Don't reply until the next post, this one's for my reference.
Smith (Caster Force)
Command: Jaela
Officers: Tepen, Vul'lath, Tryll, Kascha, Surraruthru (bodyguard for Kascha), Balyss, Cresiel, Simmer, Canderella
Forces:
77 firre warrior/clerics. They range from 8 to 12 hd, having levels in cleric, paladin of freedom, barbarian and champion of Gwynharwyf. Alignment: Chaotic Good. Morale: 88/100 (Fanatic)
80 healers of medium size. They range from 4 to 10 hd, having levels in healer and cleric. Alignment: Chaotic Good. Morale 80/100 (Good)
20 elite healers of medium size. They range from 11 to 12 hd, having levels in healer and cleric. Alignment: Chaotic Good. Morale: 80/100 (Good)
100 triune movanic devas. They range from 6 to 9 hd, having levels in cleric, fighter and bard. Alignment: Chaotic Good. Morale: 87/100 (Fanatic)
200 hound archons. They range from 6 to 8 hd, having levels in paladin, fighter, ranger, cleric and favored soul. Alignment: Lawful Good. Morale: 60/100 (Fair)
200 justice archons. They range from 6 to 8 hd, having levels in paladin, cleric and fist of raziel. Alignment: Lawful Good. Morale: 60/100 (Fair)
12 githyanki acolytes of medium size. They range from 2 to 10 hd, having levels in sorcerer, wizard and savant. Alignment: Neutral, Chaotic Neutral, Neutral Evil. Morale: 67/100 (Good)
Since this is primarily casters seeing to stabilizing the rift and so forth, I'm not going to worry too much about positioning here right now. Jaela, I assume most of the officers are working with others, but are you keeping anyone nearby yourself?
Please note that Intellect Fortress is a valuable tool I can use to keep spellcasters safe. Everything within 20 feet of me can benefit from it if I can see the spell coming. Place me accordingly.
Not at the moment. Due to the size of the rift and the way we'll be advancing, I will be near the front to intercept anything getting past Ithea. Tryll will be placed in the most beneficial, central spot, as requested. The Astral Island scrolls will be in possession of Kascha and Candy.
I can connect all of the officers to my Tapestry, and my lowest range spells for the Tapestry are Medium I believe, so place me accordingly. Also, speak up on what buffs you want from me. I can also load four additional spells into for immediate oshit activation. My current plan is the following:
Load: Favor of the Martyr (Limited Wish), Indomitability, Heroism (Greater), Iron Bones
Precast: True Seeing, Arcane Sight (Greater)
On site: Spellcaster's Bane, Battlemagic Perception, Duelward, Mystic Surge, Mage Armor (Greater), Shield, Enlarge Person (unless stated otherwise), Might of the Planetar, Sakkratar's Triple Strike, Celestial Valor (once engaged).
The above first three will give everyone a bonus on Spellcraft checks (+2insight+5 comp. bonus) to identify any spell, as well as an immediate free/interrupt action to make that check and cast a Dispel on the spell. Unless Dune rules otherwise, both Battlemagic Perception and Duelward do this, so everyone will get two chances to dispel whatever is being cast. Please note that these spells only give you this interrupt once per spell, so be choosey with what you dispel.
After that, since I can't heal, I'll be focusing on throwing out scuplted walls (Solid Fog, Acid Fog, Haboob, Wall of Force, ect) and counterspelling, though I do have some damage spells ready. I've got Naeys' Life Font, Limited Wish and Wish memorized in case we need oshit healing, as well as anything else. I've also got Summon X ready to go if we need some help.
Again, if there's any changes anyone wants or spells added, I need to know ASAP since I'm working and can't really discuss it.
Noted, Jaela and Surraruthru.
Jaela and compay follow Ithea's strike force. The very front of the spherical area here is calm. Celestials patrol about, flying amid open air, walking where earth is and swimming when needed. Fire is extinguished and paths are made. The zone of control extends perhaps half a mile, your forces getting cheers as you go in.
Jaela opts to fly in after Ithea's forces, counting on Ithea to make improvements to the environment as needed.
Okay. Make Spellcraft checks, Surraruthru, Jaela and Tryll/Calleigh. I want baseline ones to see how you're interacting with the magical mess here.
[21:04] <Rin> roll 1d20+35
[21:04] <Rei-chan> Rin rolled : 1d20+35 --> [ 1d20=11 ]{46}
> roll 1d20+34 Spellcraft
<Rei-chan> Iddy rolled : 1d20+34 Spellcraft --> [ 1d20=17 ]{51}
<Rei-chan> LobsterSquid rolled: 1d20+39 --> [ 1d20=7 ] {46}
Right now, the magical mess isn't too bad. Limbo is everywhere but it's semi-controlled and safe. Safe as anything like this is. It's the bleeding edge of the rift, already anchored down sufficiently by the efforts of the celestials.
Meanwhile, Jaela and company can see something ahead. A far away mountain splits before Ithea's army, falling away. A black building of obsidian is within and it comes hurtling at the strike force.
Y'all's call if you do anything or focus on the affected area around you.
"That looks bad!" Calleigh points out.
"That's what Ithea's here for!" Jaela calls out to her troops. "Trust in her and her team, just as they're trusting in us to fix this damned mess!"
As Ithea's force goes forward to deal with the thread, the others turn to the area. It's just past the celestial zone of control, the area around you starting to writhe. Black flames and gusts of bitterly hot wind start to blow from all around the group.
"The chaos is stirring!" Sage Vul'lath's voice carries across the battle field, "We must suppress it!"
Going to give any commands here, Jaela and friends?
"What's that even mean!?" Calleigh asks.
"Tepen, Kascha, Balyss, Simmer!" Jaela calls out, after taking a moment to assess the situation. "Your troops are to stabilize the area with dimensional anchors!"
Glancing back, she adds, "Tryll, Surraruthru, get ready to step in if it's not enough."
"Yes ma'am!" Kascha calls back as the troops take to it.
> roll 1d20+5 Tepen
<Serith> Kotono roll for Serith < 23 > [d20=18]
> roll 1d20+7 Kascha
<Serith> Kotono roll for Serith < 16 > [d20=9]
> roll 1d20+8 Balyss
<Serith> Kotono roll for Serith < 15 > [d20=7]
> roll 1d20+9 Simmer
<Serith> Kotono roll for Serith < 15 > [d20=6]
Commands fly as the troops spring into action. Dozens of firre chant and send dimensional anchors out. The 12 acolytes around Sage Vul'lath join together in one spell, a green sheet draping over part of the Astral and stilling it. The magic of archons flows out from your troops, more anchors stilling the resurgent chaos. It burns and crackles, the army slowly subduing it. As this happens...
Success but you're a bit ahead now, so we'll see how Ithea deals with her situation first.
Did the pre-math and found some of my spells weren't tapestry legal, so I'm posting this again for correctness.
I can connect all of the officers to my Tapestry, and my lowest range spells for the Tapestry are Medium I believe, so place me accordingly. Also, speak up on what buffs you want from me. I can also load four additional spells into for immediate oshit activation. My current plan is the following:
Load: Favor of the Martyr (Limited Wish), Indomitability, Heroism (Greater), Iron Bones
Precast: Mage Armor (Greater)
On site: Spellcaster's Bane(Personal), Battlemagic Perception(Personal), True Seeing, Arcane Sight (Greater) Duelward, Shield, Draconic Might, Might of the Planetar, Celestial Valor, Mystic Surge, Sakkratar's Triple Strike
Everything that's not listed as personal is going to have a duration of rounds or minutes/level, so I put them in the order I'll cast them. I'll post the bonuses as I do, but it's going to be a lot, so get ready for math. Also of note, I put Mystic Surge and Triple Strike last because they're 1 round spells, so when they hit, get ready to open your various flavored cans of whoop ass.
After that, since I can't heal, I'll be focusing on throwing out scuplted walls (Solid Fog, Acid Fog, Haboob, Wall of Force, ect) and counterspelling, though I do have some damage spells ready. I've got Naeys' Life Font, Wish memorized in case we need oshit healing, as well as anything else. I've also got Summon X ready to go if we need some help.
Again, if there's any changes anyone wants or spells added, I need to know ASAP since I'm working and can't really discuss it.
As of now, everyone connected to the Tapestry (officers) gets +6 AC from Mage Armor (Greater)
Forecast and Sign are precast for me. I'll also take 10 on whatever knowledge to figure out if casting Planar Bubble on anyone would help us here. Maybe on someone from Celestia? What would be the best plane of origin, and do we have anyone like that in officers/regular troops?
K:A or K:P here, Cor. What's your total?
58
Not really. It doesn't suppress traits or fix them, just provides the emulation of a home reality that protects. It would help protect but not the underlying problems.
Ahead, Baleruk leads the charge to the house. You can see a short, sharp battle against skeletons, the forces of the enemy being routed in good time.
"Nice one, Baleruk," Jaela murmurs with a grin. Projecting confidence to her troops, she proceeds onwards without delay.
Just as Jaela starts to move the troops, Baleruk takes the obsidian building, roars something about his treasure and sends it flying back. Fortunately it's a bit above the level of Jaela's group, but the building's going on a course back towards Aurora.
"Oh Baleruk, what the fuck," Jaela mutters, before raising her voice. "Sound off! Anyone got a quick way to get in touch with Aurora and let them know about this?"
No answer immediately comes. Simmer comes on over, "A sending?" she suggests, "But honestly, let Afina figure it out. At best she burns it up and at worst it's destroyed."
"A Sending'd just take too long," Jaela says, shaking her head. She gestures ahead, calling out, "Onwards!"
Under her breath, she mutters, "Would've used telepathy is anyone else actually bothered with it too...."
From here the strike force goes around a field of fire the long ways, passing through a field. The mages work as you go, stabilizing things as best you can. As it does...
> roll 1d100 Jaela and friends thread
<Serith> Kotono roll for Serith < 17 > [d100=17]
It's fairly unremarkable here. The chaos is relatively stable, but as they go...
Make a Spot check, Surraruthru.
> roll 1d20+31 Spot
<Serith> Iddy roll for Serith < 44 > [d20=13]
Surraruthru notices something in the ground. Rocks laced with yellow...gold? That might be gold! There's gold in those plains!
Kascha meanwhile continues along, glancing at Surraruthru as he looks. "Hm?"
Surraruthru lets a low rumble out while staring at the gold.
"Kascha. I demand we lay claim to this area. This land must be ours."
Kascha tilts her head to the side, "Why? It's just free floating land in the Astral."
Surraruthru drops his voice to a whisper and leans in close to Kascha.
"Gold. Everywhere. Baleruk can't be allowed to have any. I need. We need it. For the hoard."
"Oh!" Kascha's eyes widen, "Of course a dragon would notice it. We can deal with it afterwards," Kascha says, "We don't have time right now."
"Well, if nothing else, you can be the witness. I lay claim to it. It is mine... Ours. Mine mostly."
Kascha laughs as the army goes on...
I'll post here again once Ithea gets a little more progress.
Soon enough the party goes through the plains. As you reach the end, Crystal flutters back and reports to Jaela and friends. "We came across a wounded trumpet archon," Crystal reports after a quick salute, "The daemons have set up a fortified line of control at 5 miles in, which is approximately halfway. They have enslaved slaad anarchs to control the battlefield and allow demons and others in favor of protecting the rift pass freely."
"We've got Ithea and Baleruk who are anarchs, don't we?" Jaela responds. "Let's go break their shit. Signal with a fireball if you want us to join in the fight."
"We will," Crystal promises, "Anything else?"
"I'll do my part and stabilize the area, plus respond to new threats," Jaela tells Crystal. "It's Ithea's job to tell me if she can't hack it with just herself and Baleruk in the lead. Five miles is plenty of travel. If she needs some magical backup closer by, we're here."
Crystal nods and flies off.
The party makes it about two miles in now, well past the celestial zone of control. It's slow and tough going, having to maneuver around hostile terrain and the like. Soon enough, the group comes to a free floating ocean. As Ithea's strike force moves to deal with it, suddenly the Astral around Ithea's group springs to life. It roils, bubbles and freezes at once, shaking as if in an earthquake. From far away, you can hear the cawing of ravens.
"The Astral's in flux! We need to stabilize it!" Balyss cries out.
A chance for y'all to act and/or give orders.
"Kascha, Balyss, Simmer! Anchor Ithea's location!" Jaela orders, waving Cresiel over to her. "Canderella and Tryll, keep ours stable!"
[19:07] <@Annerose> roll 1d20+48 K:P, ravens?
[19:07] <Serith> Annerose roll for Serith < 68 > [d20=20]
Jaela can recall ravens are an omen of two noteworthy demon lords: Pazuzu and Pale Night. Pazuzu claims dominion over the sky and all that fly in it, including birds. Pale Night has a fondness for the creatures as messengers of her will.
Waiting to give the other two a chance to chime in.
"Pazuzu or Pale Night, you reckon?" Jaela quietly asks Cresiel.
"Got it! We'll keep an eye out!" Calleigh says, making tiny punching motions into the air at the mention of Pale Night.
Surraruthru follows along with Kascha, but keeps in range for the others to get the benefit of his spells, and prepares to cast Mystic Surge into the Tapestry immediately before everyone casts their anchor spells.
Prepping Mystic Surge to be cast just before the others cast their anchor spells. Gives +2 DC, +1 CL for 1 round, so timing is important.
"It could be either," Cresiel murmurs back, "Both are blights on Creation."
Meanwhile, Surraruthru's mystic surge passes through, spells augmented as they're fired about. The chaos around you begins to quiet and still, slowly brought down as Ithea's group holds the line ahead of you.
"I can't really find an angle for either to show up here. Can't be helped, I guess, though I hoped you might think of some weird connection to Lixer we could work with."
Cresiel shakes his head slightly, watching things calm down. "In all truth, I just don't know," he finally says. "There's too many questions and the motives of demons are forever meaningless, mercurial things."
"No point in figuring them out," Jaela agrees.
Surraruthru nods to Jaela.
"Much better to just kill them and their wealth to the hoard."
Ready to follow along?
Let's go!
Sure
Another mile or so. Three miles in as you reckon it, slow but not terribly hard going. Your soldiers are doing the best they can to stabilize things, progressing behind Ithea's strike force. As you fly along, currently under a slab of earth with odd voices heard, Baleruk growls and flies over to Jaela.
Calleigh waves excitedly at Baleruk!
Tryll and Calleigh get a glance from Baleruk, but his attention is mostly on Jaela. "Jaela," he finally says.
"Baleruk," Jaela acknowledges him back, raising a hand to signal her forces to stop. "What's going on?"
"Listen," Baleruk says.
Listen check.
"Not really my specialty, but alright," Jaela agrees, boosting her hearing magically....
[20:40] <@Annerose> roll 1d20+11+15
[20:40] <Kobot> Annerose rolled 1d20+11+15 --> [ 1d20=11 ]{37}
It's badly muffled, but you can hear the cries of Infernal. Battle commands you think, and perhaps something else mixed in. It's coming from above the stone that forms the roof of the area you're going through.
She raises an eyebrow. "Devils, fighting someone over there?" Jaela asks, jerking her finger towards the slab. "We going to reshape us an entrance and kill the fuck out of them?"
Baleruk licks his lips and says...
> roll 1d20+38 Baleruk listen
<Kobot> Kotono rolled 1d20+38 Baleruk listen --> [ 1d20=14 ]{52}
"No need," The dragon smiles, a terrifying thing that shows off shiny prismatic teeth, changing colors constantly. "The Blood WAR HAS ALREADY REACHED THERE!"
"Idiots," Jaela scoffs. "Much as I'd like to go in, kill all of them and take their stuff, let's keep going to seal the breach. You've been doing a great job carving a path out of the fools that challenge you."
"Yes," Baleruk agrees, "And the best is yet to come!"
Jaela grins at Baleruk, before raising her hand again and gesturing sharply ahead to get them all on the move.
As you prepare to move, a member of the Graceful Blow comes back. A pretty elf with blonde hair and a thin, almost ethereal figure. She curtesies to Jaela as she approaches, "I come bearing a message, ma'am."
"From whom?" Jaela asks, businesslike regardless of how lovely elves are. "What's it say?"
"From General Ithea, ma'am," she says. "A message from Aurora was sent as follows: The archons have detected Pale Night's influence in events. Aurora is safe so far and has not been attacked."
"So the ravens were probably hers," Jaela muses, holding in place while her detachment advances around her. "Thanks for the update. And keep up the good work!"
"Ma'am!" The soldier smiles before hurrying off.
Jaela grins back at her before heading over to her position at the head of their force.
"What's the plan?" Calleigh asks.
"Same as before. Ithea and Baleruk counter the frog anarchs once we hit their defensive lines. Our forces will stabilize the area and provide long-range magical support while Ithea's detachment breaches. If she's stuck for whatever reason, she'll use our prearranged signal, a fireball, to call on us to get into things directly. And if we come across anything weird beforehand, we deal with that."
"Okay. Just let us know when to blow stuff up!"
Thus the group goes on - not much farther. You're traveling in good order, when suddenly you feel a breeze ripple across everything.
K:P.
[21:27] <@Annerose> roll 1d20+48
[21:27] <Kobot> Annerose rolled 1d20+48 --> [ 1d20=7 ]{55}
<Kobot> LobsterSquid rolled 1d20+26 K:P --> [ 1d20=19 ]{45}
Uh oh. Both of you can recall this is likely the first and only sign of a psychic storm. This can blow you well out of the sphere and into the open Astral, not to mention that it can have extremely hazardous effects on your mind. If one is coming, it's going to start in a matter of seconds, or maybe minutes if you're extraordinarily lucky.
Tryll can also note that stopping one's hard. Solid objects of sufficient size can help, but they're rare on the ground in the Astral.
Jaela can note that and also note that with the bleed in from Gehenna and Limbo, that the effects are likely to be even more unpredictable and destructive.
Will dropping an astral island help? Also, can you describe our surroundings better so I know where we might take cover?
Since I'd know our forces, do I know if people can cast walls of any sort? If so, would they help, assuming something to anchor them to?
We're not anarchs but what if all our mages concentrated on a single goal? Could we summon/shape earth to block the worst of the effects or counter the storm?
10 for K:P 58 is necessary.
Is there any way to divert/disrupt it or protect ourselves beyond a physical barrier? Matching force with force or something?
"Psychic storm! Need cover NOW!" Calleigh shouts.
Jaela thinks an Astral island could provide a sufficiently large cover for at least a good chunk of your forces.
The area around you is currently free-floating water above you. To the left side is open space that crackles with electricity. To your right is free-floating stone. Below you is boiling water that gives off no heat. Ahead of you is openness, another path cleared by Baleruk and Ithea.
Jaela thinks it might be possible, but it would be a gamble.
Meanwhile, Calleigh think it might b epossible, but you'd need an extraordinarily strong force to do so. A powerful psychic force.
"What she said!" Jaela yells. "Everyone, regroup around Kascha! Do it now!" That's the most central position in their forces, not to mention the center of the web of protection laid down by both Surraruthru and Tryll.
"Candy! I want an island and I want it there!" Jaela calls out next, gesturing at an angle to the free-floating stone to their right. "We need the cover!"
She moves along with the others, even as orders continue to go out. "Vul'lath, speed up the troops! Tepen, seal any crack between earth and island with Walls! Everyone else, focus on stopping the storm cold! Tryll, focus them! Surraruthru, boost them!"
Her own magical power is used to create two Walls of Stone to wall their group off from the threat once the island had been summoned to shield the center of their formation.
What kind of psychic power are we talking about here? Like use of an overcharged Energy Barrage or an Intellect Fortress or just throwing my oversized brain at it and hoping for the best?
The strongest power you have. A raw reality revision may well do it, otherwise throwing your mental powers at it could work, but the results would be extremely unpredictable.
I'll wait a sec on Jaela pending anything Tryll does here.
Manifesting Reality Revision.
Tryll uses BRAIN POWER to directly alter the local reality, diverting the storm around the army!
He also coordinates with the rest of the army telepathically in order to help them focus at the right points in case his power doesn't work.
Surraruthru closes in with the group, trying to peek over everyone's heads to see what happens.
The army regroups around Kascha as commanded, Canderella doing so while reading off the scroll. It causes motes of light to fly from it, forming into a massive island-wall in mere moments. Magic flows through the army, speeding them up as Elder Magi Tepen casts magic, calling on earth and stone to bolster the walls.
Amid all of it, Tryll invokes his mind. Reality ripples around him like soggy tissue paper, slowing down and almost stopping. He hears them, feels them, senses them. Presences, mental presences. Hundreds of them, rotting and foul. Black things that drip ethereal ichor that stains everything around them. Half formed images of monstrosities, of things powerful and empty. The sheer psychic presence of them is overwhelming, clearly the root of the storm to Tryll.
You have sufficient ranks in the relevant knowledges that another roll isn't needed here.
The psychic imprint of fiends, roiling amid the Astral like a poison racing in the blood stream. It is a powerful hive-mind, a psychic force that could tear a city apart into a hellscape of death and fire. Tryll thinks he could try and shield the party further from it...or try and siphon the strength from it directly and use it as his own. It would be an extremely risky move, but the sheer power there could invigorate him.
Precisely how risky are we talking here?
K:P check.
<Kobot> LobsterSquid rolled 1d20+26 --> [ 1d20=18 ]{44}
Very. It's a rich source of energy, but it's also fiendish energy. It's tainted with evil, malice and all the horror you can imagine.
Yeah ok no.
Tryll wisely chooses not to absorb the energy and simply shields the party instead.
The forces hide as best they can, a storm starting mere moments later. It's a great howling wind, one that becomes a giant skull to devour them whole - but the sheer might of Tryll's mind lashes out, knocking it back. It falters and the remnant hits the Astral island before you, shaking it but not sweeping the party away. It blows and blows until it blows itself out, your forces intact and not swept away.
"Good work!" Jaela calls out. "Tryll, check with everyone that there's been no mental damage or influence. Anyone with physical damage, report to your commander for healing. Kascha, arrange a messenger to Ithea's forces to ask about their situation and offer aid. Send a team of healers along, if they have any urgent cases. We'll head out once I hear back from you two."
"Right," Kascha calls, getting right to it.
Canderella meanwhile dusts her hands off, "Too bad, that was a nice scroll. I'll have to get another one later, it's a handy spell to have on hand."
"That's what it was here for, and you can keep the island if you like it once we close the rift."
"It's not worth the effort to move," Canderella says, "There will be other islands on the Astral, other fish in the sea."
"You're one of those people who complains just for fun, aren't you?" Jaela asks with a grin.
"Non sense, I complain for good reasons," Canderella sallies back, as meanwhile soldiers all around you move about, doing as commanded.
I will wait to hear on the reports, and then give the order to proceed as stated IC.
Tryll talks to ALL THE PEOPLE.
Tryll talks around. On a quick sweep, everyone seems okay. No sign of anything awry or anything like that.
"Everybody looks good!" Calleigh chirps.
"Let's head out!"
The group follows Ithea's, the army proceeding on. Past a relatively calm patch to 3 and a half miles in. You're going over the last of the current empty space, when ahead you can see Ithea's group come to a thunderstorm. Everything ahead becomes storm clouds and lightning. You can see it even from your position a ways back, taking up the way ahead.
"Candy, share your thoughts with Ithea about this," Jaela calls over to the succubus, drawing Gae Bolg for a bit of practice. The spear gets tagged with the Light orison, and then she focuses on concentrating it all in the tip instead.
"On it," Canderella flies forward and away.
But before Jaela can get on her casting, Balyss comes over, "I have news," she calls, "A sending from Aurora."
"Go for it," Jaela says, shelving her experiments for when they'd be traveling again. "What's the message, and what was your response?"
"In short, Vivantha had a vision from Selune. Again." Balyss nods quickly, "We must be wary of the Pale Mother and that her ally is the one unknown. Also when it's urgent, we must pray to recover the lunar key."
"What, you?"
"What about me?" Balyss asks back, frowning a bit.
"You were the lunar key to Medi's place, right? Don't tell me I'm going senile in my youth."
Calleigh looks confused.
"Yes, with the Sword of the Moon," Balyss explains, "But there's one problem with that. The Sword of the Moon was borrowed by Vivantha when she joined Muirfinn to face Athux and it was lost at the climax of that battle. We were given insight that it would return to us when the time was right."
"Is is shaped like a moon? Who would make a sword shaped like a moon? That sounds really awkward!" Calleigh helpfully adds.
Balyss glances sidelong at Calleigh, "It's not shaped like a moon. It's blessed by Selune, hence the name."
"Ohhhhhhh that makes more sense!" Calleigh nods. "Note to self: Have someone make a moon-shaped sword."
This gets Balyss to nod, turning her attention from Jaela. "Some sects use scimitars and other curved swords that resemble the crescent moon." She smiles a little bit, "Would you like to know more about Selune later?"
"I know aaaaaaaallll about Seluuuuuuune!" Calleigh says, rotating end over end counter-clockwise. "She likes moons and sometimes she IS a moon and her followers are called lunatics which is ALso a word for crazy people but they tend not to be crazy except the WEREWOLVES which are sometimes still fun even though they're sorta grumpy sometimes but that's okay I'd be grumpy too if I was gray all the time. I mean why don't they have more colors? The moon changes colors sometimes! The planes need red and blue and green and orange werewolves!"
"No," Balyss says firmly, "We do not need a rainbow of werewolves. She doesn't just like the moon, she is the moon. She also helps women stand up for themselves and follow the natural intuition and wisdom they're given."
"Uhm, why not?"
"That's not important, but we'll talk about Selune and all of that later," Balyss says with a hint of a smile, "There's a lot Selune can help you with."
"Maybe she'll be more open to the fact that there need to be rainbow werewolves. And wererats. And weresharks. And WEREBEARS! Big blue bears! This is a great idea! We'll go talk to her after we're done giving this rift the boot!" Calleigh nods.
"The more you have of a thing the less special it is, so no rainbow wereanything," Jaela decides after taking that all in. "So the sword, huh? You were totally more important than some sword, Balyss. But if Selune wants us to have it back, pray for the sword when you think the time's right. Hey, maybe it'd appear all set in stone for you to draw?"
"I wasn't even there," Balyss remarks, "If Selune says that the sword will return, it will. I'll pray when I think the time is right," She pauses to poke her finger right at Jaela, "But it may not be me who is the one to do it. Or I may not be in a position to when the times comes."
"You know, if rainbows are what you're interested in, a lot of Faerie Dragons have prismatic scales. You could try to become one."
"Just make sure to have spotters out throughout our entire taskforce looking for the sword. We can spare a few people for that if Selune took the time to say hi."
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=11 ]{11}
As the army waits, magicking the area and preparing, a scout cries out from the left flank, "Incoming devils!" he announces, "Incoming devils!"
"Cresiel! Go ruin their day!" Jaela orders without delaying or waiting on coordination with Ithea. "Simmer, Vul'lath, go with him. Kascha, Surraruthru, organize support. Balyss, healing! Tepen, make sure we don't get flanked."
That leaves Tryll free to recover his magic and his force in reserve along with Canderella's, while Jaela's own self-assigned duty would be to counter devil magic and break their commanders.
Turning, the party sees the devils - a grand total of two. One is a gelugon, body blasted with burns all over. Its eyes are gone, entire face burnt horrifically. It wears the tattered remnant of a black robe. It is guided along by a battered barbazu, who calls gruffly, "White flag! Not with the daemons!"
Cresiel is already gliding forward, pausing to glance at Jaela and the officers at this.
She can't fire that scout for his highly inaccurate and unjustifiably panicked description, so Jaela will have to contend with finding the shittiest assignments for him for the next month instead.
"Seriously?" she calls out.
The gelugon hisses in pain, "No choice," it calls, "Help us and we'll tell you about the daemon that ambushed us."
"What do you even have that's worth..." Saving is the wrong word, so what works? Not killing them? She doesn't actually want to promise that either. "Let's go with your survival in the immediate term?"
She flies closer, joining Cresiel at the vanguard of her forces. If the devils want this badly enough, they can slowly bake in her presence. "Let's hear it, I'll decide if it's worth my while after."
How much damage is your aura?
Has an hour passed yet since the psychic storm?
2d6 per round to evil outsiders within 60ft of me.
No, about 10 minutes so far.
The moment Jaela comes close, the two cry out and fly back, burning and smoking. "Stop! Stop!" the gelugon calls, doubling over and coughing violently.
"Talk, or I'll... slowly approach you," Jaela says, stifling a sigh. Is that a threat? That's just sad.
Once out of range, an entire small army's gazes on them, "Just enough healing so we can make out of this cursed rift," the gelugon requests, as the barbazu snarls at them. "Is it an agreement?"
"If I like what I hear you'll get a sporting chance."
Cresiel scowls but waits, eyeing the two like vermin.
The gelugon merely says, "A blade-daemon known as a valeoloth. It carried a blade of disintegration and massacred our group. It traveled alone and swords of disintegration appeared when it struck, destroying us."
K:P
[22:19] <@Annerose> roll 1d20+48
[22:19] <Kobot> Annerose rolled 1d20+48 --> [ 1d20=19 ]{67}
"And who's this 'us'?" Jaela asks. "Who do you report to? How many forces does he have committed to closing the rift?"
Surraruthru begins eyeing the area, using the True Seeing his mask imparts on him, just in case these foolish devils led this blade daemon to them, and prepping his first spell to cast into the Tapestry.
Prepping Celestial Valor and True Seeing to hit the Tapestry.
Surraruthru, you couldn't cast a 10th level spell into your eldritch tapestry, since its maximum level is 7th.
Surraruthru doesn't see anything hidden, at least within his range of true seeing.
"The Cold Ones, " The gelugon clatters, mandibles hitting together. Meanwhile, a name comes to Jaela. Lucial, a powerful personal assassin to a daemon lord. Lore suggests that it may even be the General of Gehenna or a similar figure, but nothing is certain. He wields Tamabaril, a legendary sword that brings the black blade of disaster when it strikes. As a powerful valeoloth, he is more than a match for mere barbazu and gelugons. Finally, you recall that his raw strength is overwhelming, stronger than a titan.
Quote from: Anastasia on March 30, 2016, 05:29:24 PM
Surraruthru, you couldn't cast a 10th level spell into your eldritch tapestry, since its maximum level is 7th.
I know, but it hits 24 creatures for me, so that's solidly everyone. I worded it poorly; I mean prepping Celestial Valor, then True Seeing for the Tapestry.
"Lucy might make for a decent fight," Jaela muses, though she shakes her head. "You didn't make this worth my while, though, and I specifically warned you in advance. Telling me that scary people are in a battlefield where everyone has a stake in is worse than useless. Cresiel, what do you think? Are they coy and stalling with the really juicy devil gossip, or they just want to die?"
Jaela and Cresiel hear in their heads, 'A friendly reminder that they came to us under a truce; and even if they wouldn't honor it themselves, we're better than them. Also, instigating a new front in the already multi-front war we have here may not be advisable.'
Cresiel glares daggers at the devils - almost literally, as his eyes blaze with white fire. "They are desperate fools," he declares, "Do you know what army this is? This is an army of Aurora, dedicated to the destruction of all devils. Flee." He glares at both of them, cracking his knuckles.
> roll 1d20+35
<Kobot> Kotono rolled 1d20+35 --> [ 1d20=12 ]{47}
Neither devil can win the opposed check at the moment, so no sense rolling meaningless rolls. Having an army on one side and two wounded devils should result in some considerable circumstance bonuses, but they're overkill here.
Both devils recoil visibly, fleeing back a good 20ft as the solar's gaze bores into them. Crying out and fleeing, the two turn tail and fly away into the chaotic Astral. Cheers come up from the armies, taunting cries and japes following the two devils as they retreat.
"If this daemon is as powerful as they say, then we need some kind of early warning if it approaches. Any diviners up for it?"
Surraruthru says this as he continues to scan the area for threats.
Sage Vul'lath approaches. "I may be able to do something about it," he says, "What is its name?"
> roll 1d20+34 K:P Check
<Kobot> Iddy rolled 1d20+34 K:P Check --> [ 1d20=1 ]{35}
Surraruthru recalls that the creature mentioned is probably a valeoloth. It is a fallen ultroloth given power and robbed of intelligence, a fighting machine mocked by other daemons.
".... I have no idea."
"Indeed," Sage Vul'lath says dryly. "Perhaps that was too much to hope for."
Surraruthru cocks his head at Vul'lath.
"Dissapointment? Hmm... I am still new to Aurora and haven't had time to study the knowledge you've all accumulated. Do you know the name?"
"No, "Sage Vul'lath sighs, "Hence asking Jaela. I doubt the creature's name is Lucy."
"Lucy usually goes by Lucial," Jaela responds casually. "Wields Tamabaril, kinda badass in a minion sort of way. Just be on the lookout for a guy with a sword of darkness that ends people, point me in the right direction and we get a free sword."
She glances over at how Canderella is doing, to see if they can get going yet.
> roll 1d20+58 K:P for Vul'lath
<Kobot> Kotono rolled 1d20+58 K:P for Vul'lath --> [ 1d20=6 ]{64}
"Lucial, a notably powerful valeoloth. His sword could well end even you, Jaela," Sage Vul'lath says, "And I question if your lances and spears could wound him at all. No bladed weapon can harm a valeoloth. If you do face him, rely on your magic instead."
Surraruthru gets a sidelong look at that, "If she does, she'll need support magic through your tapestry."
"You'll be surprised. So will he be!" Jaela cheerfully responds. "You're right that it's a terrible match for my style, since getting hit is bad. But I'll work something out."
"We can provide extra armor and a...sort of cushion, if it comes down to it." Calleigh says. "We can share health across a group, and minor powers as well. It's really a last resort though, because we have to be really close for it to work."
Surraruthru nods.
"I'll be enhancing everyone's physical and combat abilities. Boosting their defenses. Various holy things. In general, just making everyone better at what they do."
Surraruthru looks quite proud of this. If he had plumage, he would certainly be preening.
Canderella soon comes back, helped over by Ithea herself. She's bedraggled and beaten, woozy on her feet. "Storm's done," Canderella says cheerfully.
"Good job! Balyss will hook you up if you need a magical pick me up. For now, move closer to Tryll and Kascha." Spending time near the center of their formation should give Canderella time to recover, and Tepen is already watching their flanks.
"Let's get going again!"
Waiting on Ithea to do her thing and we'll move along, sure.
On the party goes, to about four and a half miles. The chaos has been strangely quiet right now, little need to subdue it. Ahead Ithea's strike group has paused, the reason why visible from here. A great mass of obsidian buildings blocks the way completely, in all directions and farther than anyone can see. As if they were all fused together, endless ones end over end.
As all get a chance to look at it, Ithea does something with her anarch powers. The area ahead splits open - and an army of undead pours out, meeting Ithea's group. At the same time, the chaos in the air starts to twist. You can feel fire burning you, earth crushing you, gale wind knocking you back and water drowning you. All at once the unstable nature of this place acts up, threatening to overwhelm all of you.
Act, y'all.
Has it been an hour?
It's been about 30 minutes now.
Jesus Christ four and a half miles in thirty minutes?
Hostile terrain that has to be taken slowly with Ithea's anarch powers, not to mention an army moves far slower than a single person? Yes. It's not like you're taking a casual walk, you're going through a cursed chaos-scape.
That being said, average speed is -much- higher since you fly in the Astral and are going much faster than base human speed of 30ft. It basically averages out to a weird amount of movement. Don't worry about it too much.
I'm holding since I can't anchor or reliably manifest, and Ithea's group probably isn't within range of me anyhow.
Holding too.
"The army will advance!" Jaela orders, gesturing ahead at the impending clash between Ithea's forces and the horde of undead. "Tepen, Vul'lath, Simmer, Canderella! Break up their ranks with long-range spels! Cresiel, Balyss, Tryll, Kascha, settle the chaos with dimensional anchors!"
As we're three rounds away, they will be spent with long-ranged bombardment by half the army while the other half focuses on stabilizing the local conditions and taming the chaos. The entire army will be moving closer, and once we're close new orders will go out.
Okay, so noted. Another post coming shortly.
Jaela's forces advance, starting to stabilize the area around them. It helps some, calming it down and staving off immediate disaster. Spells begin to be channeled, cast and throw into the fray, supporting Ithea's forces.
At the same time...
Make a Spot check, Jaela.
8:46 AM <Rin> roll 1d20+13+15
8:46 AM <Kobot> Rin rolled 1d20+13+15 --> [ 1d20=20 ]{48}
Jaela can notice a strange ripple in the chaos to her side. It's as if the space there is trying to twist oddly.
"Surraruthru, check out the ripple over here," Jaela orders, pointing out the spot. Kascha will be safe for a few moments in the midst of their formation, and the dragon's true seeing and talent with hiding may well come in handy.
She swaps her weapon for Gae Trocaire in case it's the unkillable daemon here to ambush them and prepares to intercept if that suspicion turns out to be true.
Surraruthru does so, trying to keep as much distance as he can and using the ranks of the army and whatever floating bits of debris he can find as cover to do so stealthily.
Waiting on you to add your two cents here, Yuth.
Any skills I can use to discern what it is?
K:P or K:Psionics, latter's easier if you have actual ranks in it.
K:P
[22:41] <@Annerose> roll 1d20+48
[22:41] <Kobot> Annerose rolled 1d20+48 --> [ 1d20=19 ]{67}
Since Yuth's at work and not by computer, could someone roll the check for him? I figure he'll request it anyway when he sees it, so may as well cut out the middle man.
[16:02] <Nephrite> roll 1d20+37 K:Psi
[16:02] <Kobot> Nephrite rolled 1d20+37 K:Psi --> [ 1d20=10 ]{47}
Thanks.
Both can tell that the ripple is some sort of planar disturbance. It's an after effect of the storm that passed, a distortion that flares up if the area affected by it is soon affected by powerful magic or someone bearing such magic.
Tryll can also tell it's fairly harmless, so long as you move away and don't have powerful magic directly affect it. It'll pass on its own.
"As long as we stay away from it, we should be fine." Calleigh says. "Don't cast magic at it! It's just a waste since we can avoid it. It was caused by the storm."
The army seems to be holding for now. Reinforcements are rushing to Ithea's side, who seems to be making a rally and pushing the undead back. For the moment, things appear stable enough.
If any of you want to give orders or take actions, now's the chance. I'm gonna go resolve the next round in Ithea's thread in the meantime.
Nothing's directly impacting us or requires me to buff. I could blast some, but I think I'll hold off and save my spells for now.
"Tepen and Vul'lath, put walls of fire or their equivalent into the gap. Make the undead pay for charging through! Kascha, with me. The rest, deploy to where our allies suffered the worst and Turn the enemy!"
Intention is to have the commanders deploy to the worst hit spots of Ithea's army and use Turning to heal our allies/burn the undead, while Tepen and Vul'lath make a gauntlet for the still charging undead.
Got it. I'll integrate that into the next turn over there. That'll pend posts there, which hopefully shouldn't be long.
Watching, things look to be getting better. The chaos is settling around you while your officers stiffen Ithea's lines. The undead are starting to be rolled back, the hordes punished and broken.
As Kascha flies over to Jaela...
> roll 1d20+33 Listen
<Kobot> Kotono rolled 1d20+33 --> [ 1d20=17 ]{50} Listen
> roll 1d20+40
<Kobot> Kotono rolled 1d20+40 --> [ 1d20=6 ]{46}
She seems to hear something, because she turns and dodges. A blur of something whizzes by her neck, missing it by a few inches. "Aaaah!" Kascha yelps, darting over to Jaela and turning round, brandishing her sword defensively.
As requested.
> roll 1d100
<Kobot> Iddy rolled 1d100 --> [ 1d100=71 ]{71}
When did Seira get here?
Fixed. Sorry, I've been mixing up names lately. No idea why.
Did Blindsight reveal what was going after Kascha? Also, is the fiery wall gauntlet in place?
No, though you did detect something zipping by her super fast, probably whatever the projectile was.
Surraruthru perks up, growling at the assault on Kascha, and casts a pair of spells into the Tapestry in response!
Casting Draconic Might and Shield into the Tapestry; everyone connected to the tapestry gains these effects.
Draconic Might: +5 enhancement bonus to Strength, Constitution, and Charisma; +4 enhancement bonus to natural armor ;immunity to magic sleep and paralysis effects. CL 24, 24 minute duration.
Shield: +4 shield bonus to armor class. CL 27, 27 minute duration.
Also, is the fiery wall gauntlet in place?
Yes.
"Tepen, get some walls up to cover our left flank," Jaela orders, with the gauntlet in place to dilute and weaken the stream of undead rushing them from the hole in obsidian. "Vul'lath, cover the right flank. Cresiel, keep a watch over the rear. Surraruthru, on Kascha. Tryll, handle dimensional locks. The rest, anti-undead tactics, same as before!"
Kascha quickly nods as everyone falls into place. With your aid and Ithea's momentum, the vanguard soon presses into the rift. It goes on for a little bit until...
Arrel flies out, calling, "The source has been stopped!"
Free act.
"Balyss, handle the healing," Jaela calls out, before drifting towards Ithea. "I think it would be prudent if we traveled together until we reached our goal at the center of the rift," she tells the catgirl quietly. "We might've won here, but we kept on obstructing each other at key points due to the divided command. Besides, your army should never have had to play defense for mine, not with their compositions. It makes more sense to me if the two of us stay at the center for better coordination, and your forces form an envelope around mine."
Ithea looks a bit startled at first, having not really felt that there was obstruction.
Though perhaps a few inefficiencies arose from having to send messengers or the ocassional support, it felt minor. And really, hadn't the entire point of dividing the forces been to play defense for Jaela's forces so they could conserve their magic to deal with rifts and such?
Still, it didn't seem a thing worth arguing over, especially in the middle of the battlefield.
So instead, Ithea just nods in agreement after a short hesitation as she processes the request. "...Very well. We'll join up and handle the remainder of this situation together."
In the meantime, Crystal flies on over on Hope. "Ma'am, a quick estimate suggests we have 75% of our healing capacity left and about 80% of our non-replenishable offensive capacity."
"That's actually better than I figured," Jaela muses, before telling Ithea with a grin, "No plan survives contact with the enemy. We planned for a quick stabilization and having you guard us for the duration. Having your forces taken out by waves of enemies as we twiddle our thumbs won't help anyone, and will leave us without that protection once we finally break through."
Looking around with contemplating, she asks, "How hard would it be for you and Baleruk to form a tunnel for us to go through? Or, at least, a wall or two for cover and to protect our flanks?"
"Moore's healing song has helped quite a bit whenever he's used it. Doubly useful against the undead too," Ithea comments. "Also...Someone near me during that swarm of undead apparently discovered that they're an anarch, I think, although they didn't reveal themselves when I brought it up. In the middle of the fight, it might have gotten lost amongst all the other orders."
"If I have their assistance, then between us and Baleruk, we can probably manage it."
"Oh, um, I think that was me." Moore admits. "I was watching you do your thing and something seemed to... click. We don't really have time to delve into the specifics, but if you say I was helping then I'm glad I was!"
"How about putting it to the test? Let's confirm this right now, and if that works keep going under cover. If it starts breaking up, that'd probably mean the frogs are going against us and we're real close to our target."
"Ah."
"Well, what were you thinking of when you tried helping there? It might not work the same for you as it does for me, but maybe that'll help you hone the ability better?"
"And yes, as Jaela's suggesting, you can test it right now while nobody else is trying to control anything, at least as far as I can tell."
"Oh, sure!" Moore nods. "Um... okay. I think I've got an idea." With that, he takes a moment to envision the correct construction for something first...
[14:12] <Nephrite> roll 1d20+12+9 K:A&E
[14:12] <Kobot> Nephrite rolled 1d20+12+9 K:A&E --> [ 1d20=17 ]{38}
With that done, he nods approvingly to himself before he tries to create a large bridge leading further on past the obsidian hole they made!
[14:14] <Nephrite> roll 1d20+5+4
[14:14] <Kobot> Nephrite rolled 1d20+5+4 --> [ 1d20=10 ]{19}
The chaos is hard to control, but making it in the form of a building seems to help. Or a bridge, as it were. IT's rather crude, but a large stone bridge appears as desired.
"If that was you, then congrats, you're definitely a budding anarch."
"I'll have to do some reading on what that means when we get back!" Moore says with an appraising look at the bridge. "I wonder if I'd tried making it gold... hmm." He shakes his head. "Either way, what can I help you do?"
"Cover, like I said. Maybe a wall next to that path, so we're not fully out in the open. We'll send a small vanguard to scout ahead and advance behind it. Those with True Seeing strategically placed -- Cresiel covering the back, Surraruthru in the center with us. Got an idea for for who to have on the flanks, Ithea? Baleruk seems like the best choice of vanguard, to me."
"Actually, I'd reverse it, since he's still a bit crude with his creation. I think if Moore focuses on forming the path forward, and I focus on creating a barrier around our forces, that'll help so I don't have to split my attention too much if we start getting attacked, and the path doesn't have to be as detailed as the barrier either, but its still necessary obviously."
"So you're thinking Moore and Baleruk will form the path?" Jaela muses. "No point in wasting an anarch's talent. What about our flanks?"
"If Moore and Baleruk are handling the front, I think I can handle the flanks," Ithea says confidently.
"I can give everyone in the Tapestry True Seeing, if you'd like. It'll last for just under half an hour, though. If you need me to do more, I've got some cloud and wall spells ready, though they're more offensive style."
Just as a heads up, True Seeing will run 24 minutes.
Calleigh watches everybody be super assertive and helpful to each other and nods happily to herself. Tryll is on the lookout for mischief from nearby.
"Let's get going and see how this works out. Worst case, we'll make adjustments on the way."
"So keep going, then? Okay." Moore nods and takes a breath, trying to simply continue with what's already there and improve on it.
[11:39] <Nephrite> roll 1d20+9
[11:39] <Kobot> Nephrite rolled 1d20+9 --> [ 1d20=5 ]{14}
No good. It's like a new muscle that's a bit sore, just not quite up to it.
"Baleruk, we're heading out again!" Jaela calls out, raising her voice.
Quick question, what's your general marching order for PCs now?
"Ah, sorry, I think I'm just a bit too new at this to do much else right now." Moore says with a frown. "I'll try again later if we need it, but will we be okay without the bridge?"
"Just work with Baleruk and help him out," Jaela tells Moore.
Ithea, Jaela and Surraruthru together. Tryll nearby, Moore further up ahead to support Baleruk.
Thus the army advances into the obsidian nightmare. Rooms of emptiness, then twisted furniture, then writhing walls that move on their own. Through it they push, the way silent now that the undead have been silenced. You soon come to the back wall of it. A wall that squirms like moving flesh, one that constantly vibrates erratically. Many of the sharper eared members of the army can hear extremely muffled sounds past it - of what you aren't sure, but it's a lot.
Jaela calls Baleruk over, and once all three Anarchs are present she says, "I have this idea, so tell me how plausible it is. We wall ourselves off in a massive, bastardized prismatic sphere-inspired shell. A sturdy outer wall, and another wall past it, except transparent. One way if we can make it, so we can look out. A third that's fully see through, and anyone determined enough to go through our walls might end up breaking their charge upon it. Then one more with tiny murderholes for spells and ranged ammunition, but difficult to hit properly from the other side. Then, once we're ready we break through an opening to lure the enemy into a maze filled with burning walls and twisting paths so they can't charge past the gauntlet fast enough." She pauses. "Thoughts?"
Baleruk gazes at Jaela coolly and says, "How do we move it?"
"It's not for moving. It's my proposed defensive formation when we know we're about to fight an onslaught of enemies. To figure out how feasible it is I need to know if you can form it as Anarchs, and if so how long something this detailed would take."
Baleruk flaps his wings, winds buffeting the army. He ignores the grumbling from it and peers at Jaela, head coming in to be within inches of her. She can see nothing but rainbow colored dragon eye as Baleruk says, "Difficult. A typical anarch struggles with that complexity. BUT I AM NOT TYPICAL!" Baleruk roars, drawing back after the blast of sound nearly knocks Jaela over.
"Glad to hear it," Jaela responds, although she'd want Ithea's confirmation before settling on such a plan. "Next is the whispering past the fleshy wall. Any good means of figuring out what's there without forcing contact? Turning a tiny part of the wall see-through one-way?"
"It's worth a shot." Moore says to Jaela's plan. "I really couldn't say how long it would take, but it seems like anything Ithea or myself has done so far is pretty fast, so... I'd guess just a few moments."
He considers Jaela's question. "I can try and make it like a one-way mirror, but they might notice."
"Ithea, if you're good with this idea then let's create the first transparent perimeter wall first, then take a peek. If it's all me worrying for nothing, we could proceed. But if there's enemies just past, we'll build up our defenses and then open up a path into the gauntlet for them."
Ithea nods in agreement and attempts to focus on the requested task. "Let's try it then."
Someone roll the d20+8+8 anarch roll for me.
[19:01] <@Ebiris> roll 1d20+8+8
[19:02] <Kobot> Ebiris rolled 1d20+8+8 --> [ 1d20=5 ]{21}
A transparent wall is created. Ahead you can see a vast vista - free floating islands wreathed in flames, manned by countless daemons and demons. Ahead a vast battle rages - for a celestial army pounds into the mountains, doing battle against them. An Astral warship strafes above, arcane powers blasting the mountains as flying fiends rise up to it, trying to catch up and board it. A few have even managed just that, githyanki warriors on deck fighting them off.
It's absolute chaos out there. In retort, reality ripples around the attackers. It twists, great boulders appearing to crush them and barriers trying to pen the Astral warship in. Jagged cracks in the Astral are dotted about, weeping blood and birthing out obsidian buildings that pulse like flesh. These ones split open and discharge undead all about, ones who join the battle.
As you watch, explosions rock one mountain, a figure flying out of it as the mountain shudders. A celestial of some time, unsullied by all the destruction left in its wake. An eladrin by the looks of it, who calls about, "Rally!" he shouts, "Rally and strike!"
I presume this is the defensive line we were told about, and everyone beat us to it?
How far from the center of the rift are we?
How far from the action are we now, spells/ranged weapons-wise?
Are there any specific tactical situations/advantages we could exploit, so we don't just pour blindly into the huge melee?
The center of the rift is approximately 5 miles ahead.
About half a mile. It's a crazy battle and you have a good view of it.
Not really, looks to be clear terrain after this until the mountains. No convenient hiding spots or anything, it's an open approach.
As Jaela peers out, she can see something else. From the very top of her field of visit, icicles rain down on demons. A squad of gelugons strike, slaughtering a small band racing towards the githyanki ship.
Jaela gestures at the flurry of icicles with her spear having observing the situation, her lips firming into a not quite frown. Damn, but they're late to the party. Time to do something about that. "Surraruthru, be on the lookout for any mischief as we keep going. Cresiel, firmly dissuade anyone like that." As her spear sweeps across the battlefield to rest upon one of the opening rifts, she adds, "Tryll, stabilize those as they form if it seems feasible. Your detachment has the best chance at coordination, and it might count here."
To Baleruk, Ithea and Moore, she says, "Once we gain enough attention of the right sort, should conditions allow it we'll try the defensive formation we've discussed. Ideally, by the rest of the army using ranged attacks and magic to cull the approaching fiends and undead while our defensive shell cuts their vanguard from the rest of their forces, even if only for a few moments during which we'll deal with it in detail."
She pauses momentarily for any last-minute changes to the already outlined plan, before addressing their forces at large!
"All right, listen up! The island right there, the one Celestia's guys are neglecting--" she says, pointing it out with her spear helpfully, "--I want it drowned! I want everyone thinking very hard about water crushing it, grinding it down, eroding it! I want it so wet out there the fucking padishah of the marids is beside herself with jealousy! And I want you to keep that up as we move towards it to take on any of the stragglers!"
The soldiers's marching orders given and responsibility delegated where it needs to be, she sweeps her spear across the wall. "Bring it down and let's get to it!"
Surraruthru nods, taking it on himself to be the look out and begins scanning the area, readying spells.
Calleigh salutes jauntily in lieu of any communication from Tryll.
Ithea simply nods, keeping her focus on her anarch powers and readying to exert her will above that of any slaads or other enemy anarchs.
With the attention of the three anarchs, the wall comes tumbling down. Sound slams into the army like a blast of thunder - the clang of steel mixed with cries of pain. Countless dozens of voices calling on magic, joined by the crackle of fire and tinkle of ice. The death cry of a barbazu as it is torn apart, slashing a herzou with its last gasp. Chants of Celestial by the archons, pure holy light burning daemons and sending the twisting things fleeing. Shattering rocks and bones sound as one, endless breaks amid the battlefield.
"NOW!" Baleruk roars, taking to wing.
Set yourselves up, y'all. A nice, bulleted list of who is doing what would be appreciated here.
I plan to generally be pretty much defensive and set up for counter-spelling, but here's a list!
1) Celestial Valor - While everyone's in range.
2) True Seeing
3) Battlemagic Perception
Then wait for actual combat for:
4) Might of the Planetar
5) Duelward
6) Spellcaster's Bane
After that, I plan to blast as convenient and counter-spell as needed.
Surraruthru takes the few moments between Baleruk's roar and complete and total chaos to throw out some spells!
Celestial Valor - 27 creatures, 27 minutes, 370 ft. range, +8 sacred bonus to saving throws against fear and any emotion based effect that would sap the will to fight, such as calm emotions or crushing despair. In addition, celestial valor grants a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws. Finally, any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets.
True Seeing - (Tapestry) 24 minutes, . The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
Battlemagic Perception - Personal, 240 minutes, You gain a +5 competence bonus on Spellcraft checks made to identify a spell as it is being cast. If you have at least 5 ranks in Spellcraft, you are also able to sense the use of any spell or spell-like ability within 100 feet, so long as you have line of effect to the caster. With a Spellcraft check (DC 15 + spell level) you can even ascertain the spell being cast. This determination happens quickly enough that you can attempt to counter the spell as a free action.
Once actual combat is imminent, I'll cast the rest of my buffs.
Moore intends to offer whatever he can to help create the defensive sphere.
We're picking the closest island of hostile fiends and focusing the entire army's + 3 Anarchs's worth of will upon drowning it as we close in for melee, because geez half a mile.
Surraruthru will warn us if stragglers or opportunists decide to take pot shots at us, and Cresiel's force will dissuade them. Tryll's force will be using dimensional locks to plug the rifts summoning undead icebergs where feasible.
If we reach our destination like this, we'll take on any survivors that managed to escape the drowning.
If we get countered with Anarchs, death to enemy Anarchs!
If we get countered with an entire army, we use our defensive formation to trap their vanguard and kill it, while forcing the rest of the enemy forces to go through our sole entrance into a twisty maze filled with horrible death, or to break past our walls while running into fire from tiny murderholes left in the innermost walls.
Plans don't survive prolonged contact with the enemy, so if a better option appears due to conditions we'll take it then!
If everything goes swimmingly (yes, yes), we'll just pick a fresh island to drown with our entire forces and so on.
Can I get an amount of time elapsed please?
- Calleigh is on the lookout, wand of Cure Critical at the ready to aid anyone she can!
- Tryll is on the lookout, watching for targets at range and incoming spell blasts.
- In the event of a large force opposing us, Tryll will attempt to manifest large explosions within the group.
- Individual enemies will be sniped.
- Coordinate Dimensional Anchors as needed.
Ithea will be focusing on anarch action, with the ocassional chain lightning or wave of fatigue (as most appropriate) while Astral's giving free quickens on spells.
If the chaos stuff changes that, she'll probably hold off on them unless a situation really seems to call for either spell.
Don't think there's any other spells that really make sense for mass combat from Ithea's side. She has twelve level 5 spells left, and can technically cast some more via Versatile Spellcaster eating her lower level spells.
About 50 minutes now, Tryll. You're almost there.
I need the following:
- Spot check from Calleigh, along with a UMD check if needs one to use that wand. Does she?
- Spellcraft from Tryll.
- Choose a dispel magic type spell and roll a dispel check, from Surraruthru.
Spot: 17
UMD: 33 (she can't fail, dunno if it really needs a roll)
Psicraft: 39
Surru Dispel: Using Greater Dispel from 6th level.
Rolls I need:
1d20+17 Spot
1d20+39 Psicraft
1d20+20 Surru Dispel Check
[13:11] <Nephrite> roll 1d20+17 Calleigh Spot
[13:11] <Kobot> Nephrite rolled 1d20+17 Calleigh Spot --> [ 1d20=6 ]{23}
[13:11] <Nephrite> roll 1d20+39 psicraft Tryll
[13:11] <Kobot> Nephrite rolled 1d20+39 psicraft Tryll --> [ 1d20=7 ]{46}
[13:11] <Nephrite> roll 1d20+20 Surru dispel
[13:11] <Kobot> Nephrite rolled 1d20+20 Surru dispel --> [ 1d20=17 ]{37}
Yuth, why are you running Surraruthru and asking for rolls? Is Iddy away and I missed a post about it?
I'm fine with the dispel roll Neph made for me. I was away, so it's cool. I'll hold off on deciding to use Greater Dispel, though, since Battlemagic Perception entitles me to an immediate Spellcraft check @ DC 15 to ID the level of the spell being cast:
> roll 1d20+34 Spellcraft: Dispel attempt
<Kobot> Iddy rolled 1d20+34 Spellcraft: Dispel attempt --> [ 1d20=17 ]{51}
You addressed me and told me to roll for Surruthurhruru!
With that, the army plunges into the breech.
What follows is a chaos-scape of war and magic. Jaela leads the charge, a shout of, "For Lifasa," coming from the troops. The Silver Sea shudders, poisoned and bloodied, as yet another group joins the fray.
Surraruthru's eldritch weave carries spells of great potency, one after another woven over the officers to make them stronger. At the same time, supporting casters do the same for the common troops, protecting and enhancing your attack. The emptiness of the Astral shines not with unchecked Limbo for moments, but the might of Mystra's weave channeled by dozens of spell casters.
As you advance and begin to close onto the defensive islands, the first problem erupts. The army, save for the three anarchs, find the Limbo here as malleable as a wet sock. It responds to the anarchs, but the common soldiers find it utterly unresponsive to them, as if it were not morphic at all. Before you anarchs do war - great sheets of roaring flame and burning rocks appear, only for Baleruk to roar defiance and shatter them into dust with nary a glance.
Cresiel's forces maintain the sides and flanks as you advance, a few stragglers engaged. Least and lesser demons and daemons, a rutterkin slaughtered and then a pack of canoloths pushed back. Damage is countered by healing, your advance steady. The enemies aren't coming out to counter you - instead, they're holding ground. Due to being engaged, no fire is immediately on you. The celestials, devils and gith are the targets right now, time needed to readjust. But as the group advances on, you see it begin to happen.
Your various officers are doing well, no sign of serious injuries. Stille takes a blast from an errant fire bolt, staggered but quickly recovering.
Amid all of this, Calleigh flies about. Her wand never rests, magic channeled to heal the wounded. She casts, casts and casts some more, darting about as the injured are mended.
4 charges from your wand, Calleigh. Spells used as desired, Surraruthru.
The army is about halfway to the front lines. The enemies see you and are moving to adjust, while the drowning strategy has largely been stymied. Your three anarchs are needed to counter the attentions of the others, and it seems Limbo here isn't responding to any but anarchs. Go ahead and declare what y'all are doing and how you're adapting in light of that.
Ithea casts a quickened Chain Lightning at some of the enemies, not really focusing on targets besides anything that looks big and mean and is surrounded by other enemies that the spell can jump towards.
Most of her focus is instead on maintaining any battlefield control she can for their forces as she tries to create spaces for their soldiers to move through, destroy any defensive-looking spots for the enemy, and just being as much of a menace to the enemy forces as she can by controling various parts of the landscape, never focusing on any one spot, jumping from one spot to another so they can't concentrate on stopping her, just at best reducing her impact.
[23:14] <Merc-zzz> roll 3/2*20d6 Chain Lightning
[23:14] <Penuche> Merc-zzz invokes Penuche's magic: < 67 > [d6=2,4,2,4,5,2,4,4,2,3,3,4,3,3,6,5,2,3,4,2]
Reflex save, DC 26 for half. Hits 26 secondary targets for half damage of the main target.
[23:14] <Merc-zzz> roll d20+8+8 anarch
[23:14] <Penuche> Merc-zzz invokes Penuche's magic: < 33 > [d20=17]
Wet socks are super malleable.
Tryll focuses on coordinating the army; with the ability to communicate at the speed of thought, this is a far better use of his time than potentially wasting energy with failed castings. Especially with everything going so well. He darts back and forth across the group, sweeping by along with Calleigh as he constantly relays orders from Jaela and refreshes intelligence.
Still, he keeps a metaphysical eye out for stragglers attempting to breach the lines.
Don't judge Dune and his socks. You don't know what fungal issues might lie there.
"Can you feel where other Anarchs are?" Jaela asks Ithea, though the question is certainly loud enough others knowledgeable might comment on it. "The frogs and the gith, maybe even a stray eladrin? If we're just maintaining parity now, hooking up with allied Anarchs or beelining straight for the enemy ones sounds more and more like a great idea whose time has come."
Moore attempts to blend his natural ability to motivate others into Ithea and Baleruk's control of this place, augmenting that with his own ability.
Effectively, I'm using Song of Fortune to try and bolster the anarch powers. It's for skill checks, but it's more for thematic purposes than anything so I figured I'd at least try. along with that, Moore is trying to use his anarch powers to blend in and aid those of Baleruk and Ithea.
[10:27] <Nephrite> roll 1d20+9
[10:27] <Kobot> Nephrite rolled 1d20+9 --> [ 1d20=18 ]{27}
"I'll try to see if I can pinpoint them, but it may not be doable with all the chaos and conflicting changes," Ithea warns Jaela. "But hey, could always get lucky..."
Do I need to roll anything for this?
Tryll feels a presence brush against his mind. It is vast and warm, like sunshine on a summer's day. There is a desire to make contact with his mind, to be accepted or declined as he wishes.
You can, though you're out of actions so the results will be delayed. Make another Wis check, Ithea.
Going to resolve these then do the next big post.
I'll hold on rolling until next set of actions then. If you need it now, someone else will have to roll for me.
It can wait then, pending Tryll's response.
Talking is a free action! Telepathy should be an immediate action!
Tryll makes contact with the warm sun!
You're awfully trusting around so many demons, Tryll.
Knowledge flows into Tryll - the mind of a celestial, guiding the forces around him in a sort of honed psionic hive mind. His name is Bell the Ascetic, his service of Pistis Sophia breezing through your mind. The archons are assaulting seven mountains, trying to force a breakthrough in the center one. They are holding well, using concentrated magic to try and counter the anarchs. Said anarchs are deep within the mountain, requiring heroic efforts to break through. The daemons and demons are trying to hold this line, while celestials, gith and even devils assault it. Additionally, the forces of order are assailing another point far above, the uppermost point of this defensive sphere.
He recommends either assaulting your own mountain and attempting as strong and sharp a breakthrough as possible, or joining the celestial assault on their main target and try and tip the scales there.
Bell also leaves the imprint that he can pass on any information you wish to Celestia's forces.
You have a quick chance to say anything if you think it'll impact things right away, Tryll.
Actually, that can wait just a bit since Cor wants to get in a post before bed, and increasing the pace here is something I'm on board with. It was pushing it a bit to fit it in there anyway, truthfully.
For the moment the army advances slowly, firing off some long ranged spells and maintaining the position. It's slow progress, making sure you aren't overwhelmed and countering attacks at you. This time blasts of elemental power hit your lines here and there, though most aren't too strong and fail against the officer's resistances and evasive skills.
As of this moment the party can't discern where the anarchs are, though they could take steps to do so or Tryll can pass on the information given to him.
Jaela can also note she feels something in the air. Something that ripples, making her arms turn to goosebumps and lungs shiver. Something off, something wrong.
Sort of a holding round since some discussion needs to happen.
How can I refocus the feeling properly or get a list of possible causes?
Make an K:P check.
[00:01] <Annerose> roll 1d20+48
[00:01] <Kobot> Annerose rolled 1d20+48 --> [ 1d20=14 ]{62}
You can feel it, sense it. The Astral's fraying here and is filled with the malice of Gehenna. Your sacred nature recoils from it, instinctively rejecting the corruption. This level of raw corruption and decay is fast - the local Astral's already starting to buckle under the energies flooding into it. As if you needed any more proof, shutting down the rift as soon as possible is imperative. Further, everything ahead may well be more akin to Gehenna, Limbo or the Abyss than the Astral.
In other words, expect nothing good. Flip side, the corruption's not deeply embedded yet, so holy energies and sanctification can help. It may well weaken the fiends here as well.
"Stick to holy wherever possible," Jaela relays. "Balyss, see about consecrating any island we assault!"
"I'll try," Balyss shouts back, engaged in healing and spell-slinging. She dodges a bolt of ice that misses her by a few inches, "We need to break through those damn mountains!"
Am I keeping my mouth shut until you say so or can I pipe in now?
Surraruthru perks up at this.
"I have something for that!" he exclaims excitedly before dropping into a focused state for a moment to cast a spell!
Casting Summon Monster X, CL 24, Duration 24 rounds.
Using to summon Monadic Deva from Summon Monster 9 list, 1d3:
> roll 1d3 SUMMONS!
<Kobot> Iddy rolled 1d3 SUMMONS! --> [ 1d3=3 ]{3}
Go ahead, Yuth.
Gotta have faith!
Tryll contacts Jaela and the other officers as he passes, quickly imparting, 'I have been in contact with Bell the Ascetic, an archon in service of Pistis Sophia. He is assaulting seven mountains, trying to force a breakthrough in the center one. His force of archons, gith, and devils could use assistance in breaking through. They are doing their best to counteract the anarchs within but are having trouble. Additionally, their forces are attacking another point above, near the uppermost point.'
'He recommends either assaulting our own mountain and attempting as strong and sharp a breakthrough as possible, or joining the celestial assault on their main target and try and tip the scales there.'
'He has also offered to pass on coordinating information if requested.'
This part is slightly out of order, as Iddy is leaving on vacation tomorrow morning. This gives him a chance to react and command them before he goes on NPC control.
To Surraruthru's command, reality splits and three identical devas appear. Each is female, seven feet tall and armed, waiting to be commanded.
"Hi! I'm Surraruthru, this is the Astral, and all hell is breaking loose! Who are you three? We've got lots of devils, some daemons, and lots and lots of undead. So you're here to help and break monsters. Jaela *Surraruthru points at her* says we need to consecrate any island we come across. Balyss *Surraruthru points at her* is kind of in charge of healing and holy things. Listen to them if they have orders. Otherwise, stick close to the group and destroy anything you want!"
Surraruthru gives the three a slightly manic toothy grin.
I want a good look around while Tryll passes on his information.
Closer, you can see the struggles in more depth. The celestials are mainly assorting a cluster of seven islands, besieging them and forming a barrier around one in the center, where their forces assail it head on. Otherwise its island after island, no gaps between them, each crawling with fiends. Beyond that, outlying islands are full of fiends, using ranged attacks on the various forces assaulting.
"Change of plans!" Jaela calls out. "Our friends have told us the best fight's over there!" She gestures at the centermost island in the formation of seven with her spear. "It's where the frogs are at, so that's where we'll crush them!"
Army changes course for the target suggested by Celestia's forces, since visual observation supports that not being a trick. Same as before, our three Anarchs will seek to counters theirs and drown everyone on that island if we can make it. Balyss will lead the effort to bless and consecrate everything. The army will use holy power as possible as we charge. Surraruthru is our lookout, Cresiel keeps our flanks safe and picks off any stragglers striking at us and will revert to our reserve force once we hit the fiends in strength.
Doing my part with a Holy Smite SLA:
[18:47] <@Annerose> roll 10d6
[18:47] <Kobot> Annerose rolled 10d6 --> [ 10d6=36 ]{36}
Since the enemy anarchs have been located without her having to do anything, Ithea just continues controlling the battlefield as she has been, with lightning spells and anarch-shaped earth and stone.
[11:09] <Sailor_Mercury> roll d20+8+8 anarch
[11:09] <Kobot> Sailor_Mercury rolled d20+8+8 anarch --> [ 1d20=19 ]{35}
Did not include any bonuses from Moore's Song of Fortune, not sure if it did apply or was just flavor from his post.
[11:10] <Sailor_Mercury> roll 3/2*20d6 chain lightning
[11:10] <Kobot> Sailor_Mercury rolled 3/2*20d6 chain lightning --> [ 20d6=65 ]{65}
Same as before, DC 26 reflex halves, hits 26 additional targets.
Moore continues trying to influence fate and destiny around himself, Baleruk and Ithea to improve their control!
He's also using his anarch abilities.
[12:20] <Nephrite> roll 1d20+9
[12:20] <Kobot> Nephrite rolled 1d20+9 --> [ 1d20=13 ]{22}
Tryll continues to run comms.
Baleruk takes the lead, roaring defiance as he lands on the mountain. Water gushes from his claws, spilling all into the mountain. Celestials all around are aided as fiends are washed away, a dozen spells rolling off his draconic majesty to no effect. Hundreds of little caves and murderholes suddenly leak water, a cheer going up amid the celestial troops.
Holding your flank isn't too hard right now, but as the party settles in, lightning and energy comes everywhere. A countered spell helps, but there's so many. It's overwhelming. Your devas work, consecration and hallowing making the mountains crack and break, the Astral around them spewing out like mist.
In Tryll's mind, he hears, 'Let is strike and breakthrough,' the presence suggests, 'Once opposition is sufficiently weakened, we all will throw all we have at shattering the mountain.'
I need a Reflex save from everyone since a ton of stuff is being thrown around.
[10:10] <Chibi-Ko> roll 1d20+21 Tryll
[10:10] <Kobot> Chibi-Ko rolled 1d20+21 Tryll --> [ 1d20=16 ]{37}
[10:10] <Chibi-Ko> roll 1d20+26 Calleigh
[10:10] <Kobot> Chibi-Ko rolled 1d20+26 Calleigh Improved Evasion --> [ 1d20=14 ]{40}
[13:11] <Nephrite> roll 1d20+43+8 (+8 Celestial Valor if applicable) evasion
[13:11] <Kobot> Nephrite rolled 1d20+43+8 (+8 Celestial Valor if applicable) evasion --> [ 1d20=11 ]{62}
[13:13] <Nephrite> roll 1d20+31+8 (+8 Celestial Valor if applicable) Surrurururu
[13:13] <Kobot> Nephrite rolled 1d20+31+8 (+8 Celestial Valor if applicable) Surrurururu --> [ 1d20=9 ]{48}
[12:18] <Sailor_Mercury> roll d20+31 evasion
[12:18] <Kobot> Sailor_Mercury rolled d20+31 evasion --> [ 1d20=4 ]{35}
[20:23] <@Annerose> roll 1d20+40+2 evasion
[20:23] <Kobot> Annerose rolled 1d20+40+2 evasion --> [ 1d20=7 ]{49}
> roll 1d100 vs Tryll's incorporealness
<Kobot> Kotono rolled 1d100 vs Tryll's incorporealness --> [ 1d100=23 ]{23}
> roll 11d6 electricity damage Surraruthru halve this
<Kobot> Kotono rolled 11d6 electricity damage Surraruthru halve this --> [ 11d6=36 ]{36}
Elemental power of all stripes flies about. Most of the party is able to dodge, but Surraruthru is clipped by a lightning bolt. It rattles his teeth and shakes his vision, as your forces reach the mountain. Blasts of magic rain down from above, another githyanki ship sailing by and raining hell down on the fiends. Your forces meet the entrenched well, your anarch's efforts for water doing well. However, they begin to be reversed quickly, Limbo's essence being contorted in revenge.
Right now the situation is that the army has reached the mountain. Your initial attack is going well, in part by water, which is being countered. The chaos all around isn't lessening, so there's no immediate changes of you being enveloped or otherwise focused on. But the enemy anarchs are moving and your troops are still facing resistance.
Go ahead and make your choices now, y'all, for what you want to do next here.
"Cleave it in two!" Jaela calls out. "Expose the frogs and their masters!" The Anarchs would be instrumental, but they're hardly the only ones with the destructive power necessary. "Tepen, Vul'lath, Simmer, Canderella! Break out your most damaging spells! Balyss, Crystal, Cresiel, Stille! Assault with holy power, hallow and consecrate the breakaway shards! Tryll, Misalea and Kascha, reserve. Arrel and Origin, take the breach as the vanguard!"
Jaela's own personal contributions is calling upon the Triune's name to shock and awe any fiend in presence, while infusing every soldier in their combined armies with glory!
Holy Word (http://www.d20srd.org/srd/spells/holyWord.htm) at CL23, Lion's Roar at CL25.
Lion's Roar: 120ft radius burst, 10d8 sonic damage to enemy creatures and stuns them for a round/1d8+20 temp hp and +1 morale to allies on attack and saves vs fear, Fort half and removes stun, SR
Will DC30 for Holy Word
Fort DC31 for Lion's Roar
[20:48] <@Annerose> roll 10d8 sonic
[20:48] <Kobot> Annerose rolled 10d8 sonic --> [ 10d8=55 ]{55}
[20:49] <@Annerose> roll 1d8+20 temp hp
[20:49] <Kobot> Annerose rolled 1d8+20 temp hp --> [ 1d8=4 ]{24}
[20:50] <@Annerose> roll 1d20+25 SR
[20:50] <Kobot> Annerose rolled 1d20+25 SR --> [ 1d20=7 ]{32}
Since it seems like it's working, Moore continues his efforts!
Moore is continuing to use Song of Fortune (even if it's just thematically) to bolster and strengthen his, Baleruk and Ithea's Anarch abilities.
[13:58] <Nephrite> roll 1d20+9
[13:58] <Kobot> Nephrite rolled 1d20+9 --> [ 1d20=12 ]{21}
Now that they know for sure where they are, Jaela's earlier request will surely be easier.
Ithea attempts to pinpoint the location of the slaad anarchs, and then use her own anarch abilities to target whatever they are standing on or hiding behind to try and launch them into the air or at least shift on them, hopefully distracting them and making them easier targets.
[13:09] <Sailor_Mercury> roll d20+8+8 anarch
[13:09] <Kobot> Sailor_Mercury rolled d20+8+8 anarch --> [ 1d20=6 ]{22}
A sheer, dazzling array of spells and anarch powers of the group fly out. There is a horrid shuddering as the mountain begins to crack, blast after blast forming one that begins to spread. It's showing signs of fragmenting but not quite there yet. You're making headway though, as you hear shouts from behind.
In Tryll's mind, 'A powerful, unique demon has appeared with a force on our flanks,' he announces, 'Hurry, break through!'
Ithea can detect them through the struggle. Several, not strong ones, but being forced to more or less cooperate. Ithea grabs what's nearby - stone - and causes it to smash down hard, squashing slaad like frogs beneath a cruel child's shoe.
Time check request!
It's been 55 minutes now. 5 to go.
'The archon states that they are under assault by a unique demon on their flanks. We should hurry.'
"Again!" Jaela extolls, adding her own Hallow with Bless cast within to their target.
In her mind, however, she asks Tryll, 'Where is it, exactly? How far away? Do they need direct support against it?'
Tryll reaches out to the archon. 'Details, please.'
'It is the Hanged Raven, a servant of Pale Night,' The voice replies calmly, 'We can hold it. Our flank is not important, breaking through the mountain is. Aurora, break through. If our lives buy you the chance to end this, then we all pay the price gladly.'
Tryll relays the words to Jaela exactly as they were given to him.
It doesn't feel right, but she's not about to abandon her army to seek battle with this servant of Pale Night. To do that before crushing their target is to dishonor all the sacrifices Celestial forces had made.
Okay, one last set of rolls by the anarchs.
What was the result on the last roll? Didn't seem to come up, or just not very relevant?
[14:27] <Sailor_Mercury> roll d20+8+8
[14:27] <Kobot> Sailor_Mercury rolled d20+8+8 --> [ 1d20=18 ]{34}
See the bit about the slaad being squashed, Ithea.
[15:31] <Nephrite2> roll 1d20+9
[15:31] <Kobot> Nephrite2 rolled 1d20+9 --> [ 1d20=17 ]{26}
Oh okay. Well way to go make me feel bad about killing conscripted slaads!
Did my counter spelling go through? Do I need to recast the buff?
Yes, Surraruthru.
With all the magic they can - hallows that weaken the essence of Gehenna here, causing to to burn like paper in the fire, rays of disintegration that crumble stone into dust, blasts of sound that pulverize stone into pebbles and the power of your anarchs to simply change the mountain before you - it splits wide open. Ahead is unchecked, uncontrolled chaos on a vast scale. Fire and water swirl in battle, air and earth collide. Forests and plains mutate into one another, while a grossly too large sun slowly morphs into a moon and back again. The way ahead is clear, the noise of battle behind your army - for now.
Act as you will, though note that doing anything but going ahead does invite the battle to catch up with you.
"Cresiel, cover our rear," Jaela orders. "Tepen, Vul'lath, you're in charge of long-range attacks. Keep the pressure up on the demons as long as we're in range!"
The orders given, she drifts closer to Ithea while the army continues to advance and asks her quietly, "Do you think you could take on the Hanged Raven? One of us really should deal with it."
Ithea nods firmly. "I'll be fine as long as I have a bit of support. And you? Will you be fine with the chaos ahead? Or want to keep both Baleruk and Moore for pushing forward?"
"I want to keep them, Cresiel, Tryll and Kascha," Jaela agrees. "An army moves at the pace of the slowest soldier, while an elite strikeforce under your command would be much swifter. It won't take that long for you and any of your support to deal with Pale Night's minion and catch up."
"Alright. I'll take the officers that were with me minus those two, and replace them with Canderella and Simmer if you have no objections. I'll leave the bulk of the soldiers with you for speed and only grab a small detachment of the fastest amongst the forces," Ithea says.
If Jaela has no objections, she'll split off to grab her strike force and deal with the Hanged Raven.
Okay, lay out who is going where, including all forces, so I can split y'all up again.
Ithea's group for Hanged Raven: Canderella, Simmer, Crystal, Misalea, Arrel, Stille, Origin.
Deciding not to take any of the forces since there are already NPC forces there, and all the officers are high level and relatively fast in Astral.
Jaela's group for chaos ahead: Everyone else.
As the others split the forces, Surrarutru takes the opportunity to cast a spell on himself.
Recasting Battlemagic Perception.
Duration: 24 minutes.
Time check please? For the glory of Chaos?
Tryll continues to administrate and orchestrate. Calleigh continues to Calleigh.
Ithea and Moore into a new topic.
It's been an hour now, Tryll.
Jaela and friends, advancing onward in that case? Same SO{ for dealing with the chaos?
I think Moore is intended to stay with the main forces and not go with Ithea, unless I misunderstood.
Okay then. Quick check to make sure this was understood all around. Merc? Cor? Once it is I'll adjust as needed. Hold off on the other thread until then.
This is correct. We advance heroically! Baleruk and Moore make our passage more pleasant and counter Limbo's effects, our regular troops deploy holy power and dimensional locks for stabilization as needed.
Okay, will adjust topics and get things rolling.
For reference and since a combat's happened, could I get a new anarch roll from Moore?
[12:17] <Nephrite> roll 1d20+9
[12:17] <Penuche> Nephrite invokes Penuche's magic: < 25 > [d20=16]
Ahead is wild, twisted Limbo. Only your anarchs allow any progress at all into this mess. The air routinely shakes as you progress on, making it another half mile in. 5 and a half down, 4 and a half to go. It's here that everything thickens ahead of your arm. Like a pulsing membrane, something resisting your anarch's control.
Check to figure out what it is and/or how to counter it?
"Baleruk, Moore, any ideas?"
K:P.
<Penuche> Chibi-Ko invokes Penuche's magic: < 34 >12 [d20=8]
Moore scratches his cheek as he looks around. "Hmm..."
[12:31] <Nephrite> roll 1d20+26+15 Divine Insight
[12:31] <Penuche> Nephrite invokes Penuche's magic: < 43 > [d20=2]
Both can tell that the Astral is thickening here. Oddly so, and this membrane is like a barrier to something. Pass it and you may well find a change of scenery, rules or some other thing. Moore can tell it might well be what the Astral will become if this rift is left unchecked.
"It's like uh..." Moore taps his chin. "Think of it like a tangible separation between the Astral. When we go beyond this, all bets are off in terms of how things might differ from how we've witnessed them."
"Baleruk, break through! Moore, shield the army! Tryll, relay to all commanders to watch their troops. Don't let anyone be blown away. Same caution as with an astral storm."
Everyone has temp hp from Lion's Roar, and should be up to full hp. Let's go!
Moore will do what he can!
[13:18] <Nephrite> roll 1d20+9
[13:18] <Penuche> Nephrite invokes Penuche's magic: < 10 > [d20=1]
Which won't be much, I guess!
Moore attempts to shield the army - but as Baleruk pushes through, it isn't needed. Splatters of transparent goop go flying as you are suddenly elsewhere. An endless, blasted plain. Nothing grows here, only devastation and ruin all about. Scorched trees, dead grass, withered flowers. The scent of the sea here is overwhelmingly strong, salt air mixed with the smell of rotting fruit. Ahead on the horizon is a massive, pulsing gash. Shadows and chaotic energy pulse out from it, a cluster of obsidian buildings surrounding it.
Ahead you can see them - demons. A horde, yet not one unopposed. Legions of erinyes do battle with them, lead by brachina who weave mighty spells to sunder the demons. Farther ahead, near the rift, a single gith ship flies, tremendous light and bursts of energy coming from it. Around it are several bloated, massive creatures with random, assorted limbs coming from them. They fly with no seeming means for it, dominated by a massive, spherical head with a single eye and massive, toothy mouth.
K:P if you want to identify those.
[13:27] <Nephrite> roll 1d20+26+15 Divine Insight because identifying gross things is always fun
[13:27] <Penuche> Nephrite invokes Penuche's magic: < 49 > [d20=8]
Someone K:P for me please
[18:33] <@Ebiris> roll 1d20+34 iddy planes
[18:33] <Penuche> Ebiris invokes Penuche's magic: < 35 > [d20=1]
"Make for the gith ship!" Jaela commands. "Baleruk, Moore! See if this place is malleable! Balyss! Check for affects of varied holy magic! Tryll, same with dimensional locks!"
She waves Cresiel over to her as the army begins to move once more, telling him, "You're back in charge of the vanguard. Take any small forces down. Once we're ready to execute our primary plan for the rift, you're taking over for Ithea for our defense."
Eb with the authentic Iddy rolling experience.
Both can identify those as astral dreadnaughts, albeit strangely mutated ones.
Chance to react if that changes your plans.
"Astral dreadnaughts!" Moore points toward them.
At that, he'll see if he can manage anything about the current area with his powers.
[13:45] <Nephrite> roll 1d20+9
[13:45] <Penuche> Nephrite invokes Penuche's magic: < 23 > [d20=14]
No. The desc suggests the action/rift/enemies are ~4.5 miles away. If we're almost in melee, please let me know. In any case, requesting tentative numbers/locations/distances. Once we have that and the experimental data from response to my previous post we might adjust the approach.
If we start combat, feel free to fire off a Greater Heroism and Iron Bones or Stoneskin.
The numbers are as follows:
The Blood War recreation is about 3 miles away. It's largely land-based and large enough to be seen clearly despite the distance. There are some aerial elements however, so simply flying past isn't easy.
The gith vs astral dreadnought showdown is 4.5 miles away, right before the rift.
Does that impact any plans? Let me know, and if not, I'll move you along.
We're going for the gith, and if we can will avoid the Blood War losers.
The party takes to the air, ignoring the ancient devil vs demon brawl in favor of progressing on. You make it half a mile, 6 miles within the rift in total, when suddenly a light breeze passes over the party. It disturbs the stillness of the air - and several people cry out moments afterwards.
And response to my commands?
"What the...?" Moore looks around and frowns at the cries. He'll try and detect magic, in case that's what it was.
Taking 10 on a Spellcraft for 45
Sorry, got lost in the shuffle and the eye delay. Stupid eyes.
Moore is able to test and find the area is malleable - barely. His anarch powers may work here but not well.
Balyss flies over and casts, "I wouldn't recommend it here. Things are so unstable that adding holy and unholy energies together could risk a serious breakdown."
Tryll can try the dimensional locks if he likes.
"Understood," Cresiel nods briefly, "We will win."
After a brief IRC discussion where Cor wanted one of his soldiers to test the dimensional anchor thing...
Tryll, make a K:P check. If Tryll's not around and since it's just a simple check, go ahead and roll for him.
[13:07] <Nephrite> roll 1d20+26 Tryll K:P
[13:07] <Penuche> Nephrite invokes Penuche's magic: < 46 > [d20=20]
Woah. Tryll has to cut it off - anchoring of any sort is a bad idea this close to the rift. Rather than balance things, the different paradigm here means it'll just cause a collapse. Things are just too new and too changing to stop right now. You'll have to deal with things as you deal with them.
---
Moore doesn't detect any magic.
'A dimensional anchor here would cause the area to collapse, not stabilize. I recommend against anchoring the area unless you want strange things to happen.' Tryll broadcasts.
"Yeah!" Calleigh says, stopping near Jaela. "Unless you want it to rain squirrels or something. That'd be fun, actually! All those cute beady eyes and big fluffy tails!" Calleigh squirms gleefully in place before zipping off again.
"Baleruk, Moore, once someone shows interest in us or we're within half a mile from the gith, put an aurora in our background. Let's identify ourselves in style!"
As they continue towards the rift, Jaela considers just what might be troubling the soldiers here.
Standing request to take 10 for K:P, K:R and K:A for any strange/new/unusual situation that happens to cut down on the need to post anew each time. Taking ten for K:P is 58, taking 10 for K:R is 58, taking ten for K:A is 52. Let's start with the soldiers crying out.
You aren't sure, but wind shouldn't be doing that. Looking closer, you can see them bleeding as if cut, as you feel more wind coming.
Doesn't take a genius to realize that this wind may have an edge to it.
"Balyss, would healing energy be as bad as the holy power?" Jaela asks, before relaying the problem to Moore. "Try to think of a way to counter it, blunt it, divert it or shield from it. Whichever works."
"Shouldn't," Balyss calls.
Waiting a sec on Moore since Jaela asked him. Do note the wind is picking up so time is likely limited.
"You got it!" Moore calls.
If his powers don't work as well as normal, then it's possible that if there's another anarch controlling the wind, then they may not be able to control it either. His plan is to try and envision the wind hitting a rock and dividing it... to try and send split it around their armies.
[14:15] <Nephrite> roll 1d20+9
[14:15] <Penuche> Nephrite invokes Penuche's magic: < 19 > [d20=10]
A rock appears before the army, a moment before a wind blows in from dead ahead. The rock is cut deeply, almost all the way through, but the wind buffers to the sides and harmlessly misses the army. Got it, looks like.
"I think I can keep doing that." Moore says. "It's a bit inconvenient, I realize, but it's better to just create something than to try and control that."
A small cheer comes from your forces, as ahead you can see the devil and demon war continuing. However, you can notice a few of the ground-based rear guards for the devils taking ot the air and flying in your direction, visibly mostly due to your elevated position than anything else.
"That's surely not enough to actually impede us... you think they'll come up here to beg us to help them?" Moore asks. "Or maybe they'll just demand it..."
"Nicely done!" Jaela congratulates Moore. "Cresiel, be on the lookout for adverse conditions while with the vanguard. Baleruk, someone with your skills should be able to shield the army easily, when it happens again. Let's move out if the gust's passed us by!"
At Moore's question, she grins and adds, "Let's put out the Aurora banner earlier than expected!"
He doesn't even need anarch powers for that one -- he envisions a colorful wave, much like a true aurora, to raise over the army!
Using Permanent Image SLA, CL23, so it looks like it's basically a giant aurora banner that's about 250 feet long.
Even from here, you can see the devil forces stop cold at that banner, the rear guard carefully retreating back. No hesitation, just a smooth change of direction.
Jaela thinks she's quite gracious in not seeking to eradicate them all that moment. But then again, their honor is at stake, not to mention the fate of Astral. That surely comes before dealing with any loser devil fodder.
As you advance closer, 7 miles in and 3 to go. A cold voice is heard in all your minds, "Leave now."
Ahead you can see the devils and demons. They're closer, a mile and a half away. It's a frantic, frantic war of tactics versus numbers, of chaos versus law.
While speed is important, avoiding that pointless melee is even more so. Jaela charts a path for that that wouldn't force the army to go through the battlefield while still being the most direct to their goal possible.
To the mental voice's sinister warning, she responds out loud, "Isn't it customary to give your name when addressing someone?"
"The beginning and the end." The voice replies as you begin to move around, before Jaela's body shimmers blue, her head throbbing as if her brain was trying to explode.
Fortitude save, Jaela.
6:14 PM <VillagerB> roll 1d20+48
6:14 PM <Penuche> VillagerB invokes Penuche's magic: < 60 > [d20=12]
In the interests of transparency, there is SR but he can't fail the roll. Hence not bothering.
Sheer, massive pain explodes from Jaela's mind. Blood trickles from her nose as a migraine pounds in her head, making her stop and groan. But she masters it, forcing something from her mind. A presence, something horrid that makes her toes curl and stomach churn.
5 points of damage but no other effects.
Standing request to take 10 for K:P, K:R, K:A and Spellcraft for any strange/new/unusual situation that happens to cut down on the need to post anew each time. Taking ten for K:P is 58, taking 10 for K:R is 58, taking ten for K:A is 52. Spellcraft at taking 10 is 45.
Jaela's fairly certain it was a powerful mental attack. Some sort of custom spell or power, a presence that crushes the mind like a grape. Fortunately, Jaela fought it off.
Interestingly, it has some underpinnings similar to feeblemind from what you saw. Just a glimpse due to the pain, but you recognized some of the spell work.
"Not bad!" Jaela calls out, wiping the thin trail of blood running down her nose with her thumb. "I don't have a fancy title like that. But if I had one, I'd be The End, because I end things like you and like it. What do you think, Tryll?" Hardly waiting for an answer, Jaela orders the army to advance while preparing to try and counterspell any followup attempts.
There's no further reply or challenge, only your army advancing. No daemons or demons approach, and as you get closer, perhaps you grasp why.
The only mercy in this blasted place is that your forces are largely left alone. A few demons approach as you maneuver, but you have a powerful army and they do not. The stragglers are simple eliminated, put down like rabid dogs. You're well above the armies now, a mile and a half away from the rift. You can see great bands of chaotic energy mixing with sheer darkness, twisting ahead.
The battle of the gith ship continues, hundreds of daemons and demons appearing around it, only to be eliminated by a powerful wave of force. Undead pour from the obsidian buildings, only to be reduced to slag and ash by great waves of fire. Then - a torrent of flames like an entire sea of fire comes from the rift, so powerful that a transparent shield that appears around the ship is melted in seconds. Before your eyes, the gith ship is immolated, baptized in flames.
You're eight and a half miles in now and one and a half from the rift. The ship battle is a mile away. Amazingly, no challenges seem to be immediately forthcoming to your advance.
They won't go down that easily! Jaela keeps headed for the gith, their banner clearly displayed!
'Hnn.' Tryll replies to Jaela, 'I believe you may have made it unhappy by not exploding.'
As you begin to advance, the flames clear. The ship is gone, but something remains. A vast array of ioun stones, rods, staves, rings, amulets and other magical items fly about. The figure within is mostly concealed by them, the objects creating great arcane diagrams all around her in the air. The figure is a withered thing, clad in great finery and with a crown on her head and staff in hand.
For a moment there is stillness, then great beams of light and elemental power riposte back. The Silver Sea flashes with colors as counters fly out, the battle rejoined.
Well then!
"Cresiel, take your rapid response team to support our gith friend!" Jaela orders without delay. "Vul'lath, a word."
Her voice lowered once Vul'lath is over, she asks him, "Is that who I think it is? Or are there other potential candidates?"
The army itself continues its approach, though not quite at the rate of the vanguard given the necessity to slow down to travel as a cohesive force.
Vul'lath's expression is grim. "Hold, Cresiel," he calls, "It is and she is not terribly concerned about collateral damage. You'd be a fool to send troops in a battle like this. They'll get obliterated by the spells being thrown around."
Just being there is dangerous, and Jaela has serious misgivings by now about the ability of the soldiers, mage and otherwise, to actually have any meaningful effect. Still, that's something to consider later, and hardly the front she intends to present to the troops.
"What would you propose?" she asks Vul'lath quietly, making use of Tryll's ability to relay her thoughts to the lieutenants present to open the floor for debate given the gith's objections. "If even a specifically prepared rapid response force lead by a solar would get in the way, do we resign ourselves to spectating until Vlaakith saves the day and closes the rift for us?"
"Two suggestions," Vul'lath says quickly, "One, we try and sneak a small force by, the best of the best of us," he gestures at himself, Jaela, Cresiel and other officers, "To go and seal the rift, while the strike force watches our back. Two, the best of us go and try and tilt Vlaakith's battle in whichever direction we desire."
"Before getting into that, would her agreement with Aurora to ignore your existence hold in either situation?"
I don't want to hold things up, but can I do a K:P for fluff for Vlaakith for later?
That's fine. Just roll it now and post it over in nagging, and we can sort it out at leisure.
Sage Vul'lath silent a moment, as several torrents of purple ice slam into Vlaakith, parried away by a red dragon's head appearing, ghostly and transparent, and spewing white-hot flames. "I don't know," he finally says, "But at the least, she would have bigger problems than I right now."
"Let's do it," Jaela decides. "We'll close the rift with our officer core. Once it's done, the demons lose the reason to fight. The astral dreadnoughts are likely to leave as well, and that would diminish Vlaakith's enemies."
It's not the best solution, but if they manage things quickly enough....
"Vul'lath, I'm going to leave you in charge. Let's not divide Vlaakith's attention needlessly, while also keeping you in the center of Aurora's largest army. At the same time, you and Tepen are best suited to support said army, so you make a good choice. Any objections?"
Plan: sneak into the rift to close it with Tepen, Tryll, Kascha, Surraruthru, Balyss, Cresiel, Baleruk, Moore. If there are no objections, all of us and Vul'lath would receive the benefit of Mass Death Ward and Good Hope. Vul'lath and his personal force of every soldier within 30ft would receive the benefits of Sublime Revelry and become elite troops for the next half hour. Chain Dispel channeled into Gae Trocaire. Sign and Foresight are still in effect for me, and Fire Res/Cold Res/Sonic Rest/Shield of Warding will join them as 1 swift action per round as we go. Same for Fortunate Fate on myself, Kascha and Tryll (is Calleigh coming?).
As per request, I'll run Cresiel and Balyss.
Any more boosting or preparations? Going to give everyone a chance to chime in here since it's important.
Moore will throw out Mass Conviction on everyone, so it overrides the Good Hope with +5 to saving throws. He'll also toss Tyche's Touch onto himself, Jaela and Cresiel since they're more likely to have to get into melee with something. Then he'll also cast Haste on everyone so we can get there more quickly.
Tryll is manifesting across himself and Calleigh/Psicrystal:
Energy Conversion
PP Cost: 13
Effect: Energy Resist 30, can be redirected as an offensive beam.
Duration: 230 minutes
Inertial Armor, Overchanneled
PP Cost: 27
Duration: 27 hours
Mind Blank
PP Cost: 13
Duration: 1 day
A lot of psionic powers are unfortunately limited to use on the self and attached peripheral creatures. If things get dire, I can use Affinity Field to spread around some healing and extra health, but doing so will open others to danger if Tryll gets blasted during this period. It can be worth it to save a life though. Tryll
HP: 183
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor, Energy Conversion, Mind Blank, Conviction, Haste, Death Ward, Good Hope
Passive Effects: Incorporeal, Hide Mind
PP: 490
Calleigh
HP: 91
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor, Energy Conversion, Mind Blank, Conviction, Haste, Death Ward, Good Hope
Passive Effects: Magic Circle Against Evil, Tongues, Improved Evasion
Psicrystal
HP: 91
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor, Energy Conversion, Mind Blank, Conviction, Haste, Death Ward, Good Hope
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
I can grow out Greater Heroism and Might of the Planetar if you want need to.
I'm going to move y'all along in the morning, so you have a bit more time to plan. Do me a favor and have a list of boosts for the NPCs so I can get their blocks up cleanly and quickly. Thanks.
Spells on people going, cast by team PC:
Jaela
Mass Death Ward, Good Hope, Sign, Foresight, Fortunate Fate, Fire Res, Cold Res, Sonic Res, Shield of Ward and the precast/permanency'd spells, Mass Conviction (cast by Moore), Tyche's Touch (cast by Moore), Haste (cast by Moore). Temp HP 1d8+15 from Lion's Roar left.
Kascha
Mass Death Ward, Good Hope, Fortunate Fate, Mass Conviction (cast by Moore), Haste (cast by Moore). Temp HP 1d8+20 from Lion's Roar.
Tryll+psicrystal
Mass Death Ward, Good Hope, Mass Conviction (cast by Moore), Haste (cast by Moore), Energy Conversion (cast by Tryll), Inertial Armor, Overchanneled (cast by Tryll), Mind Blank (cast by Tryll). Temp HP 1d8+20 from Lion's Roar.
Calleigh (Tryll is too intangible to hit with Fortunate Fate, probably)
Mass Death Ward, Good Hope, Fortunate Fate, Mass Conviction (cast by Moore), Haste (cast by Moore), Energy Conversion (cast by Tryll), Inertial Armor, Overchanneled (cast by Tryll), Mind Blank (cast by Tryll). Temp HP 1d8+20 from Lion's Roar.
Tepen, Surraruthru, Balyss, Baleruk
Mass Death Ward, Good Hope, Mass Conviction (cast by Moore), Haste (cast by Moore). Temp HP 1d8+20 from Lion's Roar.
Cresiel, Moore
Mass Death Ward, Good Hope, Mass Conviction (cast by Moore), Tyche's Touch (cast by Moore), Haste (cast by Moore). Temp HP 1d8+20 from Lion's Roar.
*To clarify, unlike Neph's post states Conviction doesn't actually override Good Hope's bonuses except where it comes to saves (+5 morale). The +2 morale to skills, abilities, attack and damage from Good Hope remains valid.
Spells on people staying, cast by me:
Vul'lath+soldiers within 30ft of him
Mass Death Ward, Good Hope, Sublime Revelry. Temp HP 1d8+20 from Lion's Roar.
*Iddy, let's wait on those for now till we get into the rift.
Yes, I meant that it just overwrote the saves. Sorry if I didn't make that clearer. This all looks correct to me.
Okay, so how precisely are y'all trying to sneak past everything and into the rift?
[spoiler]
Tepen, Surraruthru, Balyss, Baleruk
Mass Death Ward, Good Hope, Mass Conviction (cast by Moore), Haste (cast by Moore). Temp HP 1d8+20 from Lion's Roar.
Cresiel
Mass Death Ward, Good Hope, Mass Conviction (cast by Moore), Tyche's Touch (cast by Moore), Haste (cast by Moore). Temp HP 1d8+20 from Lion's Roar.
Can you describe the situation better, with positions and distances and players of import? I could tailor a plan with that information.
The ship mile is a mile away and the center of the rift is one and a half miles away. The rift is more or less dead ahead and the ship battle is a little above you, a few hundred feet, but explosions and other combatants are all around it.
The Blood War fun's behind the party now.
We'll head for the rift at top speed, away from the gith queen and her battle. If someone has a useable illusion like Veil, we might use it. How long should it take us to get to the rift?
What's everyone's movement speed in the Astral? Could you tally that up real quick?
+30 to all from haste
Jaela: 240+30 from epic favored soul flight boost
Moore: 290
Tryll: 300
Calleigh: 160
Surraruthru: 260
Tepen: 350
Cresiel: 290
Balyss: 180
Kascha: 310
Baleruk: 300
Someone can carry Calleigh, and Baleruk can carry Balyss or something. I can be the rearguard at 240, and I doubt demon fodder can catch up to us, especially across a mile and a half of distance to cover.
That's sufficient and can work, thanks. By top speed, I assume you mean the run action?
Yep. Once there, I will immediately take ten on K:A, K:P, K:R and spellcraft, along with anything else relevant, and relay the results via Tryll. Tepen can then roll for extra info to pad it out.
Okay, your top speeds vary a lot. Are you all going flat out, moving in some sort of organized fashion where the faster wait on the slower or what?
Okay, I think Iddy's monk thing probably gives him an extra 10ft, and along with haste that's 300ft. Since it's the slowest let's all match 300ft at a run, which should give us 1200ft.
If it's monk fast movement, that doesn't stack with haste. Both are enhancement bonuses.
290x4=1160 then
The party runs full out, Baleruk leading the way. You clear over a thousand feet in an instant, still about 4000ft away from the ship battle and a ways below it. Then less than 3000ft away, your advance unchecked. Then - suddenly, a great Astral wind kicks up out of nowhere, slamming into the party hard.
Int checks all.
[17:50] <Annerose> roll 1d20+24+2
[17:50] <Penuche> Annerose invokes Penuche's magic: < 31 > [d20=5]
[17:51] <Annerose> roll 1d20+29+2 Cresiel
[17:51] <Penuche> Annerose invokes Penuche's magic: < 49 > [d20=18]
Quick reminder: an Int check is your Int modifier, not your Int score.
Result of 14 for me, 29 for Cresiel.
[10:58] <Nephrite> roll 1d20+9+2
[10:58] <Penuche> Nephrite invokes Penuche's magic: < 20 > [d20=9]
Someone mind rolling for me? Thanks.
[16:38] <@Ebiris> roll 1d20+8 Iddy int
[16:38] <Penuche> Ebiris invokes Penuche's magic: < 11 > [d20=3]
+2 more for Iddy since Good Hope.
> roll 1d20+14 Tepen Int (+2 good hope)
<Penuche> Kotono invokes Penuche's magic: < 28 > [d20=14]
> roll 1d20+12 Baleruk (+2 good hope)
<Penuche> Kotono invokes Penuche's magic: < 28 > [d20=16]
Since Yuth isn't here yet and it's just a roll, would someone roll for Tryll and company?
[19:08] <Annerose> roll 1d20+12 Tryll
[19:08] <Penuche> Annerose invokes Penuche's magic: < 16 > [d20=4]
The wind slams into all of you like a tornado blast. Most are able to hold themselves in place, but Jaela, Surraruthru and Tryll find themselves caught in the wind, hurtled back. They're flying back even faster than they were moving, as if the winds are feeding off their movement. You're hurtling back lightning-fast, in case you want to try anything.
Meanwhile, Baleruk roars, "Come and face me, COWARDS!"
[spoiler]
Tepen, Surraruthru, Balyss, Baleruk
Mass Death Ward, Good Hope, Mass Conviction (cast by Moore), Haste (cast by Moore). Temp HP 1d8+20 from Lion's Roar.
Cresiel
Mass Death Ward, Good Hope, Mass Conviction (cast by Moore), Tyche's Touch (cast by Moore), Haste (cast by Moore). Temp HP 1d8+20 from Lion's Roar.
"Get inside!" Jaela orders at the top of her voice as she's hurtled away. "You know the plan! Do it and get back safely!"
A quickened spell gives her Freedom of Movement, and she tries to oppose those unforgiving winds!
Moore attempts to conjure something to slow the three who got knocked back -- yes, that's it!
He attempts to will the very same type of wind to simply blow them all back in the correct direction, while he follows along with the others moving forward!
[12:45] <Nephrite> roll 1d20+9+2
[12:45] <Penuche> Nephrite invokes Penuche's magic: < 17 > [d20=6]
Surraruthru tries to angle to try and stay close to Jaela, but doesn't have any spells to cast against the wind!
Unless Dispel works?
You could try if you wanted, though past knowledge checks regarding these winds would tell you that it probably would fail.
Tryll sails backward, as though he were a graceful something.
Can Telekinetic Force be used on a creature? Specifically myself or others? It says one object, but I could easily argue that creatures are objects and creatures simultaneously, as they both have mass, are malleable, and have value.
No, creatures and objects are different things in the D&D sense. Basically a creature in D&D is not an object.
If it made a difference, I'd say you could probably use it on something someone has on them to push them, but since we're dealing with someone who's incorporeal I don't think it'd help!
Tryll creates a solid wall of ectoplasm to block the wind in order to at least slow himself down!
Wall of Ectoplasm
Are you positioning it to just stop yourself or others, Tryll?
Best positioning to Help stop as many as possible. Even if I have to put it in front of us so we run into it. It's really just static jello anyhow.
Whomp! The party is stopped cold by a wall of ectoplasm, making their fronts all sticky with ghostly goop. The three of you are pressed into the wall, but it seems to be holding against the Astral winds. It's bolstered on the sides by some rocks from Moore, helping keep the wall in place and preventing it from moving. It's crude and a bit gross, but it works.
Wind's still blowing. Act, y'all.
Moore again tries to blunt the main winds by creating a wall of stone far ahead, giving the others time to recover and move forward!
[17:11] <Nephrite> roll 1d20+9+2
[17:11] <Penuche> Nephrite invokes Penuche's magic: < 20 > [d20=9]
Jaela tries to challenge the rift once more!
Int check, Jaela.
[18:49] <Annerose> roll 1d20+7+2
[18:49] <Penuche> Annerose invokes Penuche's magic: < 28 > [d20=19]
With bracing and position, Jaela's able to right herself and start to move. She's slowed down but not stopped, as a flash of light gets her attention. A barrage of well over 50 rays of shining green are launched from Vlaakith, slamming into unseen foes ahead. Great shields of billowing arcane fire rise up, the battle there still going strong.
The god-queen of the gith can take care of herself. Jaela never really had any doubt, but it's nice to see all the same. Still, she's not there to sightsee but to close a rift!
Since it's clearly working and not causing any trouble, Tryll heads forward, using the stone wall as cover from the wind.
A stone wall appears at Moore's behest, enough to partially block the winds and help progress further.
Int check, Tryll. +2 bonus.
<Penuche> Chibi-Ko invokes Penuche's magic: < 23 >12 [d20=10]
Tryll is able to right himself as well, only leaving Surraruthru. "ONWARD!" Baleruk bellows, pressing on against the wind.
<Penuche> Chibi-Ko invokes Penuche's magic: < 11 >12 [d20=1]
How the fuck does this even happen?
Iddy spilled a drink on a leprechaun and lady luck or something.
Surraruthru struggles to escape the winds, but he seems well and truly stuck.
Penuche> Chibi-Ko invokes Penuche's magic: < 30 >12 [d20=20]
Surru trying again. Let's move on.
With the winds mastered, the party's able to slowly move on. Halfway to a mile, halfway to passing by the war with the gith queen. A quarter of a mile - and then, from empty air, dozens of blasts of of acid come to the gith queen. However, some curve down and at the party, bombarding them as they try and pass.
"Incoming!" Balyss shouts, Baleruk resolutely flying forward nonetheless. He bellows as it hits, "NO MERCY! TO THE RIFT!"
> roll 1d20+30 vs SR
<Penuche> Koaway invokes Penuche's magic: < 37 > [d20=7]
Ref saves or note that it didn't beat your SR, all, respectively.
[21:28] <Annerose> roll 1d20+47 evasion
[21:28] <Penuche> Annerose invokes Penuche's magic: < 60 > [d20=13]
Cresiel is immune to acid.
[21:29] <Annerose> roll 1d20+27 Balyss
[21:30] <Penuche> Annerose invokes Penuche's magic: < 41 > [d20=14]
Balyss has acid res 5. And Divine Oracle evasion.
> roll 1d20+29 (+5 conviction, +1 haste) Tepen
<Penuche> Koaway invokes Penuche's magic: < 35 > [d20=6]
Baleruk's SR holds so he's immune.
Waiting on Yuth to post Surraruthru and Tryll+Calleigh.
[spoiler]
Tepen, Surraruthru, Balyss, Baleruk
Mass Death Ward, Good Hope, Mass Conviction (cast by Moore), Haste (cast by Moore). Temp HP 1d8+20 from Lion's Roar.
Cresiel
Mass Death Ward, Good Hope, Mass Conviction (cast by Moore), Tyche's Touch (cast by Moore), Haste (cast by Moore). Temp HP 1d8+20 from Lion's Roar.
Moore's SR is 38.
Tryll silently manifests Intellect Fortress. All damage halved to all within 20 ft. Surraruthru's SR is seventeen billion, so yeah. That's probably not right.
<Penuche> Tryll invokes Penuche's magic: < 39 > [d20=13]
<Penuche> Calleigh invokes Penuche's magic: < 45 > [d20=14]
<Penuche> Surraruthru invokes Penuche's magic: < 42 > [d20=6]
Calleigh has Improved Evasion. So does Surraruthru. Tryll's got the incorporeality.
> roll 4d4+10d6+10+3d8+1d12+2d6 all acid damage on Tepen, halve this, others manage d to evade or SR out of it
<Penuche> Koaway invokes Penuche's magic: < 92 > [d4=1,1,1,3][d6=5,5,4,6,3,4,5,3,6,4][d8=8,7,6][d12=5][d6=3,2]
Tepen cries out as acid burns his side, the others ignoring it or much too fast. But this momentary lapse costs them, for Vlaakith fires a massive, castle sized beam of red light. It burrows forth at the unseen targets, one of them turning visible under it. A skeletal figure in robes, immolated and dissolving in the blast, as others are momentarily glimpsed and knocked back by it. No more attacks come, the liches distracted by Vlaakith, as even the antimagic cones of the astral dreadnoughts fail to slow her down.
Like this, the party advances to the center of the rift, unopposed. Here there is silence - no sound. Only the silent movement of energy erupting out of the huge rift before you. Within it you can see obsidian buildings forming like slow-growing eggs, undead also spawning with them. The entire thing is large and vast, easily a mile wide. Reality ripples constantly about you, changing without any form. Yet it feels wrong against you, like poison.
"This is it!" Balyss cries, "We have to seal this to stop this!"
Standing request to take 10 for K:P, K:R and K:A for any strange/new/unusual situation that happens to cut down on the need to post anew each time. Taking ten for K:P is 58, taking 10 for K:R is 58, taking ten for K:A is 52. Taking ten for Spellcraft is 45.
What, precisely, are you trying to study and gain information about?
Our plan was to get to the Rift and then use Wish/Miracle to close it. Is it still viable? Should we spread out or can we stick together and do it? Does it have a 'center'? Do we need to be there? What is its nature so we can tailor the Wish/Miracle better? Do we even need to, or just make a general wish of 'fixing things' and letting Astral's reality reassert itself?
Yes, looks like it. Closer is probably better. There's a center ahead, but it requires going into the energies. Yes, it would help. The rift is a horrible wound on the interdimensional boundaries of Creation. A general wish/miracle along those lines should do it.
Respectively.
"To the center!" Jaela points out, taking off at top speed. "Cast when you get as close as you can!"
We'll use the Run action to close the half a mile distance to the center, and then the swift action to cast Wish and Miracle to heal the rift and restore Astral. If any of us runs into an invisible barrier, we'll immediately cast. If any of us starts getting pushed back, we'll immediately cast. We'll cast together.
That good for everyone? Suffice to say this part is really important, so having all your ducks lined up is imperative.
Moore doesn't have that sort of magic, but instead will use his anarch abilities to try and aid the others.
Correction, Moore will use Inspire Great Spell and then use Inspire Greatness on as many individuals using their magic as he can. This is 4x people per use. Inspire Great spell allows for the caster to either get +1 bonus to the save DC of any spells they cast for the duration of inspire greatness or their next spell is affected by the widen spell or extend spell metamagics without any change in casting time or spell level.
Calleigh hits Tepen with a wanded double-tap of healing!
<Penuche> Chibi-Ko invokes Penuche's magic: < 35 >12 [d8=7,7,4,7]
<Penuche> Chibi-Ko invokes Penuche's magic: < 34 >12 [d8=8,3,5,8]
> roll 1d8+20 Lion's Roar HP
<Serith> Iddy roll for Serith < 24 > [d8=4]
New max HP is 307.
Thus the party rushes in. You make it about halfway into the stirring energy, Baleruk leading the way, before your progress simply stops, as if you came to a barrier.
Before anything else can happen, "NOW!" Elder Magi Tepen shouts, "Every ounce of your magic!"
Anyone who is casting wish/miracle/reality revision/whatever make a caster level check.
> roll 1d20+24 Wish:CL Check
<Serith> Iddy roll for Serith < 35 > [d20=11]
<Serith> Tryll roll for Caster level check on Reality Revision < 27 > [d20=3]
Miracles:
[06:00] <Annerose> roll 1d20+25
[06:00] <Serith> Annerose roll for Serith < 35 > [d20=10]
[06:06] <Annerose> roll 1d20+22 Balyss
[06:06] <Serith> Annerose roll for Serith < 30 > [d20=8]
[06:07] <Annerose> roll 1d20+20 Cresiel
[06:07] <Serith> Annerose roll for Serith < 21 > [d20=1]
Cresiel also has it as a SLA at CL23, so if that matter his result can be 24. Let's hope Widen Spell boosts our magic~
Canderella's aura might help too.
Ithea had grabbed her and Simmer in place of Moore/Baleruk for Hanged Raven.
If you mean the Marshal aura to overcome SR, Moore also has that at +11 if it matters.
> roll 1d20+22 Tepen
<Serith> Kowork roll for Serith < 34 > [d20=12]
> roll 1d20 Baleruk rank check
<Serith> Kowork roll for Serith < 7 > [d20=7]
There's a horrid crunching sound as all of you call on your magic. The Weave buckles and the touch of your patrons becomes hazy, reality becoming a spun circle of glass, then cast onto the ground to shatter everywhere.
Fortitude saves, all.
[09:22] <Nephrite> roll 1d20+39+5+4 (+5 conviction, +4 tyche's touch) celestial fortitude if it applies
[09:22] <Serith> Nephrite roll for Serith < 51 > [d20=3]
> roll 1d20+29 Fort Save
<Serith> Iddy roll for Serith < 42 > [d20=13]
If Good Hope hasn't expired, +2 to that.
Quote from: Iron Dragoon on April 18, 2016, 10:42:40 AM
> roll 1d20+29 Fort Save
<Serith> Iddy roll for Serith < 42 > [d20=13]
If Good Hope hasn't expired, +2 to that.
Iddy, you should have +5 from Conviction from Moore (it overwrites the +2 from Good Hope)
5:50 PM <Tohsaka> roll 1d20+48+5+4 Jaela, conviction+tyche
5:50 PM <Penuche> Tohsaka invokes Penuche's magic: < 75 > [d20=18]
5:53 PM <Tohsaka> roll 1d20+29+5 Balyss, conviction
5:53 PM <Penuche> Tohsaka invokes Penuche's magic: < 47 > [d20=13]
5:54 PM <Tohsaka> roll 1d20+26+5+4 Cresiel, conviction+tyche
5:54 PM <Penuche> Tohsaka invokes Penuche's magic: < 40 > [d20=5]
Tryll invokes protection for everyone! Maybe!
<Penuche> Tryll invokes Penuche's magic to beat power failure: < 36 > [d100=36]
Manifesting Intellect Fortress again, immediate action. 1 round. Halves all magical damage.
<Penuche> Tryll rolls a Fortitude save: < 26 > [d20=8]
<Penuche> Calleigh rolls a Fortitude save: < 25 > [d20=7]
Pain.
Everything around you is mutable. Blue is the new red. At the end of the path are and ___ ------ n___ ___ c_____o_
Your life inevitably degenerates. The 27th is the goal that will drown a nation. Oranges.
You should have run away.
It was because you could never measure up. Hate grows in the heart and poisons the blood. The only relief came with cool metal caressing your throat. Cross yourself out.
Puppets. That's all they were to you. Blood and bodies for the Crusade.
An apology is never enough. It's always too late. They'll never forgive you. Hanna doesn't. Annalise doesn't. Lifasa doesn't. The light doesn't. Muirfinn doesn't.
You have to do something.
All is nothing and nothing is all around you. Reality is darkness and matter and fire and wind and ice and snow and earth and lightning.
You have to do something.
You float in ever-changing void. Plentiful meaninglessness. Form that is everything and thus means nothing.
You have to do something.
All of you float in this, splendidly and horribly alone from one another. Reality is a dream that cannot agree with itself from one moment to the next. Above you the glaring eye drips poison down, like a toxic sun.
You have to do something or you will die.
Chaos and hate drown you. You have to do something or you will die. You're gagging, choking, dying. You have to do something or you will die. The eye is watching you with perfect malevolence.
You have to do something or you will die.
Act, y'all.
Tryll's immune due to incorporeal so his failed save is irrelevant. Calleigh's dazed and unable to act. Everyone else made the save.
Moore closes his eyes -- no, he opens them. He has to open them to see the truth. He can't be blinded by the light again -- he has to do something or he will die.
.
.
.
.
.
.
Other people will die too, if this isn't fixed!
The only thing he can do is try and draw on the power everyone else has gathered and mend this tear, this terrible wound...
He calls out, inwardly, to Erathaol. He knew that Moore would be here, like this, with these people -- so he calls out for the strength and wisdom to aid his allies in repairing this damage to reality itself!
He has to help his allies, so he calls on his own strength -- the strength of the Moore who isn't Moore... wait, who? No, nevermind, it doesn't matter! This has to be closed and he'll see to it that it is, he gives everything he has to try and will it closed!
Moore doesn't really have a lot he can actually do, but he's going to try and use his anarch ability as well as his Fate-altering power. He's basically trying to do everything he can to help close the tear and return it to what it was before this. Beyond that he would try Inspire Great Spells again if people were doing more Wish and Miracles.
Is this a mental effect of some sort?
Is what a mental effect? Be a little more precise since there's a lot going on.
Am I being compelled to 'do something?' Am I feeling like I'm dying?
Reality is currently fucked up, you feel like you're choking and things are bad. It sure doesn't seem to be mental, but as reality right now is somewhere past fucked up, you aren't 100% sure.
Things are bad, really bad.
Can I make multiple attempts to Revise Reality in succession, or do I need to wait for the spell failure to wear off?
You can try even with the failure, but one at a time since time and actions matter here.
<Penuche> Chibi-Ko invokes Penuche's magic: < 64 >12 [d100=64] Spell failure!
<Penuche> Chibi-Ko invokes Penuche's magic: < 36 >12 [d20=12] Caster level check!
Might wanna give others a change to try again if they can before proceeding too far forward.
Surraruthru glares back in defiance! Defiance backed by his dragon's pride and absolute certainty of his superiority over it and his eventual mastery of it. Knowing that he will one day be able to control reality itself, he tries to use this situation to take his first step on the path by flexing what magical power he has left!
Using Limited Wish (CL 24) to try and stabilize reality.
> roll 1d100 Spell Failure
<Penuche> Iddy invokes Penuche's magic: < 46 > [d100=46]
"Kascha!" Jaela snaps out. "Use the other scroll! Bring forth an island of Astral!"
It will serve as the center of their strategy. Everything that dies can be brought back to life. If rebirth for Astral is needed, what better way to do it than by land summoned specifically for that purpose?
"In all this gunk, it will be the one thing one hundred percent Astral!" Jaela continues. "We'll build on that!"
A Miracle is set to expand the effect, just as Moore's Widen Spell should help both.
It looks like Kascha was forgotten, so a happy coincidence of this is her not having spell failure.
My own:
7:54 AM <Tohsaka> roll 1d100
7:54 AM <Penuche> Tohsaka invokes Penuche's magic: < 48 > [d100=48]
Cresiel and Balyss continue their previous efforts to stabilize the rift and restore Astral with Miracles! And Balyss actually has some success!
8:03 AM <Tohsaka> roll 1d100 Cresiel
8:03 AM <Penuche> Tohsaka invokes Penuche's magic: < 46 > [d100=46]
8:03 AM <Tohsaka> roll 1d100 Balyss
8:03 AM <Penuche> Tohsaka invokes Penuche's magic: < 76 > [d100=76]
8:04 AM <Tohsaka> roll 1d20+22 CL
8:04 AM <Penuche> Tohsaka invokes Penuche's magic: < 26 > [d20=4]
> roll 1d20 Baleruk
<Penuche> Ko-NitorisLabrynth invokes Penuche's magic: < 14 > [d20=14]
> roll 1d100 Tepen vs 51+ is good
<Penuche> Ko-NitorisLabrynth invokes Penuche's magic: < 27 > [d100=27]
Next post may be a bit, as it will take some time to compose.
The island is an island of rock and stone that rises in the beautiful sea because the clocks are finally dead and we can sob with relief because we must keep going and we can't stop and won't stop because to stop would be wrong and we can't be wrong like the clocks and we have to be right instead of wrong because being wrong is the worst thing of all and kills our love.
Prayers and magic.If you can see this, there is still hope.
Failure.
The poison sun beats down. It SUFFOCATES all your magic. The poison is killing you. You have to do something or you will die.
The presence chokes you. The hate, the venom and scorn of that eye ruin everything. Ruin it like your lives, like parents abandoned by their cowardly, fleeing son. A hopeless mess, the same as a daughter who fails to live up to her mother's hopes. A cast away ruin, like a fragment of a forgotten and meaningless race.
You have to do something or you will die. But the sun is stopping you. The sun is killing you. The sun will ensure that you die. The eye is watching your funeral. The death of an island, irrelevant in a sea of venom.
Reality and the Astral are dying in a tidal wave of poison.Look closely, power is not the answer here.
You are dying in poison.Pure evil cannot fathom trusting in another.
50 damage to all.
Act, y'all. Suffice to say reality is still in a state of being highly borked so normal results are ambiguous at best.
"Who the hell do you think you are?!" Jaela cries out. Failure? They've only just begun! And they're clearly winning, too. Her plan was communicated to Kascha, even though it felt like she was alone and abandoned. So this is a trick, a veil put upon them all to split them from their comrades. If this thing failed to even sequester them properly, they will be the ones to triumph!
"Who are you to float above us like that, fatty, all judgemental? There's only one sun, anyway, and you're not it! So stop your posing and slink back to Gehenna before I end you like I end everything else in my way! I am the undefeated General of Aurora, Jaela! Prepare yourself!"
She strikes!
I'm going to charge the eye and stab it with Gae Trocaire, which automatically discharges the Chain Dispel in it.
9:34 AM <Tohsaka> roll 1d20+40+2+2+21+13 charge, good hope, moment of prescience, last is smite
9:34 AM <Penuche> Tohsaka invokes Penuche's magic: < 91 > [d20=13]
9:36 AM <Tohsaka> roll 1d8+30+13+30 last is smite damage
9:36 AM <Penuche> Tohsaka invokes Penuche's magic: < 78 > [d8=5]
9:36 AM <Tohsaka> roll 4d6 burning holy damage
9:36 AM <Penuche> Tohsaka invokes Penuche's magic: < 9 > [d6=6,1,1,1]
9:34 AM <Tohsaka> roll 1d20+40+2+2+21+13 charge, good hope, moment of prescience, last is smite
9:34 AM <Penuche> Tohsaka invokes Penuche's magic: < 91 > [d20=13]
9:36 AM <Tohsaka> roll 1d8+30+13+30 last is smite damage
9:36 AM <Penuche> Tohsaka invokes Penuche's magic: < 78 > [d8=5]
9:36 AM <Tohsaka> roll 4d6 burning holy damage
9:36 AM <Penuche> Tohsaka invokes Penuche's magic: < 9 > [d6=6,1,1,1]
9:36 AM <Tohsaka> roll 1d20+30 dispel
9:36 AM <Penuche> Tohsaka invokes Penuche's magic: < 36 > [d20=6]
9:36 AM <Tohsaka> roll 1d20+30 dispel
9:36 AM <Penuche> Tohsaka invokes Penuche's magic: < 36 > [d20=6]
As a swift, I'm going to try and brute force Miracle to ask the Triune to banish the evil sun.
9:29 AM <Tohsaka> roll 1d100
9:29 AM <Penuche> Tohsaka invokes Penuche's magic: < 97 > [d100=97]
9:30 AM <Tohsaka> roll 1d20+25
9:30 AM <Penuche> Tohsaka invokes Penuche's magic: < 26 > [d20=1]
Balyss and Cresiel try and fail to use magic.
9:40 AM <Tohsaka> roll 1d100 Balyss
9:40 AM <Penuche> Tohsaka invokes Penuche's magic: < 6 > [d100=6]
9:40 AM <Tohsaka> roll 1d100 Cresiel
9:41 AM <Penuche> Tohsaka invokes Penuche's magic: < 35 > [d100=35]
Forgot a +5 to attack and to damage, my bad. Should be 96 and 83, respectively.
Something about this isn't working... but it somehow is, despite what's going on. Yes, yes, that's it! Hope, inspiration, d e t e r m i n a t i o n!
"Jaela! I'll give you everything I've got!" Moore shouts. J... L? P? No. Now isn't the time. They have to do something or they will die.
Moore's going to use Destined Strike on Jaela to give her +3 to attack and damage rolls, Improved Crit feat and +11 to the threat confirmation rolls. He will do more afterwards if necessary.
Is Balyss still with our group?
Yes.
Yes.
Tryll bends his stupendously impressive brain power to wringing a weakness out of this. Some of the words thundering across the area taste...purple? And white. Yes. Taste? No. Hear? Maybe. Not important!
'Balyss! Remember the Sending you received! I have reason to believe the Sword of the Moon you spoke of earlier is nearby! Do you know how to retrieve it?'
'Yes,' Balyss responds with certainty, the missing piece falling into place. Offering a prayer to Selune through high-powered magic hadn't done the trick, but perhaps it is time for a simple, earnest prayer!
As Jaela charges and Moore calls on his magic, Balyss says a prayer. A simple invocation to Selune - and amid all the chaos, the unreality that seems to shift and force you alone? It falls away, naught but an illusion. For from a remote corner floats a forgotten sword, seemingly invisible to all. The lost Sword of the Moon waits there, as if always meant to be. It sheds moonlight, seeming to chastise the dark chaos around you and restore sanity. It awaits, floating serenely.
Jaela, Moore and Tryll have already acted. Surraruthru has not, in case he wants to do anything here. Likewise, Baleruk and Tepen are also still free.
SUCCESS!
Jaela aborts her charge, privately feeling a bit foolish. Just what can possibly fool her sight with a mere illusion? And why? Does it mean the poison is also not real?
She decides to take a clearer look of things, even as her comrades rally together.
This does abort my Miracle, for better of worse. I'd like to figure out just what's going on right now, and what the best course of action is. If I still think using Miracles to settle things are, if I think Balyss should grab the sword, if I think we might be best served just waiting....
Taking ten for... K:A=52, K:R=58, K:P=58, Spellcraft=45.
If Miracle is the way to go, I'm fine with either using the existing rolls (passed spell failure, CL roll of 1 for result of 26) or rerolling (spell failure 50%, +25 CL roll).
Surraruthru eyes the area suspiciously as his spell fades away with almost no effect, then eyes Balyss disgruntledly.
"Well, that was entirely too simple. It's never that easy. A prayer to Seira, at least, would have been better..."
He does, however, fly a circle around everyone, inspecting them for injuries, then lands on Kascha's shoulder, standing guard against any stragglers from the near by battles.
As Baleruk roars wordless defiance, Elder Magi Tepen flies to the sword. He grabs it, moonlight slicing through everything around you. You stand in ever-changing emptiness, yet it hardly matters. Before all of you is a figure in a black robe, face hidden by a hood. He seems ghostly and far away, one hand out. This hand's palm opens up into the fanged mouth of a snake. From it comes endless venom, a tidal wave that constantly soaks you. At the same time, he holds back a tremendous cluster of lights and magic with his other hand, preventing it from going forward.
Jaela knows this creature from her reports of Aurora's previous struggles. It is a projection of the Adversary, the new Oinoloth. His power is holding your spells back as surely as his poison steals away your lives.
Yet as you watch this, spectral images surround him. A great dragon of golden fire, the full moon, an elf woman with three faces, a thick tome. The magic he holds grows stronger in the light of the Sword of the Moon,
"The Astral is not your own!" The great dragon demands in a voice that can shake mountains, "Leave!"
"Flee or be cast aside, Oinoloth!" The moon declares, the that of a young woman, old and young at once.
"Will you challenge us together? It has been a long time since one took arms against the Triune." The three-faced elf demands.
"Your servants are defeated, fiend. Leave now or face us all. The book's voice is quieter than the others, but no less assured. "Will you risk all on Pale Night's support?"
Then - the figure withdraws back and is gone. The lights he was holding back surge forward, for a moment the bleeding rift exposed to your eyes.
There is a great shuddering moment and then you float in the Astral once more. The real Astral, the rift gone. Broken obsidian lies about, but no further signs of immediate conflict. From behind you are wailing cries, the images of several skeletal liches bursting aflame before vanishing. Soon only Vlaakith remains there, surrounded in a nimbus of sheer, bright arcane power. Pulsing undead and obsidian buildings of them soon follow, while the surviving dreadnoughts rupture like overripe fruits.
Free act.
Exhausted but quite happy with the outcome, Jaela laughs! "Kascha!" she calls out. "Make sure Aurora knows we not only succeeded, but had no casualties!"
And since she's there and so is Vlaakith, Jaela drifts towards the gith queen slow enough to not appear as a threat in the aftermath of such an intense battle for her.
Moore can't spend any time reveling in their victory. He takes a breath and immediately flies over towards Vlaakith, stopping a respectful distance away, along with Jaela.
He takes a breath and bows, knowing his actions may have consequences, but seemingly to not care about how this goes. If it goes badly, so be it -- it's the right thing to do.
"Lady Vlaakith. My name is Moore, from Aurora. I know bits and pieces of the story and history between us and you, but regardless of where our paths take us past here, please accept my heartfelt thanks, and that of Celestia, for your actions here -- regardless of any differences we may have on the grander spectrum." Moore bows again to her -- it's the right thing to do. Regardless of good or evil, law or chaos, angel or demon, she was instrumental in allowing their forces to even get to the rift in the first place and should be thanked for such.
"Ah... sorry, Lady Jaela, that was probably your intent as well." Moore says with a small smile. "But perhaps I can just thank her on behalf of Celestia then, rather than anything else."
As Kascha goes to do exactly that, Jaela drifts towards the Queen of the Githyanki. Vlaakith is almost fully hidden, the sheer power and items around her projecting a palpable, terrifying field of power. Moore quickly joins Jaela, as you feel the lich queen's gaze on you.
'There will be another time and another place for us,' Vlaakith says, 'But this is not it.' You can virtually taste the malice in her voice as she says, 'But not today, for there are liches to instruct on the folly of their mistakes.'
Oh, that's right, Afina had said something about phylacteries.
Well, once they're done, Moore will look around for some, presuming that Vlaakith doesn't take them all when she departs, anyway.
Surraruthru places himself between Kascha as she does her thing and Vlaakith. She's powerful and not confirmed as entirely friendly just yet.
He also eyes the area for any loot that could be snatched up. Priorities, after all.
The irony is so delicious! Jaela shows no sign of her thoughts, of course. "There is indeed, Your Majesty," she agrees, saluting the queen with her spear. "Allow me to deliver Aurora's thanks for your thoughtful gift. While everything else can wait, that could not."
She wouldn't hold Vlaakith for a conversation, since it seems like a bad time. Is it always a bad time for her? Hard to say, so Jaela doesn't dwell on that. She waits for either the gith queen to move or dismiss them.
Spot check, Surraruthru.
The Astral...twists? You aren't sure what it is. For a moment there is time and movement and folding silver and a piercing, overwhelming headache for Jaela. Then Vlaakith and her items are gone.
> roll 1d20+31 Spot
<Penuche> Iddy invokes Penuche's magic: < 46 > [d20=15]
"Scouts, spread out!" Jaela commands, returning to her forces. "There's liches about, and we might as well do Astral a favor on our way back! Healers, restore the officers!"
[14:03] <Nephrite> roll 1d20+31+15+2 Divine Insight Spot
[14:03] <Penuche> Nephrite invokes Penuche's magic: < 52 > [d20=4]
Noted. Looting will be handled in the wrap up topic. Y'all have an army here and no opposition, so they can do the grunt work and it can be summarized.
Is there anything else that needs to be done here? I'll spoiler and say that (and Merc's PoV when he gets on to see it) there's not a lot happening, as the rift took most of its problems back with it.
I would be remiss in not trying to find a lich for Afina, complete with philactery. :)
But that's it, you summed up our actions fairly well.
Finding an active lich isn't going to happen. It's possible you'll find a phylactery, but that can be covered in the post battle summary.
Oh boy, I get to write another one of those. There goes tomorrow.
I got nothin' specific, unless there's something dragon-y and special, but I figure that would have happened already.
Okay. If anyone else has anything, post in nagging. Thread's locked.