith!
Power Attack -20, with Moore's Attack+15/Damage +12
[22:37] <Merc> roll d20+61-20+15 (power attack+moore) bite
[22:37] <Kobot> Merc rolled d20+61-20+15 (power attack+moore) bite --> [ 1d20=15 ]{71}
[22:37] <Merc> roll d20+61-20+15 (power attack+moore) claw #1
[22:37] <Merc> roll d20+61-20+15 (power attack+moore) claw #2
[22:37] <Kobot> Merc rolled d20+61-20+15 (power attack+moore) claw #1 --> [ 1d20=18 ]{74}
[22:37] <Kobot> Merc rolled d20+61-20+15 (power attack+moore) claw #2 --> [ 1d20=17 ]{73}
[22:37] <Merc> roll d20+61-20+15 (power attack+moore) wing #1
[22:37] <Kobot> Merc rolled d20+61-20+15 (power attack+moore) wing #1 --> [ 1d20=12 ]{68}
[22:37] <Merc> roll d20+61-20+15 (power attack+moore) wing #2
[22:37] <Kobot> Merc rolled d20+61-20+15 (power attack+moore) wing #2 --> [ 1d20=15 ]{71}
[22:37] <Merc> roll d20+61-20+15 (power attack+moore) tail slap
[22:37] <Kobot> Merc rolled d20+61-20+15 (power attack+moore) tail slap --> [ 1d20=14 ]{70}
[22:38] <Merc> roll 2d10+22+20+12 bite
[22:38] <Kobot> Merc rolled 2d10+22+20+12 bite --> [ 2d10=7 ]{61}
[22:38] <Merc> roll 2d8+12+20+12 claw #1
[22:38] <Kobot> Merc rolled 2d8+12+20+12 claw #1 --> [ 2d8=7 ]{51}
[22:38] <Merc> roll 2d8+12+20+12 claw #2
[22:38] <Kobot> Merc rolled 2d8+12+20+12 claw #2 --> [ 2d8=15 ]{59}
[22:38] <Merc> roll 2d6+12+20+12 wing #1
[22:38] <Kobot> Merc rolled 2d6+12+20+12 wing #1 --> [ 2d6=3 ]{47}
[22:38] <Merc> roll 2d6+12+20+12 wing #2
[22:38] <Kobot> Merc rolled 2d6+12+20+12 wing #2 --> [ 2d6=5 ]{49}
[22:39] <Merc> roll 2d8+32+20+12 tail slap
[22:39] <Kobot> Merc rolled 2d8+32+20+12 tail slap --> [ 2d8=13 ]{77}
fyI Smrgol only gets the +2 marshal bonus 'cause he's immune to mind affecting.
Also the breath weapon was a bad idea, I only considered it because I thought appearing+disease blast used Lixer's turn and didn't want to run in and give him the first full attack. Since he then ran in and gave Smrgol that chance it became moot.
Lessons learned I suppose. I'll outline plans better before I go to bed in future.
Eb's correct, unless Moore has the Music of the Gods feat. Music of the Gods: When you want your golems to be even more bullshit.
Anyway, that's a total of -15 from Smrgol's attacks. That reduces his string to 56, 59, 58, 54, 56 and 55. None of those hit. Let's just chalk this one up to learning.
Also, the monolith's 150ft back and throwing rocks. The primal elemental (possessed by Lixer) is what's in the party's face. Just FYI.
Smrgol savagely attacks Lixer's puppet, but the armor plating it wears stops all of the dragon-golem's attacks. Bites don't penetrate, claws and wing bashes only make small dents.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
Rosa and Dana are up. Go Rosa.
Rosa will move in to flank the puppet of Lixer along with Dana, but as she goes, will activate her protections to weather the storm of fury and try and take a strike at the monstrosity!
Activating Armor of God on her way on to boost her AC to 63+16 = 79 +1 haste for 80.She'll use Protection Devotion as soon as she can afterwards, it eats another immediate so I'm not sure if she can do it until her next turn, though.[11:46] <Nephrite> roll 1d20+38
[11:46] <Kobot> Nephrite rolled 1d20+38 --> [ 1d20=8 ]{46}
Not bothering with damage since I know the number has to be at least 60.Rosa
173/251 HP (Haste 21)
+10 Init, 30ft speed
63 AC (+1 haste, +2 prot. evil)
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
> roll 1d20+72 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) vs 80
<Kobot> Kotono rolled 1d20+72 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) vs 80 --> [ 1d20=13 ]{85}
> roll 8d6+50
<Kobot> Kotono rolled 8d6+50 --> [ 8d6=28 ]{78}
Rosa gets AoOed for going, ow.
Rosa charges in, slashing at the beast...but her blade fails to come close to penetrating and she's instead slammed into the ground for her efforts. A fist comes down and smacks her, leaving her bloodied. Her hair's mussed and her nose trickles blood down her face, but she's still up.
Dana meanwhile grins up at the elemental, before charging in again, headlong. As she does, shimmering light surrounds her, washing over the party.
Protection devotion, she had the same idea. +7 sacred to AC to all allies within 30ft of her.
> roll 1d20+22 (+1 heroes feast, +1 haste, -22 PA since she suspects she needs a home run 20 here anyway)
<Kobot> Kotono rolled 1d20+22 (+1 heroes feast, +1 haste, -22 PA since she suspects she needs a home run 20 here anyway) --> [ 1d20=10 ]{32}
Dana's swing is mighty, a thrust right into the primal elemental's middle - that fails to even scratch the armor that surrounds it.
Crystal and Ithea are up. Go.
[spoiler]
Dana
HP: 253/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Defensive Precognition(CL22), Protection Devotion (CL-), Bardic Music(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +6 insight saves/AC, +7 sacred AC, +15 to hit and +12 to damage.
Resources used: Power Points 195/239, protection devotion used.
Other: -
Stille
HP: 300/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Protection Devotion(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +7 sacred AC, +15 to hit and +12 to damage.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Heal. 1 use of moon gloves used.
Other: -
Hope moves closer to the monolith, still a bit woozy from the nausea to charge, but not to move.
Once in reach, Crystal and Hope grow in size as Righteous Might fills them both and Crystal thrusts her lance as if she were charging into the corrupted primal earth, yelling with abandon while she does her best to smite it.
Righteous Might swift through Battle Blessing, plus Smite Evil.
[20:22] <Merc> roll d20+35+15+2+11 lance+moore+might+smite
[20:22] <Kobot> Merc rolled d20+35+15+2+11 lance+moore+might+smite --> [ 1d20=19 ]{82}
[20:24] <Merc> roll d8+13+12+22 might+moore+smite
[20:24] <Kobot> Merc rolled d8+13+12+22 might+moore+smite --> [ 1d8=5 ]{52}
[20:24] <Merc> roll 2d6 holy #1
[20:24] <Kobot> Merc rolled 2d6 holy #1 --> [ 2d6=3 ]{3}
[20:28] <Merc> roll d20+42 knowledge check (arcane, plane or religion, whichever fits best. Mostly for devotion, and maybe something useful trivia-wise)
[20:28] <Kobot> Merc rolled d20+42 knowledge check (arcane, plane or religion, whichever fits best. Mostly for devotion, and maybe something useful trivia-wise) --> [ 1d20=17 ]{59}
I'll resolve Crystal's action along with Ithea's. In the meantime, the knowledge check.
The creature before you is a necromental. An undead creature that is the result of the remnants of an elemental being twisted into undeath at the moment of its demise. The main power they have is draining levels when they slam creatures and generally retaining all the powers of the base elemental. However, its stench aura and lack of draining on a slam suggests it's something customized.
Also, something's wrong. Primal elementals are the absolute pinnacles of the elementals and are said to serve Archomentals and the elemental deities themselves. One being allowed to pass into undeath is implausible at best. The elemental's the right size for it, but you also haven't seen its primal magic, another oddity as primal elementals routinely use it to gain an edge in battle.
"Lixer. Didn't think you'd get involved," Ithea notes as she steps closer. "Then again, you're not -really- here are you? Didn't want us squeezing answers out of you?"
Ithea switches to her glaive, and casts a disintegrate spell at the possessed creature, watchful for a reflected spell as with the walls. If it reflects, she'll quick cast Dimension Hop and reappear behind the creature. Otherwise, she'll summon the chaotic power gifted by Renbuu.
As she finishes all that, she'll call out to the others, "Be careful! There's something odd about the necromental...Primal elementals normally wouldn't pass onto undeath, and the lack of it's primal magic and it's lack of draining slams has to mean some different trick is in place!"
Move action to switch weapons, standard action spell. If it reflects, quick casting dimension hop as a swift, otherwise swift action for Chaos Devotion.
[20:52] <Merc> roll d10
[20:52] <Kobot> Merc rolled d10 --> [ 1d10=2 ]{2}
If Chaos Devotion triggers, I'd get +2 sacred AC (overwritten by Protection Devotion).
Spell resistance on disintegrate, Merc.
[20:55] <Merc> roll d20+25+2 CL
[20:55] <Kobot> Merc rolled d20+25+2 CL --> [ 1d20=15 ]{42}
The spell flies true as chaos surrounds Ithea, but it simply vanishes the moment the thin green beam touches the puppet. As this happens, Crystal charges past in a blur, slamming into the necromental like a tiny white haired bullet. Her lance manages to pierce the armor a nd stab the stone beneath. A true pinprick against such a titan, but holy power burst out throughout its chest, "Foolish and worthless," Lixer's voice just drips condescension, the elemental's body jerking a few times before steadying.
Meanwhile, the monolith hurls another boulder, this time at Balyss.
> roll 1d20+28 touch AC Balyss
<Kobot> Kotono rolled 1d20+33 touch AC Balyss --> [ 1d20=13 ]{41}
Miss.
The boulder goes flying, smacking Balyss right in the back. Or it would, but at the last moment shining, misty white light appears, the boulder lost in it and ending up past Lixer's puppet somewhere. Not that you have time to study that, as the purple energy gathering around it suddenly bursts out, engulfing the party.
Fortitude saves, all. Mettle does apply.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Rosa = Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
[22:09] <Nephrite> roll 1d20+39+2 Moore (mettle)
[22:09] <Kobot> Nephrite rolled 1d20+39+2 Moore (mettle) --> [ 1d20=5 ]{46}
[22:09] <Nephrite> roll 1d20+24 rosa
[22:09] <Kobot> Nephrite rolled 1d20+24 rosa --> [ 1d20=4 ]{28}
[21:10] <Merc> roll d20+29 fort Balyss
[21:10] <Kobot> Merc rolled d20+29 fort Balyss --> [ 1d20=12 ]{41}
[21:10] <Merc> roll d20+32 crystal
[21:10] <Kobot> Merc rolled d20+32 crystal --> [ 1d20=16 ]{48}
[21:10] <Merc> roll d20+22 hope
[21:10] <Kobot> Merc rolled d20+22 hope --> [ 1d20=2 ]{24}
[21:10] <Merc> roll d20+36 Ithea
[21:11] <Kobot> Merc rolled d20+36 Ithea --> [ 1d20=12 ]{48}
[21:12] <Kotono> Smrgol is immune.
Common Effects:
Heroes' Feast, Moore's +3 to Atk, Inspire Courage +12, Protection Devotion (+7AC) while within 30ft of Dana/Rosa, Haste on everyone but Ithea/Smrgol
HP: 346/346
AC/Touch/Flat-Footed: 56/39/56
Effects: GMW (CL 25)
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 3/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 2/4
Feats: Chaos Devotion 1/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 4/14
HP: 228+16/228
AC/Touch/Flat-Footed: 51/39/48
Effects: See above
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 223/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: See above
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
Used:
1x Smite Evil
1x Righteous Might
1x Greater Mirror Image
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 484/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: See above
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
> roll 1d20+44 (+6 defensive precognition) Dana
<Kobot> Kotono rolled 1d20+44 (+6 defensive precognition) Dana --> [ 1d20=8 ]{52}
> roll 1d20+32 Stille
<Kobot> Kotono rolled 1d20+32 Stille --> [ 1d20=18 ]{50}
240 damage and 4 negative levels. A successful save reduces the damage by half and the negative levels down to two. Mettle negates everything.
None: Moore
Half: Dana, Stille, Crystal, Ithea
Full: Rosa, Balyss, Hope
Before going on, update statues and let me know if that knocked out or killed anyone.
That leaves Rosa at -63, unless I missed some obvious way to get her bonus fort somehow. It's too late for Moore to use his once a day +5 to saves and I'm not sure it'd make a difference in her case anyway.Moore
HP: 245/245 (Haste 21)
AC: 40 (+1)
16/23 bardic music left
1 level 4 spell used
All level 5 spells used.
Rosa
-67/251 HP (Fatigued (-2 STR/DEX, no charging) (Haste 22)
+10 Init, 30ft speed
63 AC
Saves: Fort +24, Ref +35, Will +27 (+2 vs enchantment)
HP: 216/336
AC/Touch/Flat-Footed: 56/39/56
Effects: GMW (CL 25)
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 3/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 2/4
Feats: Chaos Devotion 1/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 4/14
HP: -16/228
AC/Touch/Flat-Footed: 51/39/48
Effects: See above
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 115/235
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: See above, -2 NL
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
Used:
1x Smite Evil
1x Righteous Might
1x Greater Mirror Image
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 224/464
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: See above, -4 NL
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Balyss is barely hanging on due to the CON score rule on death.
The blast of power is utterly overwhelming. It turns all the air purple, a horrible thrum passing through as the walls of the fortress crack and crumble behind you. They fall into ruin, becoming dust and then nothing from the assault. It is as if they were never there, as the rest of you feel your energies weaken and bodies break all over. For most it can be endured. Balyss falls over and down, while Rosa begins to scream - only for her throat to crumble to dust. The rest of her soon follows, her gear collapsing around the dustpile that was once Rosa.
"Selune, no!" Stille cries, and in an exact replica of Balyss's voice a mere few moments ago, "Selune, heal us all!"
See it again for mass heal, CL 22. Doesn't patch the negative levels, but +150 HP.
Lixer's puppet smirks as a mass of light comes from Rosa. You can see her, the mass taking shape of her. It flies into the necromental, "This soul will be mine," Lixer intones. "Do you see now? You are powerless. I have deigned to suffer your annoyances this far, but no farther. Today Aurora dies."
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
Go Moore. I can't take sides, but I hope you ice this motherfucker now. Poor Rosa.
Also, Balyss is prone from falling over half dead, even though she's back in the positive hit points.
[spoiler]
Dana
HP: 283/313 (2 negative levels)
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Defensive Precognition(CL22), Protection Devotion (CL-), Bardic Music(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +6 insight saves/AC, +7 sacred AC, +15 to hit and +12 to damage.
Resources used: Power Points 151/239, protection devotion used.
Other: -
Stille
HP: 300/300 (2 negative levels)
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Protection Devotion(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +7 sacred AC, +15 to hit and +12 to damage.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Heal. 2 8th: All. 1 use of moon gloves used.
Other: -
Moore takes a breath. He'll save Rosa, no matter what. He has the power to do so... he won't let this be her resting place.
"DANA! ITHEA!" Moore shouts. "Courage fall upon you both! I'll make sure you both survive this, now dismantle that thing so we can rescue her!" He calls on stronger Words than he's used before... but this sort of situation calls on rather desperate measures.
Moore's throwing Inspire Heroics at them both, they get +12 dodge to AC and +12 morale to saves.Courage also has 2 more rounds left, and Haste has... 20.Also, changing the aura over to the +11 to overcoming SR aura.Moore
HP: 245/245(51) (Haste 21)
AC: 40 (+1)
15/23 bardic music left
1 level 4 spell used
All level 5 spells used.
The words echo in the battlefield, Lixer merely chuckling - a cold, dead sound.
Balyss is up. Go.
[spoiler]
Dana
HP: 283/313 (2 negative levels)
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Defensive Precognition(CL22), Protection Devotion (CL-), Bardic Music(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +6 insight saves/AC, +7 sacred AC, +15 to hit and +12 to damage, +12 dodge to AC and +12 morale to saves.
Resources used: Power Points 151/239, protection devotion used.
Other: -
Stille
HP: 300/300 (2 negative levels)
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Protection Devotion(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +7 sacred AC, +15 to hit and +12 to damage.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Heal. 2 8th: All. 1 use of moon gloves used.
Other: -
[/quote]
Balyss struggles up, and gives a nod to Moore before chanting a prayer to Selune, as divine magic fills the area, pale light shining down on herself, Stille, Ithea and Crystal. To the nearby Moore, she presses a hand to his side, a different protection covering him.
Dana and Hope are the least injured, so hopefully they can hold on...
Undeath's Eternal Foe cast on herself, Stille, Ithea and Crystal. Moore got a Quickened Life's Grace.
HP: 336/336
AC/Touch/Flat-Footed: 56/39/56
Effects: GMW (CL 25)
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 3/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 2/4
Feats: Chaos Devotion 1/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 0/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 4/12 (Lost 2 spells from NL)
HP: 134/228
AC/Touch/Flat-Footed: 51/39/48
Effects: See above
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal
Spells Lost due to NL:
10 - Energy Immunity, Mass Freedom of Movement, Curse of Inadequacy, Moonrise
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 235/235
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: See above, -2 NL
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
Used:
1x Smite Evil
1x Righteous Might
1x Greater Mirror Image
Spells Lost:
Divine Agility/Inner Beauty
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 374/464
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: See above, -4 NL
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Shining protections come from above, the momentary shimmer of a full moon over the party. "More stupidity," The puppet sneers.
"You know what's stupid? The fact that you're still fishing for fucking attention!" Dana snaps that back, adjusting her neck with her hand before getting back into combat position. "Oh look at me, I'm some giant fucking asshole who has to talk down to people because Daddy only shows he cares when he bends me over. Pay attention to me! Pay attention to me! I'm not just a cum rag impersonating Orcus!"
Smrgol is up, all unaffected by the magic thrown around and still doing his own thing.
While others are thrown into disarray or killed by the necromantic onslaught of Lixer's puppet, the crystalline dragon remains undaunted and even repairs himself from the initial blow he suffered. And after a bit of confusion over how best to attack, he's finally confident he has Lixer's mettle. "A WORTHY OPPONENT YOU MIGHT BE IF YOU WERE HERE IN PERSON, HELLSPAWN!" Smrgol roars as he bites a chunk out of the necromental and batters it with his myriad harder-than-steel appendages, "BUT THERE IS NO SPORT IN YOUR PUPPET!"
[16:46] <@Ebiris> roll 1d20+60 -3pa bite
[16:46] <Kobot> Ebiris rolled 1d20+60 -3pa bite --> [ 1d20=13 ]{73}
[16:46] <@Ebiris> roll 1d20+60 -3pa claw 1
[16:46] <Kobot> Ebiris rolled 1d20+60 -3pa claw 1 --> [ 1d20=6 ]{66}
[16:46] <@Ebiris> roll 1d20+60 -3pa claw 2
[16:46] <Kobot> Ebiris rolled 1d20+60 -3pa claw 2 --> [ 1d20=18 ]{78}
[16:46] <@Ebiris> roll 1d20+60 -3pa wing 1
[16:46] <Kobot> Ebiris rolled 1d20+60 -3pa wing 1 --> [ 1d20=8 ]{68}
[16:46] <@Ebiris> roll 1d20+60 -3pa wing 2
[16:46] <Kobot> Ebiris rolled 1d20+60 -3pa wing 2 --> [ 1d20=15 ]{75}
[16:46] <@Ebiris> roll 1d20+60 -3pa tail
[16:46] <Kobot> Ebiris rolled 1d20+60 -3pa tail --> [ 1d20=9 ]{69}
[16:46] <@Ebiris> roll 2d10+25 bite
[16:46] <Kobot> Ebiris rolled 2d10+25 bite --> [ 2d10=12 ]{37}
[16:47] <@Ebiris> roll 2d8+15 claw 1
[16:47] <Kobot> Ebiris rolled 2d8+15 claw 1 --> [ 2d8=11 ]{26}
[16:47] <@Ebiris> roll 2d8+15 claw 2
[16:47] <Kobot> Ebiris rolled 2d8+15 claw 2 --> [ 2d8=4 ]{19}
[16:47] <@Ebiris> roll 2d6+15 wing 1
[16:47] <Kobot> Ebiris rolled 2d6+15 wing 1 --> [ 2d6=7 ]{22}
[16:47] <@Ebiris> roll 2d6+15 wing 2
[16:47] <Kobot> Ebiris rolled 2d6+15 wing 2 --> [ 2d6=12 ]{27}
[16:47] <@Ebiris> roll 2d8+38 tail
[16:47] <Kobot> Ebiris rolled 2d8+38 tail --> [ 2d8=9 ]{47}
Strikes as good/silver/adamantine and ignores 5 points of damage reduction regardless
Smrgol 412/459
AC 57, construct traits, immunity to magic, immunity to rust, fast healing 10
The rain of bows is potent enough, pressing through the puppet's armor and battering the form beneath. It's still incredibly hard to make headway, the wounds shallow ones that it resists heavily. Nonetheless, claws are dug in, bashes batter it and wings chip away at the puppet.
"Begone, soulless golem," Lixer retorts, "A whimpering mockery of something worthwhile."
"Shut the fuck up," Dana snarls, the only thing out of her mouth as she joins Smrgol, the two assaulting the necromental head on. Her rapier flashes, striking over and over and over again.
Chain of personal superiority for +4 str/con as a free action. 22 power points on a swift action offensive prescience for +6 insight to damage rolls.
> roll 1d20+58 (-2 negative levels, +1 haste, +1 heroes feast, +15 bardic music, +2 chain)
<Kobot> Kotono rolled 1d20+58 (-2 negative levels, +1 haste, +1 heroes feast, +15 bardic music, +2 chain) --> [ 1d20=7 ]{65}
> roll 1d20+58 (-2 negative levels, +1 haste, +1 heroes feast, +15 bardic music, +2 chain)
<Kobot> Kotono rolled 1d20+58 (-2 negative levels, +1 haste, +1 heroes feast, +15 bardic music, +2 chain) --> [ 1d20=1 ]{59}
> roll 1d20+53 (-2 negative levels, +1 haste, +1 heroes feast, +15 bardic music, +2 chain)
<Kobot> Kotono rolled 1d20+53 (-2 negative levels, +1 haste, +1 heroes feast, +15 bardic music, +2 chain) --> [ 1d20=13 ]{66}
> roll 1d20+48 (-2 negative levels, +1 haste, +1 heroes feast, +15 bardic music, +2 chain)
<Kobot> Kotono rolled 1d20+48 (-2 negative levels, +1 haste, +1 heroes feast, +15 bardic music, +2 chain) --> [ 1d20=19 ]{67}
> roll 1d20+43 (-2 negative levels, +1 haste, +1 heroes feast, +15 bardic music, +2 chain)
<Kobot> Kotono rolled 1d20+43 (-2 negative levels, +1 haste, +1 heroes feast, +15 bardic music, +2 chain) --> [ 1d20=12 ]{55}
> roll 1d6+41
> roll 1d6+41
> roll 1d6+41
<Kobot> Kotono rolled 1d6+41 --> [ 1d6=5 ]{46}
<Kobot> Kotono rolled 1d6+41 --> [ 1d6=4 ]{45}
<Kobot> Kotono rolled 1d6+41 --> [ 1d6=4 ]{45}
Dana manages to skewer him several times, slowly working through the armor. The holes she makes are small things, trying to punch through the puppet. But as she struggles...
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
Go Crystal and Ithea.
[spoiler]
Dana
HP: 283/313 (2 negative levels)
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Defensive Precognition(CL22), Protection Devotion (CL-), Bardic Music(CL-), Chain(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +6 insight saves/AC, +7 sacred AC, +15 to hit and +12 to damage, +12 dodge to AC and +12 morale to saves, +4 Str/Con.
Resources used: Power Points 129/239, protection devotion used.
Other: -
Stille
HP: 300/300 (2 negative levels)
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Protection Devotion(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +7 sacred AC, +15 to hit and +12 to damage.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Heal. 2 8th: All. 1 use of moon gloves used.
Other: -
Crystal, Hope and Ithea all full attack!
More specifically, Crystal casts a battle blessing of righteous fury, powering herself and Hope up further before they both attack furiously!
At the same Ithea teleports behind the primal earth puppet, launching her attack first, then as soon as Crystal hits, using her sense for opportunity to give the puppet a weakening blow.
Hopefully they can finish the puppet off before it can kill someone else, or before it can claim Rosa's soul for Lixer...
[16:18] <Merc> roll d10
[16:18] <Kobot> Merc rolled d10 --> [ 1d10=9 ]{9}
Ithea gains +9 ATK this turn.
Note: I am attacking first with Ithea, then Crystal, then using Ithea's Opportunist ability. From what I can tell, all three of those attacks hit (>65 which has hit before), so I added Expert Tactician bonus to all future attacks/damage rolls.
[16:54] <Merc> roll d20+40+15+1+5+9-2+5 glaive+moore+feast+KD+CD-2NL+AS
[16:54] <Kobot> Merc rolled d20+40+15+1+5+9-2+5 glaive+moore+feast+KD+CD-2NL+AS --> [ 1d20=11 ]{84}
[16:55] <Merc> roll d20+35+15+2+1+1+1+11-2 lance+moore+might+fury+feast+haste+smite-2NL
[16:55] <Kobot> Merc rolled d20+35+15+2+1+1+1+11-2 lance+moore+might+fury+feast+haste+smite-2NL --> [ 1d20=16 ]{80}
[16:55] <Merc> roll d20+44+15+1+5+9-2+5 (Ithea's opportunist) glaive+moore+feast+KD+CD-2NL+AS
[16:55] <Kobot> Merc rolled d20+44+15+1+5+9-2+5 (Ithea's opportunist) glaive+moore+feast+KD+CD-2NL+AS --> [ 1d20=8 ]{85}
Rolling remaining of Ithea's attacks:
[16:55] <Merc> roll d20+35+15+1+5+9-2+5 glaive+moore+feast+KD+CD-2NL+tactician+AS
[16:55] <Kobot> Merc rolled d20+35+15+1+5+9-2+5 glaive+moore+feast+KD+CD-2NL+tactician+AS --> [ 1d20=2 ]{70}
[16:55] <Merc> roll d20+30+15+1+5+9-2+5 glaive+moore+feast+KD+CD-2NL+tactician+AS
[16:55] <Kobot> Merc rolled d20+30+15+1+5+9-2+5 glaive+moore+feast+KD+CD-2NL+tactician+AS --> [ 1d20=13 ]{76}
[16:56] <Merc> roll d20+25+15+1+5+9-2+5 glaive+moore+feast+KD+CD-2NL+tactician+AS
[16:56] <Kobot> Merc rolled d20+25+15+1+5+9-2+5 glaive+moore+feast+KD+CD-2NL+tactician+AS --> [ 1d20=8 ]{66}
[17:22] <Merc> roll d20+40+15+1+5+9-2+5+1 glaive+moore+feast+KD+CD-2NL+AS+haste
[17:22] <Kobot> Merc rolled d20+40+15+1+5+9-2+5+1 glaive+moore+feast+KD+CD-2NL+AS+haste --> [ 1d20=7 ]{81}
Rolling remaining of Crystal's attacks:
[16:56] <Merc> roll d20+35+15+2+1+1+1+11-2+2 lance+moore+might+fury+feast+haste+smite-2NL+tactician
[16:56] <Kobot> Merc rolled d20+35+15+2+1+1+1+11-2+2 lance+moore+might+fury+feast+haste+smite-2NL+tactician --> [ 1d20=6 ]{72}
[16:56] <Merc> roll d20+30+15+2+1+1+1+11-2+2 lance+moore+might+fury+feast+haste+smite-2NL+tactician
[16:56] <Kobot> Merc rolled d20+30+15+2+1+1+1-2+2 lance+moore+might+fury+feast+haste-2NL+tactician --> [ 1d20=4 ]{54}
[16:56] <Merc> roll d20+25+15+2+1+1+1+11-2+2 lance+moore+might+fury+feast+haste-2NL+tactician
[16:56] <Kobot> Merc rolled d20+25+15+2+1+1+1-2+2 lance+moore+might+fury+feast+haste+smite-2NL+tactician --> [ 1d20=10 ]{55}
[16:56] <Merc> roll d20+20+15+2+1+1+1-2+2 lance+moore+might+fury+feast+haste-2NL+tactician
[16:56] <Kobot> Merc rolled d20+20+15+2+1+1+1-2+2 lance+moore+might+fury+feast+haste+smite-2NL+tactician --> [ 1d20=15 ]{55}
Rolling Hope's attacks:
[16:57] <Merc> roll d20+37+15+2+1+1-4+2 bite+moore+might+fury+haste-4NL+tactician
[16:57] <Kobot> Merc rolled d20+37+15+2+1+1-4+2 bite+moore+might+fury+haste-4NL+tactician --> [ 1d20=8 ]{62}
[16:57] <Merc> roll d20+37+15+2+1+1-4+2 bite+moore+might+fury+haste-4NL+tactician
[16:57] <Kobot> Merc rolled d20+37+15+2+1+1-4+2 bite+moore+might+fury+haste-4NL+tactician --> [ 1d20=1 ]{55}
[16:57] <Merc> roll d20+32+15+2+1+1-4+2 bite+moore+might+fury+haste-4NL+tactician
[16:57] <Kobot> Merc rolled d20+32+15+2+1+1-4+2 bite+moore+might+fury+haste-4NL+tactician --> [ 1d20=11 ]{60}
[16:57] <Merc> roll d20+32+15+2+1+1-4+2 claw+moore+might+fury+haste-4NL+tactician
[16:57] <Kobot> Merc rolled d20+32+15+2+1+1-4+2 claw+moore+might+fury+haste-4NL+tactician --> [ 1d20=1 ]{50}
[16:57] <Merc> roll d20+32+15+2+1+1-4+2 claw+moore+might+fury+haste-4NL+tactician
[16:57] <Kobot> Merc rolled d20+32+15+2+1+1-4+2 claw+moore+might+fury+haste-4NL+tactician --> [ 1d20=13 ]{62}
[17:00] <Merc> roll d10+20+12+5+5d4 (glaive+moore+KD+AS) Ithea #1
[17:00] <Kobot> Merc rolled d10+20+12+5+5d4 (glaive+moore+KD+AS) Ithea #1 --> [ 1d10=1 5d4=13 ]{51}
[17:00] <Merc> roll d10+20+12+5+5d4 (glaive+moore+KD+AS) Ithea Opportunist
[17:00] <Kobot> Merc rolled d10+20+12+5+5d4 (glaive+moore+KD+AS) Ithea Opportunist --> [ 1d10=3 5d4=12 ]{52}
[17:00] <Merc> roll d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #2
[17:00] <Kobot> Merc rolled d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #2 --> [ 1d10=5 5d4=13 ]{57}
[17:00] <Merc> roll d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #3
[17:00] <Merc> roll d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #4
[17:00] <Kobot> Merc rolled d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #3 --> [ 1d10=7 5d4=11 ]{57}
[17:00] <Kobot> Merc rolled d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #4 --> [ 1d10=2 5d4=10 ]{51}
[16:59] <Merc> d10+20+12+5+2+5d4 Glaive #1
[17:00] <Merc> roll d10+20+12+5+5d4 (glaive+moore+KD+AS) Ithea #1
[17:00] <Kobot> Merc rolled d10+20+12+5+5d4 (glaive+moore+KD+AS) Ithea #1 --> [ 1d10=1 5d4=13 ]{51}
[17:00] <Merc> roll d10+20+12+5+5d4 (glaive+moore+KD+AS) Ithea Opportunist
[17:00] <Kobot> Merc rolled d10+20+12+5+5d4 (glaive+moore+KD+AS) Ithea Opportunist --> [ 1d10=3 5d4=12 ]{52}
[17:00] <Merc> roll d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #2
[17:00] <Kobot> Merc rolled d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #2 --> [ 1d10=5 5d4=13 ]{57}
[17:00] <Merc> roll d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #3
[17:00] <Merc> roll d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #4
[17:00] <Kobot> Merc rolled d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #3 --> [ 1d10=7 5d4=11 ]{57}
[17:00] <Kobot> Merc rolled d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #4 --> [ 1d10=2 5d4=10 ]{51}
[17:22] <Merc> roll d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #5
[17:22] <Kobot> Merc rolled d10+20+12+5+2+5d4 (glaive+moore+KD+tactician+AS) Ithea #5 --> [ 1d10=1 5d4=15 ]{55}
[17:12] <Merc> roll 2d6 Ithea holy #1
[17:12] <Kobot> Merc rolled 2d6 Ithea holy #1 --> [ 2d6=9 ]{9}
[17:12] <Merc> roll 2d6 Ithea holy #opportunist
[17:12] <Kobot> Merc rolled 2d6 Ithea holy #opportunist --> [ 2d6=3 ]{3}
[17:13] <Merc> roll 2d6 Ithea holy #3
[17:13] <Kobot> Merc rolled 2d6 Ithea holy #3 --> [ 2d6=9 ]{9}
[17:13] <Merc> roll 2d6 Ithea holy #2
[17:13] <Kobot> Merc rolled 2d6 Ithea holy #2 --> [ 2d6=5 ]{5}
[17:13] <Merc> roll 2d6 Ithea holy #4
[17:13] <Kobot> Merc rolled 2d6 Ithea holy #4 --> [ 2d6=12 ]{12}
[17:22] <Merc> roll 2d6 Ithea holy #5
[17:22] <Kobot> Merc rolled 2d6 Ithea holy #5 --> [ 2d6=7 ]{7}
[17:01] <Merc> roll d8+10+12+2+1+22 (lance+moore+might+fury+smite) Crystal #1
[17:01] <Kobot> Merc rolled d8+10+12+2+1+22 (lance+moore+might+fury+smite) Crystal #1 --> [ 1d8=6 ]{53}
[17:01] <Merc> roll d8+10+12+2+1+22+2 (lance+moore+might+fury+smite+tactician) Crystal #2
[17:01] <Kobot> Merc rolled d8+10+12+2+1+22+2 (lance+moore+might+fury+smite+tactician) Crystal #2 --> [ 1d8=8 ]{57}
[17:01] <Merc> roll d8+10+12+2+1+22+2 (lance+moore+might+fury+smite+tactician) Crystal #3
[17:01] <Kobot> Merc rolled d8+10+12+2+1+22+2 (lance+moore+might+fury+smite+tactician) Crystal #3 --> [ 1d8=3 ]{52}
[17:01] <Merc> roll d8+10+12+2+1+22+2 (lance+moore+might+fury+smite+tactician) Crystal #4
[17:01] <Kobot> Merc rolled d8+10+12+2+1+22+2 (lance+moore+might+fury+smite+tactician) Crystal #4 --> [ 1d8=5 ]{54}
[17:01] <Merc> roll d8+10+12+2+1+22+2 (lance+moore+might+fury+smite+tactician) Crystal #5
[17:01] <Kobot> Merc rolled d8+10+12+2+1+22+2 (lance+moore+might+fury+smite+tactician) Crystal #5 --> [ 1d8=8 ]{57}
[17:13] <Merc> roll 2d6 Crystal Holy #1
[17:13] <Kobot> Merc rolled 2d6 Crystal Holy #1 --> [ 2d6=5 ]{5}
[17:13] <Merc> roll 2d6 Crystal Holy #2
[17:13] <Kobot> Merc rolled 2d6 Crystal Holy #2 --> [ 2d6=9 ]{9}
[17:13] <Merc> roll 2d6 Crystal Holy #3
[17:13] <Kobot> Merc rolled 2d6 Crystal Holy #3 --> [ 2d6=6 ]{6}
[17:13] <Merc> roll 2d6 Crystal Holy #4
[17:13] <Kobot> Merc rolled 2d6 Crystal Holy #4 --> [ 2d6=7 ]{7}
[17:13] <Merc> roll 2d6 Crystal Holy #5
[17:13] <Kobot> Merc rolled 2d6 Crystal Holy #5 --> [ 2d6=10 ]{10}
[17:02] <Merc> roll d8+10+12+2+1+2 (bite+moore+might+fury+tactician) Hope Bite #1
[17:02] <Kobot> Merc rolled d8+10+12+2+1+2 (bite+moore+might+fury+tactician) Hope Bite #1 --> [ 1d8=7 ]{34}
[17:02] <Merc> roll d8+10+12+2+1+2 (bite+moore+might+fury+tactician) Hope Bite #2
[17:02] <Kobot> Merc rolled d8+10+12+2+1+2 (bite+moore+might+fury+tactician) Hope Bite #2 --> [ 1d8=5 ]{32}
[17:02] <Merc> roll d8+10+12+2+1+2 (bite+moore+might+fury+tactician) Hope Bite #3
[17:02] <Kobot> Merc rolled d8+10+12+2+1+2 (bite+moore+might+fury+tactician) Hope Bite #3 --> [ 1d8=2 ]{29}
[17:02] <Merc> roll d6+5+12+2+1+2 (claw+moore+might+fury+tactician) Hope Claw #1
[17:02] <Kobot> Merc rolled d6+5+12+2+1+2 (claw+moore+might+fury+tactician) Hope Claw #1 --> [ 1d6=4 ]{26}
[17:02] <Merc> roll d6+5+12+2+1+2 (claw+moore+might+fury+tactician) Hope Claw #2
[17:02] <Kobot> Merc rolled d6+5+12+2+1+2 (claw+moore+might+fury+tactician) Hope Claw #2 --> [ 1d6=1 ]{23}
Also:
[17:06] <Merc> Oh yes, temp HP...
[17:06] <Merc> roll 10d4 temp HP Crystal
[17:06] <Kobot> Merc rolled 10d4 temp HP Crystal --> [ 10d4=22 ]{22}
[17:06] <Merc> roll 10d4 temp HP Hope
[17:07] <Kobot> Merc rolled 10d4 temp HP Hope --> [ 10d4=26 ]{26}
Common Effects:
Heroes' Feast, Moore's +3 to Atk, Inspire Courage +12, Protection Devotion (+7AC) while within 30ft of Dana/Rosa, Undeath's Eternal Foe, Haste on everyone but Ithea/Smrgol, Righteous Fury/Might on Crystal/Hope.
HP: 336/336
AC/Touch/Flat-Footed: 56/39/56
Effects: GMW (CL 25), Inspire Heroics, -2NL
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 3/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 2/4
Feats: Chaos Devotion 1/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 1/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 5/12 (Note: Lost 2 spells from NL, counted already)
HP: 134/228
AC/Touch/Flat-Footed: 51/39/48
Effects: See above, -4NL
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal
Spells Lost due to NL:
10 - Energy Immunity, Mass Freedom of Movement, Curse of Inadequacy, Moonrise
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 235+22/235
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: See above, -2 NL
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
Used:
3x Smite Evil
1x Righteous Fury
1x Righteous Might
1x Greater Mirror Image
Spells Lost:
Divine Agility/Inner Beauty
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 377+26/464
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: See above, -4 NL
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Edit: ....and I forgot rolling for Holy.
Edit #2: ...and I gave Crystal more smites than she has. Removed 3 (she has 3/day). Also Ithea gets haste from boots. Dune said to go ahead and fix.
Ithea teleports as the others attack - but it fails. She knows a suppressed teleport when she runs into one - the insides of the fortress are (predictably for Lixer) warded against teleportation and the like.
A few notes here.
1. Righteous Fury's attack and damage bonus doesn't apply to Crystal's attack rolls. Fey Knight substitutes in Dexterity instead of Strength.
2. Your teleport's blocked. This eats your swift action but your move and standard are still open.
1. I question the wisdom of her learning spells that won't apply to her then, but okay. That takes out -1atk/dmg from her rolls.
2. I was going to propose greatreach bracers which would have let me act, but if the teleport eats the swift, I can't use them. Meaning Ithea couldn't full attack. Meaning no opportunist bonus for Crystal's and Hope's attacks, so subtract 2 from attack/damage on rolls where it was applied.
All of Ithea's turn is dead and I have to rethink what to do. Gimme a while, after spending as much time on that post as I did, I'm going to zone out on anime for a while before I revisit this.
Fuck it, don't want to think about it. Ithea will just move in range and attack once normally, and use Opportunist off Crystal.
That means you just ignore Ithea's attacks #2-5, and subtract -1atk/dmg from Crystal's.
If she has to deal with an AoO, her AC is 75
You'll get AoOed if you go in. Okay with that?
Yes. See edited post. AC 75
> roll 1d20+72 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) vs 75
<Kobot> Kotono rolled 1d20+72 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) vs 75 --> [ 1d20=3 ]{75}
> roll 1d100 vs 20
<Kobot> Kotono rolled 1d100 vs 20 --> [ 1d100=22 ]{22}
> roll 8d6+50
<Kobot> Kotono rolled 8d6+50 --> [ 8d6=25 ]{75}
Doesn't beat your damage reduction, so -10 from that.
Ithea charges in, the fist smacking her dead on. It's like being hit by a flying malebranche, tons of weight smashing Ithea but good. In spite of it she's still going, charging in and slashing the necromental. Joined by Crystal and Hope, they savagely assault it. Holy power strikes each time, dissolving more rock and dead dirt than their weapon strikes. Blow after blow after blow rains down relentlessly, a flurry of them.
The puppet's reeling from the assault, but as it happens, the monolith throws another boulder at Balyss.
> roll 1d20+33 touch AC Balyss
<Kobot> Kotono rolled 1d20+33 touch AC Balyss --> [ 1d20=19 ]{52}
> roll 12d8+11 nonlethal
<Kobot> Kotono rolled 12d8+11 nonlethal --> [ 12d8=58 ]{69}
Nonlethal since it doesn't beat her regeneration.
It strikes Balyss right in the back, knocking her forward with a loud grunt. Her vision's growing gray and hazy, her ribs burning each time she tries to breathe. As she struggles to maintain consciousness, the puppet growls, "Begone!" Its oversized arm sweeps out, sending those around it scattering.
> roll 1d20+82 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???)
<Kobot> Kotono rolled 1d20+82 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) --> [ 1d20=3 ]{85}
What are the CMDs of Hope, Smrgol, Dana, Crystal and Ithea?
Dana's is higher than that, so it fails on her.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
Ithea is 96, she's fine.
Crystal is 67, she's hit.
Hope is 66, he/she/it is hit.
[18:24] <Kotono> Could you look up Smrgol too?
[18:25] <Merc> 78
[18:26] <Merc> Well, 71+7 from protection devotion. I don't know if he immunes that.
[18:27] <Kotono> It's supernatura, so yes.
[18:27] <Kotono> Just edit it into your post.
The blow catches Crystal and Hope together, sending them flying back. They end up 45ft away, sent careening back past the disintegrated gate. Smrgol is likewise caught, knocked 30ft back from the brush off. Yet Ithea's moving too fast to be caught, blurring in between strikes to avoid it all. Dana just grins and holds her shield up, blocking it. For a moment she stands there, shield against overwhelming force, before the arm is pushed back.
Stille meanwhile stays by Balyss, hand on her shoulder. "Sister, get it together!" he bids, healing magic mending her wounds.
Heal, +120 HP for her. Also mends her nonlethal up to 120. Moore is up.
[spoiler]
Dana
HP: 283/313 (2 negative levels)
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Defensive Precognition(CL22), Protection Devotion (CL-), Bardic Music(CL-), Chain(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +6 insight saves/AC, +7 sacred AC, +15 to hit and +12 to damage, +12 dodge to AC and +12 morale to saves, +4 Str/Con.
Resources used: Power Points 129/239, protection devotion used.
Other: -
Stille
HP: 300/300 (2 negative levels)
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Protection Devotion(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +7 sacred AC, +15 to hit and +12 to damage.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Healx2. 2 8th: All. 1 use of moon gloves used.
Other: -
Moore weaves and inscribes good fortune onto Ithea!
"Hit with everything you've got, Ithea! Erathaol's with you!" Moore shouts!
Destined Strike to her, +3 to attack and damage rolls for the next 5 rounds and she benefits from Improved Critical and +11 to threat confirmations if that ever becomes relevant.4 Rounds on Heroics, 1 round on Courage, Haste has 19. This also refreshes the +2 to attack rolls and +2 to CL.Moore
HP: 245/245(51) (Haste 19)
AC: 40 (+1)
13/23 bardic music left
1 level 4 spell used
All level 5 spells used.
Balyss is up. Go.
Balyss uses up a Miracle to heal everyone up of the remaining effects of Lixer's dangerous attack!
Using Miracle for Mass Restoration, which should remove all negative levels from the group.
Calling on Selune, Balyss banishes the weakness from the party. Energy returns as...
Smrgol is up.
[spoiler]
Dana
HP: 283/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Defensive Precognition(CL22), Protection Devotion (CL-), Bardic Music(CL-), Chain(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +6 insight saves/AC, +7 sacred AC, +15 to hit and +12 to damage, +12 dodge to AC and +12 morale to saves, +4 Str/Con.
Resources used: Power Points 129/239, protection devotion used.
Other: -
Stille
HP: 300/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Protection Devotion(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls, +1 attack rolls, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +7 sacred AC, +15 to hit and +12 to damage.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Healx2. 2 8th: All. 1 use of moon gloves used.
Other: -
[/quote]
HP: 281/346
AC/Touch/Flat-Footed: 56/39/56
Effects: GMW (CL 25), Inspire Heroics
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 3/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 2/4
Feats: Chaos Devotion 1/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 1/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 5/12 (Note: Lost 2 spells from NL, counted already)
HP: 228/228
AC/Touch/Flat-Footed: 51/39/48
Effects: See above
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal, Undeath's Eternal Foe, Quickened Life's Grace, Miracle
Spells Lost due to NL:
10 - Energy Immunity, Mass Freedom of Movement, Curse of Inadequacy, Moonrise
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 245+22/245
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: See above, -2 NL
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
Used:
3x Smite Evil
1x Righteous Fury
1x Righteous Might
1x Greater Mirror Image
Spells Lost:
Divine Agility/Inner Beauty
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 400+26/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: See above, -4 NL
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Seeing as how effective his amazingly awesome flurry of attacks had been before, Smrgol sees little other course than to wade back in with this ridiculous puppet!
He eats the AoO if there's another one, AC is 50 so I don't see any way for him to avoid it.[20:42] <Nephrite> roll 1d20+61 -3pa bite (+1 aura, +2 harp)
[20:42] <Kobot> Nephrite rolled 1d20+61 -3pa bite (+1 aura, +2 harp) --> [ 1d20=18 ]{79}
[20:43] <Nephrite> roll 2d10+25 bite
[20:43] <Kobot> Nephrite rolled 2d10+25 bite --> [ 2d10=12 ]{37}Also I believe there's 2 rounds left on the -5 for Monolith.
> roll 1d20+72 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) vs 50
<Kobot> Kotono rolled 1d20+72 (+6 earth mastery, +9 ???, +1 ???, +3 ???, +1 ???) vs 50 --> [ 1d20=13 ]{85}
> roll 8d6+50
<Kobot> Kotono rolled 8d6+50 --> [ 8d6=30 ]{80}
Smrgol rushes in, getting battered down rather unpleasantly. The ground cracks beneath him from that, the thrumming of Earth's heavy gravity tense against him. But the golem's relentless, striking and biting deep into the necromental. "Tsch," Lixer growls as Dana just laughs, taking the chance not to banter but instead to rip him apart.
> roll 1d20+60 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain)
<Kobot> Kotono rolled 1d20+60 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain) --> [ 1d20=16 ]{76}
> roll 1d20+60 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain)
<Kobot> Kotono rolled 1d20+60 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain) --> [ 1d20=2 ]{62}
> roll 1d20+55 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain)
<Kobot> Kotono rolled 1d20+55 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain) --> [ 1d20=7 ]{62}
> roll 1d20+50 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain)
<Kobot> Kotono rolled 1d20+50 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain) --> [ 1d20=12 ]{62}
> roll 1d20+45 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain)
<Kobot> Kotono rolled 1d20+45 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain) --> [ 1d20=12 ]{57}
> roll 1d6+41
<Kobot> Kotono rolled 1d6+41 --> [ 1d6=4 ]{45}
Dana stands her gorund, managing one more stab. The necromental's starting to look battered and beaten, "Now! Kick his ass before he pulls anymore bullshit! Finish it!" Dana shouts.
Crystal and Ithea.
[spoiler]
Dana
HP: 283/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Defensive Precognition(CL22), Protection Devotion (CL-), Bardic Music(CL-), Chain(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +6 insight saves/AC, +7 sacred AC, +15 to hit and +12 to damage, +12 dodge to AC and +12 morale to saves, +4 Str/Con, +6 insight.
Resources used: Power Points 129/239, protection devotion used.
Other: -
Stille
HP: 300/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Protection Devotion(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +7 sacred AC, +15 to hit and +12 to damage.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Healx2. 2 8th: All. 1 use of moon gloves used.
Other: -
[/quote]
Reminder that Ithea triggered Expert Tactician, so attacks against it should get +2 attack and +2 damage. Dunno if that turns Dana's three 62s into hits.
Crystal and Hope charge right in smashing into the battered puppet!
She'll accept AoO, hopefully it gets one of the images since none of them should have been destroyed and they would have built up to 8 by now.
[20:17] <Merc> roll d20+35+15+1+1+2+2 lance+moore+haste+feast+charge+tactician
[20:17] <Kobot> Merc rolled d20+35+15+1+1+2 lance+moore+haste+feast+charge --> [ 1d20=7 ]{63}
[20:19] <Merc> Tactician bonus should last a round and goes to everyone. Not sure if that makes her hit on those three attacks or not
[20:19] <Kotono> Mention it in your post.
[20:21] <Merc> roll 3d8+30+36+6+6 lance x3 damage
[20:21] <Kobot> Merc rolled 3d8+30+36+6+6 lance x3 damage --> [ 3d8=15 ]{93}
[20:22] <Merc> roll d20+37+15+2+1+1+2 Hope bite
[20:22] <Kobot> Merc rolled d20+37+15+2+1+1+2 Hope bite --> [ 1d20=16 ]{74}
[20:22] <Merc> roll d8+10+12+2+1+2
[20:22] <Kobot> Merc rolled d8+10+12+2+1+2 --> [ 1d8=3 ]{30}
Posting Ithea separate.
Ithea acts the way she would have if she hadn't been stimmied by the lack of teleporting, and full attacks with haste activating as she does so, sacrificing a 5th level spell to power it with arcane might!
Please note that that expert tactician was up for the last round, so Smrgol and Dana should have gotten +2 atk/dmg. Dana -may- have hit on the 62s as 64s?
[20:24] <Merc> roll d10 Chaos
[20:24] <Kobot> Merc rolled d10 Chaos --> [ 1d10=8 ]{8}
+8 AC this turn
[20:27] <Merc> roll d20+40+15+1+5+5+2+3 attack #1
[20:27] <Kobot> Merc rolled d20+40+15+1+5+5+2+3 attack #1 --> [ 1d20=6 ]{77}
[20:28] <Merc> roll d20+40+15+1+5+5+2+3 attack #2
[20:28] <Kobot> Merc rolled d20+40+15+1+5+5+2+3 attack #2 --> [ 1d20=19 ]{90}
[20:28] <Merc> roll d20+35+15+1+5+5+2+3 attack #3
[20:28] <Kobot> Merc rolled d20+35+15+1+5+5+2+3 attack #3 --> [ 1d20=4 ]{70}
[20:28] <Merc> roll d20+30+15+1+5+5+2+3 attack #4
[20:28] <Kobot> Merc rolled d20+30+15+1+5+5+2+3 attack #4 --> [ 1d20=19 ]{80}
[20:28] <Merc> roll d20+25+15+1+5+5+2+3 attack #5
[20:28] <Kobot> Merc rolled d20+25+15+1+5+5+2+3 attack #5 --> [ 1d20=12 ]{68}
[20:30] <Merc> roll d10+20+12+5+2+5d4+3 dmg #1
[20:30] <Kobot> Merc rolled d10+20+12+5+2+5d4+3 dmg #1 --> [ 1d10=7 5d4=14 ]{63}
[20:30] <Merc> roll d10+20+12+5+2+5d4+3 dmg #2
[20:30] <Kobot> Merc rolled d10+20+12+5+2+5d4+3 dmg #2 --> [ 1d10=9 5d4=5 ]{56}
[20:30] <Merc> roll d10+20+12+5+2+5d4+3 dmg #3
[20:30] <Merc> roll d10+20+12+5+2+5d4+3 dmg #4
[20:30] <Kobot> Merc rolled d10+20+12+5+2+5d4+3 dmg #3 --> [ 1d10=8 5d4=14 ]{64}
[20:30] <Kobot> Merc rolled d10+20+12+5+2+5d4+3 dmg #4 --> [ 1d10=2 5d4=12 ]{56}
[20:30] <Merc> roll d10+20+12+5+2+5d4+3 dmg #5
[20:30] <Kobot> Merc rolled d10+20+12+5+2+5d4+3 dmg #5 --> [ 1d10=6 5d4=14 ]{62}
[20:30] <Merc> roll 2d6 holy #1
[20:30] <Kobot> Merc rolled 2d6 holy #1 --> [ 2d6=2 ]{2}
[20:30] <Merc> roll 2d6 holy #2
[20:30] <Kobot> Merc rolled 2d6 holy #2 --> [ 2d6=6 ]{6}
[20:30] <Merc> roll 2d6 holy #3
[20:30] <Kobot> Merc rolled 2d6 holy #3 --> [ 2d6=4 ]{4}
[20:30] <Merc> roll 2d6 holy #4
[20:30] <Kobot> Merc rolled 2d6 holy #4 --> [ 2d6=12 ]{12}
[20:30] <Merc> roll 2d6 holy #5
[20:30] <Kobot> Merc rolled 2d6 holy #5 --> [ 2d6=8 ]{8}
Dana's relentless. She leaps up and pierces deeper and deeper into the necromental, clearing enough space to stand within it and thrust further.
Crystal plunges into its chest, stone shattering from the impact. Holy power surges throughout Lixer's puppet, burning away hunks of it.
Ithea's the most relentless of all. She hacks deep into it, leaping up and usign the torn away stone as leaping blocks. Up and up she goes, a series of slices through the armor, chest and neck. She finally ends in its face, hacking deep into it and falling back, landing as debris rain around her.
Amid all this carnage, another boulder comes for Balyss.
> roll 1d20+33 touch AC Balyss
<Kobot> Kotono rolled 1d20+33 touch AC Balyss --> [ 1d20=3 ]{36}
But this time Balyss is prepared. She whirls and holds up her holy symbol, a murmured prayer causing the rock to shimmer. It passes through her like moonlight, becoming naught but that as it hits the ground, spreading that radiance all over.
"Perish, Aurora," Lixer demands, as more purple energy comes. It's more than last time - a lot more. It surrounds him all over like an aura, making everything start to fall apart. The floor's cracking, the walls are crumbling and hunks of the roof fall down. At the same time, the necromental's injuries begin to heal.
"We need to end this or stop that!" Stille calls.
Stille holds in case a last minute try is needed.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Lixer's puppet (9)
Go Moore.
Moore takes a breath. This is the sort of thing he's made for -- the sort of situation where people need to be motivated. It's do or die. He flies in -- being invisible won't make any difference now, so he drops that to call out to his allies.
"Now! Hit him and follow-up!" Moore shouts!
Rally Attack, this should allow Dana, Ithea, Smrgol, Hope and Crystal to all take an AoO. 1 round left on Courage.Moore
HP: 245/245(51) (Haste 19)
AC: 40 (+1)
13/23 bardic music left
1 level 4 spell used
All level 5 spells used.
Ithea takes to the rally and attacks again! And if one of the others hits him, she'll use opportunist too!
Rally attack will trigger Ithea's Expert Tactician, so Dana/Smrgol/Hope/Crystal will get the benefit of +2atk/dmg on theirs. I will also use Opportunist off one their attacks. Going to edit last post and move my original 'opportunist' roll here as Ithea's Rally Attack, and roll a new opportunist roll since that would benefit from expert tactician.
Copied Text:
[20:32] <Merc> Note: Missed chance to roll opportunist, so expert tactician won't trigger for next round right now. I am going to roll it right now however, and assume it goes off as soon as someone hits the puppet (probably Smrgol), so followup attacks should get +2 atk/dmg.
[20:32] <Merc> roll d20+44+15+1+5+5+3 Rally attack
[20:32] <Kobot> Merc rolled d20+44+15+1+5+5+3 Rally attack --> [ 1d20=10 ]{83}
[20:32] <Merc> roll d10+20+12+5+5d4+3 dmg
[20:32] <Kobot> Merc rolled d10+20+12+5+5d4+3 dmg --> [ 1d10=1 5d4=12 ]{53}
[20:32] <Merc> roll 2d6 holy
[20:33] <Kobot> Merc rolled 2d6 holy --> [ 2d6=6 ]{6}
[20:59] <Merc> roll d20+44+15+1+5+5+2+3 Opportunist attack (if any of the others hit, it will trigger)
[20:59] <Kobot> Merc rolled d20+44+15+1+5+5+2+3 Opportunist attack (if any of the others hit, it will trigger) --> [ 1d20=8 ]{83}
[20:59] <Merc> roll d10+20+12+5+5d4+3 dmg
[21:00] <Kobot> Merc rolled d10+20+12+5+5d4+3 dmg --> [ 1d10=8 5d4=14 ]{62}
[21:00] <Merc> roll 2d6 holy
[21:00] <Kobot> Merc rolled 2d6 holy --> [ 2d6=5 ]{5}
[21:59] <Kobot> Nephrite rolled 1d20+64 (+1 aura, +2 harp) bite --> [ 1d20=17 ]{81}
[22:00] <Nephrite> roll 2d10+25 bite
[22:00] <Kobot> Nephrite rolled 2d10+25 bite --> [ 2d10=9 ]{34}
Bypasses 5 DR.
I have been told this should have +2 more damage due to expert tactician.
Crystal and Hope also take to Moore's rallying cry and attack!
[21:02] <Merc> roll d20+35+15+1+1+2 lance+moore+haste+feast+tactician
[21:02] <Kobot> Merc rolled d20+35+15+1+1+2 lance+moore+haste+feast+tactician --> [ 1d20=5 ]{59}
[21:02] <Merc> roll d8+10+12+2+2
[21:02] <Kobot> Merc rolled d8+10+12+2+2 --> [ 1d8=2 ]{28}
[21:02] <Merc> roll d20+37+15+2+1+1 Hope
[21:02] <Kobot> Merc rolled d20+37+15+2+1+1 Hope --> [ 1d20=18 ]{74}
[21:02] <Merc> roll d8+10+12+2+1+2
[21:02] <Kobot> Merc rolled d8+10+12+2+1+2 --> [ 1d8=2 ]{29}
> roll 1d20+62 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain, +2 ithea)
<Kobot> Kotono rolled 1d20+62 (+1 heroes feast, +1 haste, +15 bardic music, +2 chain, +2 ithea) --> [ 1d20=16 ]{78}
A bevy of attacks follow. The elemental's healing is countered and more, the entire body starting to crumble....before exploding out in a rain of sharp shards of stone!
Reflex saves, all within melee range.
[21:07] <Merc> roll d20+37+1 haste/evasion Crystal
[21:07] <Kobot> Merc rolled d20+37+1 haste/evasion Crystal --> [ 1d20=2 ]{40}
[21:07] <Merc> roll d20+24+1 haste/imp evasion Hope
[21:07] <Kobot> Merc rolled d20+24+1 haste/imp evasion Hope --> [ 1d20=5 ]{30}
[21:08] <Merc> roll d20+31+1+12 haste/heroics/evasion Ithea
[21:08] <Kobot> Merc rolled d20+31+1+12 haste/heroics/evasion Ithea --> [ 1d20=14 ]{58}
[21:15] <Nephrite> roll 1d20+9 smrgol
[21:15] <Kobot> Nephrite rolled 1d20+9 smrgol --> [ 1d20=4 ]{13}
> roll 1d20+46 (+1 haste, +6 insight, +12 morale) dAna
<Kobot> Kotono rolled 1d20+46 (+1 haste, +6 insight, +12 morale) dAna --> [ 1d20=8 ]{54}
> roll 20d4+20
<Kobot> Kotono rolled 20d4+20 --> [ 20d4=50 ]{70}
Crystal full, Hope none, Ithea none, Dana half. Damage reduction applies.
Countless shards of stone go flying, like a field of tiny daggers. Ithea's too fast, parrying them all with a defensive sweep of her glaive. Crystal protects Hope directly - by shielding her mount with her body, taking them all rather than dodging effectively. Dana just grins and takes it, blocking the majority with her shield.
In the aftermath, you can see it. 15ft away from where the heroes were fighting it - an orb of purple light, throbbing and pulsing. It's growing bigger by the moment, the energy that was around the elemental now around it.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Purple Core (9)
Go Balyss.
[spoiler]
Dana
HP: 258/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Defensive Precognition(CL22), Protection Devotion (CL-), Bardic Music(CL-), Chain(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +6 insight saves/AC, +7 sacred AC, +15 to hit and +12 to damage, +12 dodge to AC and +12 morale to saves, +4 Str/Con, +6 insight.
Resources used: Power Points 129/239, protection devotion used.
Other: -
Stille
HP: 300/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls), Haste (CL23), Protection Devotion(CL-)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves, +1 attack rolls and ref saves, movement bonus, extra attack on FA, +7 sacred AC, +15 to hit and +12 to damage.
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Healx2. 2 8th: All. 1 use of moon gloves used.
Other: -
[/quote]
[22:15] <Nephrite> roll 1d20+9 smrgol
[22:15] <Kobot> Nephrite rolled 1d20+9 smrgol --> [ 1d20=4 ]{13}
Smrgol takes full as well. Ow.
Smrgol HP
[spoiler]
272/459
[spoiler]
Common Effects:
Heroes' Feast, Moore's +3 to Atk, Inspire Courage +12, Protection Devotion (+7AC) while within 30ft of Dana, Undeath's Eternal Foe, Haste on everyone but Smrgol (Ithea has 8 more rounds), Righteous Fury/Might on Crystal/Hope.
HP: 281/346
AC/Touch/Flat-Footed: 56/39/56
Effects: GMW (CL 25), Inspire Heroics
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 3/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 2/4
Feats: Chaos Devotion 1/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 1/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 6/12 (Note: Lost 2 spells from NL, counted already)
HP: 228/228
AC/Touch/Flat-Footed: 51/39/48
Effects: See above
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal, Undeath's Eternal Foe, Quickened Life's Grace, Miracle
Spells Lost due to NL:
10 - Energy Immunity, Mass Freedom of Movement, Curse of Inadequacy, Moonrise
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 207/245
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: See above, -2 NL
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
Used:
3x Smite Evil
1x Righteous Fury
1x Righteous Might
1x Greater Mirror Image
Spells Lost:
Divine Agility/Inner Beauty
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 400+26/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: See above
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Before I take Balyss' action, can we identify the purple core that remained as a free action? I want to have Balyss and Ithea doing K:R or K:P (or whatever is applicable). I'll figure out what to do with Balyss after that.
K:A, y'all.
[22:28] <Nephrite> roll 1d20+35 K:A
[22:28] <Kobot> Nephrite rolled 1d20+35 K:A --> [ 1d20=12 ]{47}
Neither Balyss nor Crystal have K:A, so just Ithea
[21:29] <Merc> roll d20+42 K:A
[21:29] <Kobot> Merc rolled d20+42 K:A --> [ 1d20=14 ]{56}
Both Ithea and Moore can tell this is a concentrated sphere of pure magic. It's likely tied to how Lixer was controlling the elemental and also channeling the incredibly destructive power that battered you and slew Rosa.
In addition, Ithea can tell that destroying it would release that power all around here, resulting in catastrophe. Even attacking it would expose you to its energies and cause serious harm. However, someone who could control it (Use Magic Device) or disarm it like a trap (Disable Device) could potentially stop it cold. They'd get damaged from the exposure, but it would stop the oncoming explosion.
Since oh yeah, both of you can tell it's about to blow and unleash the attack the puppet was charging.
Would either of us know if there'd be a way to get Rosa's soul back with it?
It's probably in there. Breaking it or disabling it would probably free it. If it's allowed to burst, you aren't sure. As it's working as designed, probably not.
"We need someone who can use magic items -- I can do it, but if anyone else can, I can make sure you succeed!" Moore calls out. "We need to do it fast, though!"
"What he said! Unless you know how to control or disable magical traps, get out and deal with the monolith or something! That thing is going to blow any second with whatever attack Lixer's puppet was charging up! And before you consider attacking it, that would make things worse!" Ithea calls out in warnings to the others.
She's guessing it's using Rosa's soul to power it, but feels it'd be worse to tell the others and doesn't.
Balyss doesn't have any skills in the fields Ithea suggested though, but she's not a dummy either! Moving closer to Ithea, whom she suspects is the best combination of capable and able to act quickly. "Save Rosa's soul," she says quietly as she clasps Ithea's shoulder and casts a spell.
Using up her last Miracle to (hopefully) replicate Divine Insight for +15 to UMD for Ithea.
Ko: What about Divine Insight? Also personal, but that one is level 2.
[22:03] <Kotono> Something that targets another's reasonable with all the spell levels tos pare, I guess. Do rememer 50% spell failure from her previous miracle for mass restoration.
[22:04] <Merc> Worth a shot anyway
[22:06] <Merc> Roll d100 for Miracle (51+ is good)
[22:06] <Kobot> Merc rolled d100 for Miracle (51+ is good) --> [ 1d100=49 ]{49}
[22:06] <Merc> ...hahahaha
It's just too much. Balyss tries, but the fatigue and strain causes her to fall to her knees instead.
Init order is now Stille (40) > Moore (33) > Hope (29) > Balyss (28) > Smrgol (27) > Dana (26) > Crystal = Ithea (25) > Monolith (13 -10 Str damage) > Purple Core (9)
Smrgol.
Smrgol will move towards the monolith, seeing as he can't help at all with this magical nonsense!
Double move, 60 ft towards it.
Dana spits out rock and blood, "So someone fuck it up or something!" she calls.
Holding. Crystal and Ithea.
"Ithea, do it!" Moore calls out.
Using the Regalia of the Hero bonus to give Ithea a +5 insight on her next attack, save or skill check as an immediate.
Crystal heals up Ithea with lay on hands before directing Hope towards the monolith, not having more she can do here either.
Ithea focuses on the task at hand, and tries to keep them all from dying, and maybe getting Rosa's soul out of there alongside them, as she steps closer to the orb and does what she can, casting detect magic as well to ensure she doesn't miss anything.
Briefly, she wishes she could get rid of her bracers right now, as they're interfering with her efforts, but nothing to be done about it.
LoH for 65HP to get Ithea to full. Ithea uses detect magic as a swift action (dunno if that will help at all), and inspiration for +6 and then concentrates on Use Magic Device skill.
Ithea will use Skill Mastery and take 12, so her UMD result is 12+28+6+5 = 51
(plus any bonuses or penalties that may or may not arise from Detect Magic)
On touching the orb, agony flares through Ithea. Her entire body shakes with pain.
Concentration check, Ithea.
I'll take 12 here too, for 44.
But Ithea is able to focus through it. She ignores the pain and agony, trying to control the orb. Then it hits her at once. A well, an endless deep well connected to something horrib-
Will save. -9 profane penalty.
[22:37] <Merc> roll d20+33+1+12-9+11 feast+moore heroics-profane+inspiration
[22:37] <Kobot> Merc rolled d20+33+1+12-9+11 feast+moore heroics-profane+inspiration --> [ 1d20=9 ]{57}
Does Undeath's Eternal Foe help at all with the will saves/agony/whatever?
Spell: Each subject of this spell functions as if affected by negative energy protection, except that a +10 sacred bonus applies to its resistance roll against such attacks.
It also gains a +4 deflection bonus to AC against attacks by undead and is immune to special attacks by undead that deal ability damage or ability drain, or afflict the target with disease or poison.
The subject can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons and ignore any damage reduction an undead opponent may have.
All subjects receive a death ward effect (PH 217). The subjects also have immunity to the special attacks and abilities of undead that deal ability damage, ability drain, fear effects, disease, paralysis, or poison. Targets can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons. They also gain a +4 sacred bonus to AC against attacks by undead.
Edit: Edited spell text, previous was from Magic of Faerun, this is from Spell Compendium, and Balyss' sheet stated SC as source.
Doesn't matter here since you made the save anyway.
Ithea's mind recoils. Operating on pure instinct, she feels something and wretches it free. The others see a small sphere of light rise from the orb, a sense of Rosa from it. Her voice, her motions, everything about her condensed into a moment's feeling. The light rises up and away, gone.
Meanwhile, Ithea can only do one thing. Sheer, unreasoning terror fills her, deeper and primal in a way that makes the magic around her seem woefully inadequate. She lets go of the orb, only after wishing for one thing - for it to stop. The purple light fades away, leaving only a glass sphere.
Free act.
The monolith stopped too?
Ithea closes her eyes and shivers briefly, but forces herself to stare at the glass sphere for any signs of remaining magic.
Looking back, Moore can see the monolith is gone, the ground where it was rippling slightly and growing still.
The sphere radiates faint magic.
Spellcraft.
Crystal and Smrgol must have beaten him! Hurray for them!
Taking 12 on spellcraft, for 52
"...Ran off because you knew you were losing, huh." Moore says with a shake of his head. He turns back to Ithea and waits to hear what she has to say.
The sphere is enchanted to be difficult to break. It'll take a great deal of force to do so.
"Got 'em!" Dana cheers, "Serves you right, you prancing little motherfucker!"
Stille pats Balyss on the shoulder and smiles, before looking to Rosa's dustpile. The two exchange a silent look, Balyss nodding to him and going over. "Selune," she murmurs, hand on her holy symbol. "This isn't the time or place for this, there may be more dangers. For now...until we meet again."
Moore didn't really know her that well, but it's important to keep a positive outlook. Even in a time like this. "Once we can get back, we can find out what she wants to do -- to return or not." Moore says. He looks around at everyone with a smile. "Either way, yes, we can't just sit around. I doubt he was planning on losing here, so we probably have Lixer on his back foot."
"Damn right. Onward!" Dana calls.
Now that the way is finally clear, you can see that the minecart tracks all curve towards the left, where there's some doors. Otherwise, there's doors straight ahead.
"We should finish clearing out the place and making it impossible for Lixer to rebuild here. I don't know if we can claim to have completed Silver's request as of yet either," Ithea says after a moment to look at Rosa in apology. Hopefully they can get her back into her body. But at least, this time she managed to prevent Lixer from getting his hands on one of her companions.
Putting the sphere into her bag of holding, she adds, "The faster we deal with this place, the less chance of Lixer putting together reinforcements. While I think this time we proved we can deal with those, another fight like that is not one I welcome."
Then she starts heading towards one of the doors.
Crystal returns and informs the others of the disappearance of the monolith. Presumably Smrgol is trailing behind her. Or chasing after the monolith. Who knows?
I'll take them over again for non-fight stuff.
"It ran away," Crystal replies shortly. "It's good at that.'
Which door? That's really non-specific.
The...uh, fanciest looking door! I dunno really, I haven't seen a difference between them? Just whichever
Which direction, at least? There are doors to the left where the minecart tracks go and doors straight ahead from the gates where they don't.
Can Stille or someone else grab Rosa's stuff? Moore probably can't actually lift it to put it away. I presume someone is, anyway.
Moore will follow along, keeping an eye out for any more monoliths.
I don't really care, probably the straight ahead ones for Ithea, since they would be closest presumably?
Quote from: Nephrite on February 27, 2016, 12:58:43 AM
Can Stille or someone else grab Rosa's stuff? Moore probably can't actually lift it to put it away. I presume someone is, anyway.
<Moore> "Stille, be a good lad and stuff Rosa's corpse into a bag and drag it along, will you?"
Stille goes to take care of it, gathering Rosa's things up. He also takes a little of the dust, just in case.
The doors aren't locked. They lead within to a long hallway, richly decorated. Gold and gems shine from the walls, all inlaid into it. Everything has a faintly golden hue from it all, along with splotches of color from the gems. A few small, unobtrusive doors are on both sides, while grand doors stand on the far end.
Moore decides, just to be on the safe side, to cast both Detect Magic as well as True Seeing.
True Seeing will last for 23m.
The hall radiates magic.
Spellcraft, Moore.
"Anybody have a spell of 'strip the walls of everything valuable'?" Ithea asks.
If I can take 10 I will for 45.
The hall's enchanted to always be bright and polished. No cleaning needed.
Balyss snorts, "Perhaps asking Selune, but I refuse to ask her for that."
"Probably not and stripping the walls is effort and time intensive," Stille points out, "We shouldn't dally overlong."
Moore raises an eyebrow. "No traps that I see so far, it's just magiced to always look nice."
Ithea sighs. "A pity. After all the trouble Lixer's been giving us, I wouldn't have minded. Oh well, as long as we can bury this place before leaving, that'll have to do."
Ithea keeps moving deeper into the hallway, searching for anything that's easier to take with them or guaranteed to ruin Lixer's day further.
"I could probably get them out with some magic, if we have the time later." Moore offers.
"Oh this? This is where rulers compensate for having pin dicks," Dana goes on along, barely glancing at it. "They can't compete in the bedroom so they overcompensate to impress people."
Stille chuckles and clears his throat, "The root of that is likely correct, it may well be to impress visitors or appear homey to native guests."
Search check, Ithea.
[23:14] <Merc> roll d20+11 search
[23:14] <Kobot> Merc rolled d20+11 search --> [ 1d20=18 ]{29}
Ithea thinks there's a few gemstones she could pull out if she wants to spend a bit of time doing it.
Ithea keeps exploring.
Eb, we don't know if Smrgol would want to hack at the walls to get gems or whatever, just posting this for your reference in case he did.
I assumed he would, cause his entry in the mechanized corps says he has a hoard!
[23:14] <Merc> I'd just tell him to wreck shit while he waits for us.
[23:14] <Merc> And if he can get gems and stuff from the walls he can add them to his hoard.
if people want Smrgol to hang around wrecking stuff he'll oblige.
Also he should benefit from stuff like protection devotion and buff spells since magic immunity is like SR infinity and it's established that can let beneficial stuff through.
Smrgol continues wrecking things, smashing and beating away. Gold and gems are smashed as the party goes on. The next room is the same in decoration, a large room dominated by a throne of black stone. It's big, bigger than a human would be comfortable in, like a child sitting in an adult's chair.
Stille looks around, "Ah, of course, the place for the devils to throw around authority."
If someone wants to take the stuff Smrgol is wrecking, speak up.
Moore will grab all of it since he has plenty of room.
"But we haven't seen what they were actually -doing- here..." Moore says.
"Probably where they did their deals with Ogremoch. Not much reason for the splendor otherwise. There should probably be a nearby Treasury if that's the case so they can give tribute or such. Although I wouldn't be surprised if it was low in gems or even empty given they had time to wait for us."
"Probably," Balyss seconds, "Smrgol, destroy the throne as well. Don't give the devils the courtesy of it surviving."
Anyone doing anything else in here?
Looking around with True Seeing and Detect Magic, but other than that, no.
Taking 10 for 45 on anything I find via spellcraft. I can also do Appraise if we see anything out of the ordinary, but taking 10 there would be forever, so no go on that one.
Are there any other adjacent rooms or places to explore here? Or do we get to move on to the doors past the mine carts?
The wall behind the throne has a magically hidden secret door. Moore can see that.
There were a few doors along the hall, mostly blending in.
"There's a secret door back here." Moore says as he flies over, looking for a way to open it.
Easy enough to open once you know it's there. A push leads to a short hallway - this one plainer - leading to a large bedroom. Everything's empty - even the bed's mattress is gone. Empty closet, bare shelves, barren drawers.
"...Huh." Moore says with a look around. "They really did empty this out... But why is there a bedroom...?"
"If I had to guess, it's for the head devil here," Balyss wrinkles her nose, "We won't find anything here. Let's go back."
"Yeah, fucking asshole took his toys and ran back to Daddy," Dana growls, "Can't even leave us something to make the trouble worth it, can he?"
"Let's keep searching, but probably anything here that wasn't stuck to the walls was stripped out. We might have more luck following the mine carts if we don't find anything else."
Moore nods in agreement!
I guess we can check the other doors here but if we find similarly nothing then we'll just head back.
The rest of the doors lead to smaller bedrooms, a kitchen and storage. All of which have been ransacked and emptied out. It doesn't take long to quickly get a feel of what's there, the rooms off the now partially stripped entry hall explored. One could spend some time searching if they wanted, though.
Moore will look for any secret doors but other than that nothing else. He'll also pick up anything else Smrgol brought down while they were poking around.
Just true seeing looking or making an actual Search check?
Ah heck I'll do both.
[13:36] <Nephrite> roll 1d20+21 search
[13:36] <Kobot> Nephrite rolled 1d20+21 search --> [ 1d20=6 ]{27}
More time passes as Moore searches. He finds the following things:
- A sharp kitchen knife forgotten in the kitchens.
- A tea set of fine porcelain and with a silver tray. Found in the kitchens near the knife.
- A small coin bag behind a shelf in a bedroom. On a glance there's gold, silver and copper coins in there.
- A scroll under a bed in the bedrooms.
Let me know if you're taking any of these things.
Moore will give it a quick once-over for magic and then loot it if it's safe to! It's always good to have a souvenir.
None of them are magic.
Ready to move on?
Aye
The party returns to the courtyard. It's quiet. Any survivors of Lixer's emergence seem to have fled and all is still. As if the devil outpost was abandoned entirely.
"That reminds me," Balyss says, pointedly not looking towards Rosa's few remnants. "What did Silver request you do here?"
Stille did that poor a job of gathering up Rosa's remains?
"Lixer took the souls of more than just Rosa here. Various elementals that followed Lord Crystalle were slain by him here, we were to free their souls," Ithea answers.
Moore adds to what Ithea said, "We're looking for enslaved elementals -- apparently Lixer had taken their souls. I wonder if that's what that... thing was made of?" Moore says. "But besides that and the monolith, there really haven't been any that we've seen. They still might be here, though, abandoned when the devils all fled."
"If they linger," Stille frowns, "Lixer may have evacuated them."
Stille gathered up some, and if you wanted him to take it all, then he took it all.
"Anything's possible. I can always try and find out where they are if you want." Moore offers. "While the rest of you look around."
"Well, Silver did say they were most likely at the mines, so we can keep exploring there and seeing what we find there," Ithea comments as she starts heading towards the other set of doors.
The doors lead to a vast chamber. Here the tracks end, several minecarts resting here. They are full of dirt and perhaps ores. All around are massive piles of dirt and stone, along with great empty places. Places where things once rested perhaps, from the scuff marks on the ground. A few doors lead further in.
"Do you think they moved the operation somewhere else on this plane or just went back entirely?" Moore asks as he moves forward, keeping an eye out for any more secret doors or magic.
As Smrgol continues to wreck things behind the party, Stille goes over to the minecarts. He flicks a side a bit of dirt, "Perhaps they felt this mine wasn't truly defensible?"
Going on, Moore checks the first room. A room that's blazing hot, a burning forge within. All the tools and other things are gone, leaving a pool of lava and surrounding contraptions. The next room is cool - no, cold. Pools of water are here. The next room looks to be...empty, grooves in the wall and scuffs on the floor, as if things were again removed from it. The final room is locked and doesn't open to Moore's efforts.
Just a regular lock or magical?
Regular, you don't detect any untold magic.
Moore will try and see if he can manage to get the thing open! If not, force is always an option...
[09:37] <Nephrite> roll 1d20+21 Disable Device
[09:37] <Kobot> Nephrite rolled 1d20+21 Disable Device --> [ 1d20=16 ]{37}
No good. It's well and truly a good lock, for he can't spring it.
You can always try again, too. Up to you.
Moore decides to try with a little bit more luck, this time.
Divine Insight + Improvisation, +15 and +12 respectively.[10:09] <Nephrite> roll 1d20+21+37 Disable Device
[10:09] <Kobot> Nephrite rolled 1d20+21+37 Disable Device --> [ 1d20=14 ]{72}Moore
HP: 245/245(51)
AC: 40 (+1)
12/23 bardic music left
Bard: 7/6/7/5/6/6/0/3
FS: 9/9/9/8/8/7/4
This time the lock is unlocked. Within is a room full of shelves built into the wall. Most are empty, but some aren't. Here sits gemstones, gold nuggets and other such things. Treasure just waits there to be taken.
Moore makes sure there's no magical traps or anything and looks around, but will go and collect everything otherwise!
Dana comes along, "Well, dad fucking finally!" she says, as Moore looks it over. It's all magical.
Spellcraft.
Taking 10 and using 12 more from Improvisation for 57.[/i[
All of the treasures are cursed. Taking them will make you slow, sluggish and barely able to move.
"Bah, it's all cursed." Moore says with a frown. "We could probably break it, but it'd take some time."
Does he think he could break the curse on all the stuff or would it be too much of a hassle?
Remove curse or the like would do it.
Can Greater Dispel Magic used an area just catch the cursed part without affecting the items themselves otherwise?
I don't follow. What do you aim to do here?
Use Greater Dispel Magic to remove the curse on everything via an Area Dispel rather than individually hitting each one with Remove Curse.
I don't see why not.
Moore nods and calls out over his shoulder. "Miss Balyss, I may need help with this if I can't quite manage it." With that, he turns and makes a motion to dispel the curse on all the items!
[11:53] <Nephrite> roll 1d20+20
[11:53] <Kobot> Nephrite rolled 1d20+20 --> [ 1d20=3 ]{23}
Balyss comes over, "Looks like it's needed," she agrees, "Moonlight shines down, purifying what should not be!"
Greater dispel magic. Merc, keep her sheet tallied and subtract a casting of it from her cleric spells.
> roll 1d20+20
<Kobot> Ko-EndlessTerror rolled 1d20+20 --> [ 1d20=11 ]{31}
The magic around the treasures is banished, the curse negated. A slow moan comes from them as it crumbles before the Lunatic's incantation, but nothing else.
"It looks like I still need some practice." Moore says with a nod.
We'll just go ahead and take everything and sort it out later, as long as there's no hidden magical tracking devices or something!
Will do, chief.
Ithea helps put away the uncursed treasure then continues to explore!
IS there anything left to explore since that was final room?
Looking around, you can see that things look cleared out by now. You return to the courtyard, nothing immediately - hello. As the party comes out, you see that 150ft away from the courtyard, back the way you came, the way forward is gone. A heavy wall of stone, dirt and metal has risen up to completely block the way out.
"They don't really think that's going to work, do they?" Moore asks.
"The monolith must be back," Balyss remarks, "Ithea, could you disintegrate that?"
"I can. You know, it's almost like they don't want us exploring what's the other way. I wonder why?" she asks rhetorically. She does cast detect magic first, just to make sure they didn't somehow put up another anti-disintegrate protection up or something. If nothing's amiss, well, certainly no reason not to cast disintegrate!
The wall is indeed enchanted.
Spellcrafting times.
[19:28] <Merc> roll d20+40 spellcraft
[19:28] <Kobot> Merc rolled d20+40 spellcraft --> [ 1d20=19 ]{59}
Coming to within 60ft of the wall, Ithea takes a good, long study of it.
The wall will reflect disintegrate or similar spells. It'll stop a creature from using earth glide to go through it, as well as ethereal creatures. It's also enchanted to be much harder than stone or iron.
"Well, maybe not. Jeez, they're putting some real effort into blocking the way. It'll reflect damage spells, prevents earth glide and ethereal, and it's extra hard to boot," Ithea comments as she rubs her chin in thought. "Smrgol's good against magic, maybe he can break through? If not, can't be much different than casting a dispel on cursed treasure and then disintegrating."
Hoping between Smrgol's abilities, penetration and sense weakness and a full attack, he can just crack it open. If not, checking to see who still has dispels to cast.
This draws a long frown out of Balyss, "That's not an attack, that's stalling," she remarks. "Why? In any case, I can try to dispel it."
Ithea chuckles. "Okay, okay, we'll skip giving Smrgol a chance. He probably had enough fun tearing out the gems from the walls."
Common Effects:
Heroes' Feast, Moore's +3 to Atk, Inspire Courage +12, Protection Devotion (+7AC) while within 30ft of Dana, Undeath's Eternal Foe, Haste on everyone but Smrgol (Ithea has 8 more rounds), Righteous Fury/Might on Crystal/Hope.
HP: 281/346
AC/Touch/Flat-Footed: 56/39/56
Effects: GMW (CL 25), Inspire Heroics
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 3/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 2/4
Feats: Chaos Devotion 1/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 1/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 6/12 (Note: Lost 2 spells from NL, counted already)
HP: 228/228
AC/Touch/Flat-Footed: 51/39/48
Effects: See above
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal, Undeath's Eternal Foe, Quickened Life's Grace, Miracle (x2)
6 - Greater Dispel Magic (x2)
Spells Lost due to NL:
10 - Energy Immunity, Mass Freedom of Movement, Curse of Inadequacy, Moonrise
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 207/245
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: See above, -2 NL
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
Used:
3x Smite Evil
1x Righteous Fury
1x Righteous Might
1x Greater Mirror Image
65 HP out of LoH
Spells Lost:
Divine Agility/Inner Beauty
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 400+26/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: See above
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
> roll 1d20+20
<Kobot> Kotono rolled 1d20+20 --> [ 1d20=8 ]{28}
> roll 1d20+20
<Kobot> Kotono rolled 1d20+20 --> [ 1d20=9 ]{29}
> roll 1d20+20
<Kobot> Kotono rolled 1d20+20 --> [ 1d20=18 ]{38}
Balyss chants, "As the moon rises, evil power fades away!" Nothing and a frown. "As the moon rises, evil power fades away!" Again nothing, this time Balyss walking to the wall and placing her holy symbol on it. "As the moon rises, Selune smites evil power and it fades away!" This time there's a flickering in the magic - it's disrupted, not dispelled. The effect is tenacious and will quickly recover from this dispelling.
Ithea quickly casts a disintegrate spell while she's able to!
If necessary, I can quick cast a second disintegrate while it's disrupted. Let me know.
Make the obligatory attack roll - only fearing a 1 - and then a damage roll.
[20:08] <Merc> roll d20+30+1 ranged touch
[20:08] <Kobot> Merc rolled d20+30+1 ranged touch --> [ 1d20=13 ]{44}
[20:09] <Merc> roll 40d6
[20:09] <Kobot> Merc rolled 40d6 --> [ 40d6=138 ]{138}
A hunk of earth vanishes away...only for another wall of pure stone to appear, filling the gap instantly. In the split second you can see out, you see the leg of what looks to be a rather large earth elemental.
Going to use your quick cast, Ithea?
Sure.
Ithea quick casts another disintegrate spell and tries to jump through the gap it makes before the elemental has a chance to fill it up again! Hopefully with the timing of the spell, the fact that it's already busy with the first spell, and her speed, she can make it through!
If Moore has time, he's going to switch his aura back to the dex one. I doubt it'll help, but you never know.
No time unfortunately Moore, this is happening pretty bang-bang. A readied action could, but alas.
Dex check, Ithea. +4 bonus for every 10ft your base movement speed is above 30ft.
Well, it'll be switched to the dex one whenever it can be.
[20:34] <Merc> roll d20+7+11+4 dex+brains+speed bonus
[20:34] <Kobot> Merc rolled d20+7+11+4 dex+brains+speed bonus --> [ 1d20=13 ]{35}
As the others watch, Ithea dives through the wall's gap. She's just fast enough, for a split second after she's through, another stone wall appears. You're past it - and here two earth elemental monoliths loom well over you, looking down. Neither looks the slightest bit amused as...
Init here. This includes everyone on the other side of the wall, in case someone tries to get through it.
[20:39] <Merc> roll d20+22+5 nerveskitter
[20:39] <Kobot> Merc rolled d20+22+5 nerveskitter --> [ 1d20=2 ]{29}
[20:39] <Merc> roll d20+3 Balyss
[20:39] <Kobot> Merc rolled d20+3 Balyss --> [ 1d20=10 ]{13}
[20:39] <Merc> roll d20+12 Crystal
[20:39] <Kobot> Merc rolled d20+12 Crystal --> [ 1d20=20 ]{32}
[20:40] <Merc> roll d20+14 Hope
[20:40] <Kobot> Merc rolled d20+14 Hope --> [ 1d20=15 ]{29}
[20:40] <Merc> roll d20+3 Smrgol
[20:40] <Kobot> Merc rolled d20+3 Smrgol --> [ 1d20=16 ]{19}
[21:41] <Nephrite> roll 1d20+20 (+11 more if the aura was allowed to be changed)
[21:41] <Kobot> Nephrite rolled 1d20+20 (+11 more if the aura was allowed to be changed) --> [ 1d20=6 ]{26}
> roll 1d20+5 Dana
<Kobot> Kotono rolled 1d20+5 Dana --> [ 1d20=18 ]{23}
> roll 1d20+11
<Kobot> Kotono rolled 1d20+11 --> [ 1d20=9 ]{20}
> roll 1d20-2 monolith 1
<Kobot> Kotono rolled 1d20-2 monolith 1 --> [ 1d20=3 ]{1}
> roll 1d20-2 monolith 2
<Kobot> Kotono rolled 1d20-2 monolith 2 --> [ 1d20=3 ]{1}
Initiative is Crystal (32) > Ithea = Hope (29) > Moore (26) > Dana (23) > Stille (20) > Smrgol (19) > Balyss (13) > Monoliths (1)
Open Crystal and then Ithea/Hope combo.
[spoiler]
Dana
HP: 313/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves
Resources used: Power Points 129/239, protection devotion used.
Other: -
Stille
HP: 300/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Healx2. 2 8th: All. 1 use of moon gloves used.
Other: -
Crystal doesn't have a better plan while the wall is up, so she waits on faith that it will crumble, and commands Hope to wait and charge forward as soon a gap opens.
"If you can bring down the teleportation blocking spell, I can summon you to me!" Ithea calls out loudly. "Or if I see that the magic weakens, I will cast another disintegrate spell!"
Casting swift invisibility, she holds, stretching her magic sense and hearing to decide which spell to cast. Hopefully the invisibility helps, though she doesn't count on it. The monoliths might have some sort of tremor sense or something.
Is it possible to ready two actions, each with different triggers? "If (A), then (B). If (C), then (D)."?
A readied action can be whatever, though it should be fairly direct and to the point. Ideally, it can be summarized in a sentence.
Above can be summarized as: Crystal/Hope readying to charge if hole opens. Ithea readies to Disintegrate if she sees magic on wall weakening, or Regroup if someone shouts that teleporting works.
Okay.
Ithea vanishes from sight as she comes through, as...
Moore. Ithea's shout didn't make it through, due to thick stone stopping sound from getting through.
"I think our only option is to try and destroy this or weaken it somehow with a concentrated effort." Moore says with a frown. "I don't really have a lot of magic that's going to help with that, but I can at least bolster our fighting capacity to make the rest of it easier." With that, he takes a breath. "If we all focus on one part of it..." Moore reasons as he calls on his powers to inspire courage in everyone!
+12 to attack and damage rolls and +12 against charm and fear. Also +2 from the harp is now active.Moore
HP: 245/245(59)
AC: 40 (+1)
11/23 bardic music left
Bard: 7/6/7/5/6/6/0/3
FS: 9/9/9/8/8/7/4
"Easy," Dana steps forward, mouth transforming into that of a dragon's, spewing out foul acid all over the stone wall.
Breath of the black dragon, up to 22d6.
> roll 22d6 acid on wall
<Kobot> Kotono rolled 22d6 acid on wall --> [ 22d6=82 ]{82}
It hits the wall right on, sizzling and hissing through the stone. It doesn't get all the way through, but it visibly damages it, parts of it thinner and other parts steaming from the blast.
Stille trots up to the wall and gives it a solid kick, putting his all in it.
> roll 1d20 1 check, max PA here
<Kobot> Kotono rolled 1d20 1 check, max PA here --> [ 1d20=1 ]{1}
He kicks the wall hard, but it doesn't budge an inch.
Smrgol's up.
Initiative is Crystal (32) > Ithea = Hope (29) > Moore (26) > Dana (23) > Stille (20) > Smrgol (19) > Balyss (13) > Monoliths (1)
[spoiler]
Dana
HP: 313/313
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison, +1 morale bonus to attack rolls and Will saves
Resources used: Power Points 107/239, protection devotion used.
Other: -
Stille
HP: 300/300
Effects: Heroes Feast (CL20), Aura (+11 Dex checks, +1 attack rolls)
Boosts: Immune to fear and poison
Resources used: 3/4 Power Points, 1 4th level cleric spell: Moon Bolt. 1 6th level cleric spell: Healx2. 2 8th: All. 1 use of moon gloves used.
Other: -
[/quote]
Smrgol moves over to take a huge chunk of the wall out with his impressive maw!
[23:00] <Nephrite> roll 1d20+28 bite (-33 pa)
[23:00] <Kobot> Nephrite rolled 1d20+28 bite (-33 pa) --> [ 1d20=7 ]{35}
I forgot the +3 so that's 38. Doubt it matters at all.
[23:00] <Nephrite> roll 2d10+22+33+3
[23:00] <Kobot> Nephrite rolled 2d10+22+33+3 --> [ 2d10=10 ]{68}
Chomp!
A hunk of sizzling, acid tinged stone is bitten away, a gouge into the wall now. It's softened but not down, as Dana laughs, "Damn Stille, looks like Ithea's the one bending you over if that's as hard as you can kick."
Balyss.
Balyss casts another Greater Dispel Magic at the wall!
Common Effects:
Heroes' Feast, Moore's +3 to Atk, Inspire Courage +12 (except Smrgol/Ithea)
HP: 281/346
AC/Touch/Flat-Footed: 56/39/56
Effects: GMW (CL 25)
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 0/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 3/4
Feats: Chaos Devotion 1/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 2/23
Lv 3 - 2/23
Lv 4 - 5/18
Lv 5 - 8/12 (Note: Lost 2 spells from NL, counted already)
HP: 228/228
AC/Touch/Flat-Footed: 51/39/48
Effects: See above
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal, Undeath's Eternal Foe, Quickened Life's Grace, Miracle (x2)
6 - Greater Dispel Magic (x5)
Spells Lost due to NL:
10 - Energy Immunity, Mass Freedom of Movement, Curse of Inadequacy, Moonrise
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 185/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: See above
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
Used:
3x Smite Evil
1x Righteous Fury
1x Righteous Might
1x Greater Mirror Image
65 HP out of LoH
Spells Lost:
Divine Agility/Inner Beauty
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 484/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: See above
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
I assume Ithea's readied action can go off? Checking before I cast disintegrate.
Balyss casts greater dispel magic again, but nothing happens.
Enchantments are still down, the new wall can't be dispelled because it is an instantaneous effect. Go Ithea.
...I'd thought it was blocked by enchantment or I'd have disintegrated on my turn. Hence looking for a change in wall in my ready action. Feel you were unclear or I was and turn got screwy as a result. If I could have disintegrated then, others might have gotten through on their turn and Balyss might not have dispelled because there was a hole. :-/
QuoteThis time there's a flickering in the magic - it's disrupted, not dispelled. The effect is tenacious and will quickly recover from this dispelling.
QuoteIthea readies to Disintegrate if she sees magic on wall weakening
Well yeah, it is disrupted. It didn't say how long 'quickly recover' would be. Also the magic on the wall hasn't weakened - it's still down.
Technical readings of your post aside, since you felt things got off balance there, you're welcome to just disintegrate now. I don't really wanna do a retcon since this format's really poor for it.
Ithea casts disintegrate at the wall, hoping people get through, enough to keep the monoliths distracted from sealing it again.
[17:37] <Merc> roll d20+30+1 ranged touch
[17:37] <Serith> Merc roll for Serith < 36 > [d20=5]
[17:37] <Merc> roll 40d6
[17:37] <Serith> Merc roll for Serith < 137 > [d6=3,5,2,3,2,6,4,6,5,6,1,4,1,2,3,2,4,3,3,6,6,2,3,2,3,6,2,6,3,1,1,1,1,2,6,5,6,2,2,6]
The wall opens right up, revealing the way once more. This time, no wall immediately takes its place. Instead, the two monoliths try and squash Ithea flat beneath their massive feet.
Going to use inspiration here, Ithea? I'm trying to remember to give you a chance to use it, since posting isn't the best venue for easy questions and interrupts.
Yeah I'll use it. Crystal's readied action should trigger and she should zip to the other side also.
What's that put your AC at?
> roll 1d20+48 (+1 defensive stance, +3 ???, +5 ???, -10 PA)
<Serith> Kotono roll for Serith < 66 > [d20=18]
> roll 1d20+53 (+3 ???, +5 ???, -4 awesome blow)
<Serith> Kotono roll for Serith < 59 > [d20=6]
AC is 67, so two misses.
Ithea's a hair too fast, diving to the side as dual boots miss squashing and punting her. Meanwhile Crystal also zips through, making it to the other side safely. The wall's down and still down.
You're up, Ithea. Go.
Initiative is Ithea (29) > Moore (26) > Dana (23) > Stille (20) > Smrgol (19) > Balyss (13) > Crystal = Hope (12) > Monoliths (1)
Ithea attacks both monoliths, switching attacks between the two as she does so, dealing arcane empowered strikes.
Need someone to roll for Ithea.
roll d20+42 K:P for knowledge devotion (I will assume it worked for attacks, subtract 5 from them and damage if it rolls a 1)
Use appropriate if not Planes. Most have modifier +42 anyway.
Based on roll above, are the monoliths just straighr up earth or are they modified by Lixer? I want to channel vampiric touch if it seems safe to do so.
Arcane strike of 5th level spell, and assuming Moore's +3 aura applies but not IC+12, so attack rolls:
Roll d20+40+5+1+3+5 glaive+KD+feast+moore+AS vs Monolith #1
Roll d20+35+5+1+3+5 glaive+KD+feast+moore+AS vs Monolith #2
Roll d20+30+5+1+3+5 glaive+KD+feast+moore+AS vs Monolith #2
Roll d20+25+5+1+3+5 glaive+KD+feast+moore+AS vs Monolith #1
Damage is:
Roll d10+20+5+5d4
Roll 2d6 holy (if applicable)
Roll 10d6 vampiric touch (if applicable)
In case Neph rolls, VT van only hit each opponent once, so even if I hit a target twice only roll once.
If SR is needed:
Roll d20+25+2+6 CL+items+spell power
[13:46] <Nephrite> roll d20+42 K:P for knowledge devotion
[13:46] <Serith> Nephrite roll for Serith < 52 > [d20=10]
This seems to setup the rest of the attack, so I'll post it first.
[13:55] <Nephrite> Roll d20+40+5+1+3+5 glaive+KD+feast+moore+AS vs Monolith #1
[13:55] <Serith> Nephrite roll for Serith < 59 > [d20=5]
[13:55] <Nephrite> Arghhhh it wasn't supposed to just line that, hold on (This is +12 so 71)
[13:56] <Nephrite> Roll d20+35+5+1+3+5+12 vs Mono 2
[13:56] <Serith> Nephrite roll for Serith < 69 > [d20=8]
[13:56] <Nephrite> Roll d20+30+5+1+3+5+12 glaive+KD+feast+moore+AS+IC vs Monolith #2
[13:56] <Serith> Nephrite roll for Serith < 69 > [d20=13]
[13:56] <Nephrite> Roll d20+25+5+1+3+5+12 glaive+KD+feast+moore+AS+IC vs Monolith #1
[13:56] <Serith> Nephrite roll for Serith < 64 > [d20=13]
[13:57] * ChanServ sets mode: +qo Kotono Kotono
[13:58] <Nephrite> Roll 2#d10+20+5+5d4+2d6 vs Mono 1
[13:58] <Serith> Nephrite roll for Serith < 53, 52 >
[13:58] <Nephrite> roll 10d6 vampiric touch vs Mono 1
[13:58] <Serith> Nephrite roll for Serith < 33 > [d6=3,2,1,6,4,6,1,2,6,2]
[13:58] <Nephrite> Roll 2#d10+20+5+5d4 vs Mono 2
[13:58] <Serith> Nephrite roll for Serith < 47, 41 >
[13:58] <Nephrite> roll 2#2d6 holy seperate in case it doesn't apply
[13:58] <Serith> Nephrite roll for Serith < 7, 4 >
[13:59] <Nephrite> roll 10d6 vampiric touch vs Mono 2
[13:59] <Serith> Nephrite roll for Serith < 37 > [d6=5,3,2,1,4,5,4,4,4,5]
Total damage to Mono 1 is 138
Total Damage to Mono 2 is 136
Ithea turns into a whirl of violence, hacking at both elementals. Spell fire and glaive tear through the ankles of both, dodging retribution stomps and leaping up hack at their upper legs. The massive creatures take this assault well enough, damaged but not stopping in the least.
Moore.
"Go, go go go!" Moore calls, rallying his friends to get moving.
He's rallying them by casting Haste on everyone and then zipping through himself.Moore
HP: 245/245(59) (Haste)
AC: 40 (+1)
11/23 bardic music left
Bard: 7/6/7/4/6/6/0/3
FS: 9/9/9/8/8/7/4
Moore makes it through - but as he does, both monoliths try to stomp down on him, crushing him.
They're no longer flatfooted and are both AoOing you. You okay with that?
Can I turn invisible to avoid that?
Yes, though if you're making noise they'd at least know the square to hit and have a 50% miss chance.
Okay, I'll risk it. I'll also throw up Ruin Delver's Fortune as an immediate while they try.
[14:27] <Nephrite> roll 4d8+11 temporary HP
[14:27] <Serith> Nephrite roll for Serith < 32 > [d8=6,1,6,8]
[14:27] <Nephrite> roll 1d4 duration
[14:27] <Serith> Nephrite roll for Serith < 1 > [d4=1]
AC is 40, so pretty much assuredly hit if they don't both miss and also miss on a 1.
> roll 1d20+48 (+1 defensive stance, +3 ???, +5 ???, -10 PA)
<Serith> Kotono roll for Serith < 60 > [d20=12]
> roll 1d20+53 (+3 ???, +5 ???, -4 awesome blow)
<Serith> Kotono roll for Serith < 73 > [d20=20]
> roll 1d20+53 (+3 ???, +5 ???, -4 awesome blow) crit?
<Serith> Kotono roll for Serith < 59 > [d20=6]
> roll 1d100 non-crit 51+ is pain
<Serith> Kotono roll for Serith < 7 > [d100=7]
> roll 1d100 non-crit 51+ is painx2
<Serith> Kotono roll for Serith < 68 > [d100=68]
> OOC: Crit got through, miss didn't.
> OOC: Er, non-crit didn't.
> roll 12d8+52 Moore is now a football
<Serith> Kotono roll for Serith < 94 > [d8=2,6,3,4,4,5,6,1,2,1,5,3]
Moore rushes through, only to be caught with a oversized kick. He's sent right back through the gap in the wall, landing 10ft away from it in a dazed, prone heap. Owwww.
You're prone, Moore. Dana's up.
Dana rushes on through, "Just fucking forget them. We're getting out of here, right?" She stands on guard, right next to Ithea.
She's basically setting up in case an escape is happening. If not, she'll wreck 'em next round.
"That may be prudent," Stille agrees, slipping through as well, pausing on the way to grab Moore and carry him out. "Sorry," he murmurs, "But I heard you hit down hard."
Stille has blindsense so he can detect where Moore is and get him through.
Smrgol's up.
A disintegrated hole is big enough for Smrgol to fit through, and despite being much smaller he has just as much bite as any monolith and then some! Crashing through the gap he slams his tail right into one monolith's knee with a resounding crack of stone being shattered!
[19:54] <@Ebiris> roll 1d20+40 -21 pa tail slap
[19:54] <Serith> Ebiris roll for Serith < 59 > [d20=19]
[19:54] <@Ebiris> roll 2d8+74
[19:54] <Serith> Ebiris roll for Serith < 87 > [d8=5,8]
Strikes as good/silver/adamantine and ignores 5 points of dr
Smrgol: 459/459
AC 50, immunity to magic, immunity to rust
You should still get the +3 from the aura + the harp on that, in case the 59 doesn't hit but a 62 does.
Direct hit, the elemental's knee giving way. It falls to one knee with a bone-shaking thump, as....
Balyss, go.
Initiative is Ithea (29) > Moore (26) > Dana (23) > Stille (20) > Smrgol (19) > Balyss (13) > Crystal = Hope (12) > Monoliths (1)
Ithea thought they were going to backtrack and take the path leading upwards rather than just escape! Though in case the monoliths decide to flee yet again, she doesn't say anything and give warning so that they can set up even more defenses.
Balyss also steps through the hole. If nobody else is still behind and if she herself doesn't get punted back, she casts Earthquake on the courtyard and building, aiming the spell to cave in and destroy the structure as much as possible while keeping the tremors from reaching them and upsetting their footholds. At least this way Lixer won't have an easy time seting up shop here again!
Earthquake spell has a 400ft+ range with 80ft radius area. Shouldn't be difficult to aim it to do some damage.
Behind them, the courtyard and surrounding passage shudder. The roof give sup the ghost quickly, caving in from the force of the earthquake. The din of crashing stone is tremendous, raining down as Balyss makes it through safely.
Crystal and Hope are up, go.
Crystal and Hope slam into a monolith with a charge!
[20:46] <Merc> roll d20+35+15+2+1+1 lance+moore+charge+feast+haste
[20:46] <Serith> Merc roll for Serith < 71 > [d20=17]
[20:46] <Merc> roll d20+37+15+2+1+1 bite+moore+charge+feast+haste
[20:46] <Serith> Merc roll for Serith < 74 > [d20=18]
[20:47] <Merc> roll 3#d8+10+12 lance
[20:47] <Serith> Merc roll for Serith < 29, 28, 30 >
[20:47] <Merc> roll 2d6 holy (if applicable)
[20:47] <Serith> Merc roll for Serith < 7 > [d6=6,1]
[20:47] <Merc> roll d8+10+12 bite
[20:47] <Serith> Merc roll for Serith < 29 > [d8=7]
Ithea will also use Opportunist here for AoO.
Go for it, Ithea. I'll resolve them at once.
As Crystal slams into a monolith, Ithea also attacks while it tries to defend from the charging pixie!
didn't see Neph roll for SR last time
[20:50] <Merc> roll d20+40+5+1+3+5+4
[20:50] <Serith> Merc roll for Serith < 73 > [d20=15]
[20:50] <Merc> roll d10+20+5+5d4+2d6
[20:50] <Serith> Merc roll for Serith < 51 > [d10=8][d4=2,2,4,2,3][d6=3,2]
[20:50] <Merc> roll 10d6 vampiric touch
[20:50] <Serith> Merc roll for Serith < 36 > [d6=3,6,4,1,4,5,3,6,1,3]
Attack triggers Expert Tactician, so until end of Crystal's next turn, melee attacks gain +2 atk/+2 dmg.
So noted.
Battered and with the wall broken, both monoliths withdraw, sinking into the ground and out of sight.
Free act.
"Oh for fuck's sake, they ran away -again-?" Ithea complains.
Common Effects:
Heroes' Feast, Moore's +3 to Atk, Inspire Courage +12 (except Smrgol/Ithea), Haste
HP: 281+37/346
AC/Touch/Flat-Footed: 56/39/56
Effects: GMW (CL 25)
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 1/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 3/9
Duskblade: Attunement 0/14, Quick Cast 3/4
Feats: Chaos Devotion 1/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 2/23
Lv 3 - 3/23
Lv 4 - 5/18
Lv 5 - 9/12 (Note: Lost 2 spells from NL, counted already)
HP: 228/228
AC/Touch/Flat-Footed: 51/39/48
Effects: See above
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal, Undeath's Eternal Foe, Quickened Life's Grace, Miracle (x2)
8 - Earthquake
6 - Greater Dispel Magic (x6)
Spells Lost due to NL:
10 - Energy Immunity, Mass Freedom of Movement, Curse of Inadequacy, Moonrise
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 185/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: See above
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
Used:
3x Smite Evil
1x Righteous Fury
1x Righteous Might
1x Greater Mirror Image
65 HP out of LoH
Spells Lost:
Divine Agility/Inner Beauty
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 484/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: See above
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Moore rubs his chin. "Do we go the other way? They seem to be trying to delay us from something..."
Dana's comment is filthy and frankly disgusting, Stille shaking his head in the meantime.
"Cautious if nothing else. Perhaps they are not bound to Lixer as much as hired assistance? If his patron here on Earth is providing them, they are unlikely to wish to risk death against us." Stille remarks.
"I didn't want to say it while they were still here, and maybe Dana's and Stille's earlier comments make them think we're leaving for good now that Balyss demolished the castle," Ithea says, turning towards Balyss briefly. "Nice job there by the way. Anyway yeah, we took care of things down here, but there might still be something up the other way. I doubt we'll find any treasure to bring back unfortunately, but I still want to see if we can free those slain elementals Silver was talking about. I suppose they might have been used to make that puppet, but I honestly don't know. And really, I don't feel like we've gotten a win out of this one so far."
Moore nods. "I agree." He takes a moment to heal himself of the rather bad thrashing he received. Maybe Dana didn't see it?
Casting Heal on himself.Moore
HP: 245/245 (Haste)
AC: 40 (+1)
11/23 bardic music left
Bard: 7/6/7/4/6/6/0/3
FS: 9/9/9/8/8/7/3
Balyss nods to that, "It's not that I think we need to withdraw, but that I wonder what they're stalling for. It may not be something here - after all, they clearly had time to pull out already."
"Could it have something to do with Aurora?" Moore asks.
"Perhaps," Stille allows, "After all, they may be able to communicate, and if all three forces are attacking at once..." He trails off, deep in thought.
Ithea pulls out one of her Sending scrolls to contact Morniel. "Any thoughts on what to ask? We can get a quick status update and decide if we should continue here, return or regroup with another group assuming they've even made contact themselves."
I forgot to heal Ithea the 65 HP from Crystal's LoH. I'll have Ithea use two of her Opportunistic Piety charges to heal Crystal for 46, so everyone should be topped off.
Common Effects:
Heroes' Feast, Moore's +3 to Atk
HP: 346+37/346
AC/Touch/Flat-Footed: 56/39/56
Effects: GMW (CL 25)
Qualities: DR 10/silver, SR 34, Darkvision, Low-Light Vision, +4 CMD vs Trip/Overrun/Bullrush, Evasion, Uncanny Dodge, Immunity to Frightful Presence, +4 vs Fear, Spellwarped
Inspiration: 0/6
Abilities:
Racial: Healing Touch 1/1
Rogue: Mimic 0/1
Factotum: Inspiration 0/6, Nerveskitter 0/1, Heroics 0/1, Piety 5/9
Duskblade: Attunement 0/14, Quick Cast 3/4
Feats: Chaos Devotion 1/1
Gear: Counterstrike 0/2, Greatreach 0/3, Reciprocate 0/2, Haste 0/10 (rounds), Daylight 0/1, See Invis 0/1, +2d6 electric damage 0/3, Gate 2/3
Spells:
Lv 0 - 0/6
Lv 1 - 0/23
Lv 2 - 2/23
Lv 3 - 3/23
Lv 4 - 5/18
Lv 5 - 9/12 (Note: Lost 2 spells from NL, counted already)
HP: 228/228
AC/Touch/Flat-Footed: 51/39/48
Effects: See above
Qualities: Darkvision, low-light vision, RE(Fire) 20, RE(cold) 15, RE(sonic) 10, RE(acid/electricity) 5, prophet's sight 3/day, Evasion, trap sense+2, uncanny dodge, DR 10/cold iron and evil, Regen 1/cold iron and evil.
Spells Used:
9 - Gate (x1), Mass Heal, Undeath's Eternal Foe, Quickened Life's Grace, Miracle (x2)
8 - Earthquake
6 - Greater Dispel Magic (x6)
Spells Lost due to NL:
10 - Energy Immunity, Mass Freedom of Movement, Curse of Inadequacy, Moonrise
TU's Used: 1
http://www.soulriders.net/forum/index.php/topic,102879.msg1046029.html#msg1046029
Crystal
HP: 223/223
AC/Touch/Flat-Footed: 43 / 39 / 31
Effects: See above
Qualities: Low-light vision, DR 10/cold iron, greater invisibility, SR 36, evasion
Used:
3x Smite Evil
1x Righteous Fury
1x Righteous Might
1x Greater Mirror Image
65 HP out of LoH
Spells Lost:
Divine Agility/Inner Beauty
http://www.soulriders.net/forum/index.php/topic,102879.msg1059605.html#msg1059605
Hope
HP: 484/484
AC/Touch/Flat-Footed: 51 / 21 / 41
Effects: See above
Qualities: Improved Evasion, +4 will vs enchantment, DR 15/epic, SR 32, immunity to sleep and paralysis, RE(acid/cold/electricity) 20, darkvision, low-light vision, water breathing, fast healing 3.
http://www.soulriders.net/forum/index.php/topic,102879.msg1059616.html#msg1059616
Do recall Sending's 10 minute casting time. Just a reminder.
Ah yes, I'd forgotten that. Have someone bring it up in-game. We'll chalk it up to Ithea forgetting for real.
Stille clears his throat, "Ithea," Stille says gently, "I don't think we have ten minutes of leisure."
Ithea winces and puts away the scroll. "Right, the cast time. Fuck."
Sighing, Ithea asks the others, "Do you think we should head back or keep going? My vote is to keep going, but if the rest of you have concerns, I'm not going to give the order."
"Let me try something, it'll just take a moment." Moore says, casting Augury with the question "What will happen if we do not return to Aurora in the next hour?" in his mind.
Chance is 82%.
Moore gets the following answer, "Woe."
Moore frowns. "We need to go back. We can come back here, now that we know where it is. Even if they've taken everything, we might be able to find some clues. Actually... I know I can. But we need to go back." He affirms.
Ithea rubs her forehead in frustration but nods. "We might as well head back then. Like you said, we can always head back here now that we know the location and finish caving things in or something at a later date."
"Let's do this, then," Balyss says.
How are y'all getting back?
Ithea casts a gate back to Aurora.
Like that~
Soon enough the group is back at Aurora. Morniel comes out to greet you once you're through the gates, "How did it..." he begins, then bows his head. "Rosa? I do not see her."
Ithea nods grimly. "We took out the castle Lixer was using at the center of his mining operation, but he'd already evacuated anything and everyone of worth to him, and left a trap for us. The only silver lining is that we prevented him from taking Rosa's soul or anybody else's, but I mostly consider the operation a failure."
"We ran into an elemental puppet being controlled by Lixer. He hit us all with some... thing. She..." Moore trails off with a shake of his head. "Stille has what was left, if we have time to try anything. I received a concerning augury that bade us return with haste, so that's why we're here now."
"I understand," Morniel says, going to lay a hand on Ithea's shoulder. It lightens her, a sense of love and compassion washing over her. "I'll see to it immediately."
"I need to see to some divinations in that case," Balyss says, "Maybe I can get wind of something they're about to do."
"I'll help, if you'd like." Moore offers to Balyss. "I'm certain this is the sort of thing Lord Erathaol sent me for."
"I'm going to see if I can comission some scrolls of Gate, since we're bound to be low on that if we find anything saying we should move elsewhere. Have we had any word from the other teams, Morniel?"
"You're welcome to," Balyss offers, as the two go off.
"Not yet," Morniel says, as Ithea goes off to do her shopping.
Go post in loot for that first of all, Ithea.
Second of all, I'm going to split you into a new thread, Moore.
Third, who do you want to attempt a resurrection on Rosa?
Whomever has the best resurrection chance, honestly. I don't have a preference for it. Jarl was mentioned, so him I guess?
Resurrection rules time.
They're here under the resurrection rules tab if you'd like to follow along: http://www.soulriders.net/forum/index.php/topic,103071.msg1049904.html#msg1049904
Base odds are 75%. She misses both affairs left behind and satisfying death. If she had to die, dying to assail the devil prince of undeath is right in her breadbasket. Yes, it leaves affairs behind, so the two cancel out. The Jarl doesn't follow the Court of Stars, so -25% to 50%. -10% more since she's aware of her afterlife and happy for it. She knows she's going to the Court of Stars and that's a good thing. 40%. This is the first time she's died, so no modifier for that. Finally, the Jarl brings it up to 90% with true calling as a high level healer.
> roll 1d100 90 or lower for yay, 91 or higher for boo
<Serith> Kotono roll for Serith < 15 > [d100=15]
Someone do me a favor and add this to the not quite graveyard. For that matter, add Crystal and Dana's demises as well so we can easily track those.
That being done, what's on the agenda once the scrolls are sorted out, Ithea? Seeing Rosa's logical, though you don't have to.
I'll go see Rosa. Don't really have much else until the divinations of Balyss/Moore pan out.
You find Rosa in the infirmary. She lies on a bed there, clad in a white sheet up to her chest. She doesn't look up when you enter, her gaze seemingly thousands of miles away.
Ithea pulls up a chair near the bed and sits there quietly for a moment, before saying, "Sorry for how things went on Earth."
> roll 1d20+19 Rosa
<Serith> Kotono roll for Serith < 29 > [d20=10]
Rosa doesn't react. Her eyes are wide, staring off. This goes on for several moments until a great, heaving sob tears through her, then another and another. She shakes on the bed like a frightened child, screams following moments after. "Mother! Mother!"
Ithea winces, not sure how to react. Uncomfortably, she just sits there, keeping Rosa company at the moment.
Rosa shakes and curls into a fetal position, blanket knocked aside. She seems uncaring of her nudity, rocking back and forth as she sobs and cries for her mother. This goes on for a little time until it at last winds down. Her breathing is ragged, "Terrible, terrible, so terrible," she mutters, starting to rock faster. "Unclean. Filthy. 9 souls to create 1. 99 to create a nightmare. Numbers, we're just numbers."
Knowledge check to verify that the statement references the necromental? That's what it sounds like? Also, man, she doesn't even have one of those hospital gowns under that blanket?
K:R.
[23:04] <Merc> roll d20+42+6 K:R+inspiration
[23:04] <Serith> Merc roll for Serith < 58 > [d20=10]
It might, Ithea thinks. More than anything else, it seems coherent but not really realted to necromentals.
The Jarl just didn't think of dressing her. His tack was to get the job done, cover her up without looking and leave her be once her status as a living, breathing elf was confirmed. He's a doctor, but dressing the tiny (relative to his giant sized body) wasn't really comfortable with him. He didn't foresee her having a breakdown, either.
This REALLY isn't Ithea's area of expertise. She moves closer, somewhat uncertainly, as she tries to hug the distraught woman. "You're not just a number, Rosa. You're not."
Rosa shakes in your grasp, just rocking back and forth. "You don't get it," she bites out, "He...everything...it's cold numbers. Every atrocity...numbers! He doesn't hate us, we're beneath hate. Everything's just something for him to use. I saw when he had me, Ithea. I saw so much."
Ithea takes a deep breath. Speeches don't tend to work out well for her, but she'll give it a shot here...
"Hey, hey. Listen, don't think about what what drives someone like Lixer. So it's numbers to him? So what? Taelfagn props himself up with the idea that what he does is destiny. It was destiny that Lifasa would fall. It was destiny that the child would be born. It was destiny that we'd be enslaved, that we'd fail, that we'd suffer. Fuck him, and fuck Lixer. Okay? We've beaten him time and time again in spite of his destiny. We've beaten Lixer as well. There have been setbacks, there have been tragedies, there have been some really, really fucking shitty things going on...but we fight on. Because they're wrong, okay? And someone has to show them that, Rosa. Someone has to, because if not, someone else will suffer. Over and over. Because it's numbers, or because it's destiny, or because who the fuck knows why. And it's all stupid and unfair and it's just not right."
Rosa listens, looking up at Ithea with teary eyes, nearly face to face with her. "Why?" she asks quietly, "Then why is he so much? Why are there things like that in Creation? Why?"
"...I can't really answer that. I don't get it myself. I never put much of my studies into philosophy, I'm afraid," Ithea says with a shrug.
Ithea hears a whisper in her ear, "I'd invite Tepen, but he's busy. A visitor from Jaela and company's dealing with him now," Elena says, "Hang in there, Ithea."
Meanwhile, "Why?" Rosa dissolves into sobs again, clinging to Ithea desperately.
Do I know who the voice is? Cosplay-chan? Stille? Someone else?
It's Elena, sorry. Fixed.
I kinda figured it was probably Cosplay-chan. Just wanted to make sure! There are people who can talk to others in their head too!
Ithea resists the urge to sigh again, really not feeling like she's the right person for this, but gently strokes Rosa's hair as she tries her best to do things to calm the distraught woman. "It'll get better, alright? And you're safe in Aurora again."
For a goodly while Rosa just holds onto you. Sobbing gives way to shaking, which ultimately gives way to quiet. Rosa passes into a fitful sleep, still clinging to Ithea.
Ithea would mewl pitiously if it wasn't unbecoming. Also, Elena was probably listening in still.
Okay, so she was a general and all, but seriously, why did she keep getting pulled into these messes? She was younger than pretty much everyone in a leadership role and she kept screwing things up and the only reason she was a general in the first place is timing!
And for whatever godforsaken reason, it just felt like everyone's problems kept landing on her lap! WHY?!?
Ithea continues lamenting things in her head and generally feeling sorry for herself silently as she strokes Rosa's hair, and keeping her company and hopefully keeping the nightmares away.
It doesn't take too long for another person to come in through the portal. Kascha comes in, coming over and murmuring, "Let me take this, Ithea. Tepen needs to see you." She frowns and lightly checks Rosa over, "Elves don't sleep. She must..."
Ithea hesitates, but nods, as she gently unclasps Rosa, doing her best not to disrupt her. "Let me know if anything changes for the worse," Ithea requests, as she moves to head out. "Is Tepen at the library? Or the command center?"
"Command center," Kascha covers Rosa up, wrapping her in a blanket like a baby then picking her up. Turning to Ithea, "Hurry. I'm going to see if Rosa's up for the coming battle, though I suspect she won't be."
"I really don't think she will be either," Ithea says with a shake of her head. "But I think it's fine if she just rests."
With that, Ithea starts to head off for the command center.
"Oh and Ithea," Kascha calls as she goes.
Ithea stops, and looks over her shoulder. "Yes?"
Kascha smiles, a warm and gentle thing. "I promise I won't tell Stille I found you sleeping with a naked woman." She giggles slightly after that, "Sorry!"
"...I'm gonna punch Adrian for that one, and tell him it's your fault," Ithea promises, as she turns sharply and heads out.
Kascha's giggles are a wonderful thing even as Ithea retreats to the command center.
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