So you're after Myr's Sword, Surraruthru. Refresh me on what you know so far and your plans.
I know it acted sort of like the Sword of the Moon. It appears, falls into the hands of the intended wielder, who does whatever it is they needed to, and then disappears again, usually after their death. It shows up on its own. It was originally used by a prophesied savior against daemons, and deals in revealing truths and banishing illusions and darkness. It was lost in Hades, when the savior supposedly succeeded, but they never returned. It's been hard to divine on since it's protected heavily.
I'm not entirely sure how to go about it, but I guess I'll do some research on it's appearances and see if there's a pattern that I can follow and/or see if we can't get some divining done on it.
Okay. Aurora's library, I presume?
As good a place as any.
Make an K:P check with the +15 library bonus.
> roll 1d20+34+15 K:P
<Serith> Iddy roll for Serith < 57 > [d20=8]
You don't really discern much of a pattern. Reports vary but it seems to be more about need or some other unknown criteria. It could be a general pattern with exceptions or the occasional one out of pattern to confound, too. You can't rule that out. The one thing it does confirm is that there is some sort of intelligence behind it, rather than pure randomness. It's too consistent to be random.
As you take a break, perched on a chair top and closing your eyes to rest them? THUMP. The seat of the chair you're on shakes as something lands there.
Surraruthru opens his eyes and looks at the thing that landed, idly wondering if he could divine the criteria or need for the sword instead of its location.
It's 27. He looks up with unblinking eyes at you and utters, "It's not a reason, it's avoiding one particular thing." The slaad then hops off and starts to wander off, like nothing was unusual about that at all.
Surraruthru blinks at that.
"I still don't know anything about that... thing. But it seems like... Hmm... if the sword is intelligent and it's avoiding something..."
Surraruthru decides to try and re-read some of the books he's used for research to try and figure out what an intelligent sword might be running from.
Int check.
> roll 1d20+8 Int Check
<Serith> Iddy roll for Serith < 26 > [d20=18]
Hmm. You notice a pattern now. A subtle one, but not a single case is about someone running from fiends. Encountering evil, facing it, managing it, even losing to it. But never running.
"Interesting... So the focus is to fight against fiends... Perhaps Kascha or Balyss have some ideas..."
So saying, Surraruthru heads off to converse with Kascha first.
roll 1d100
<Serith> Kotono roll for Serith < 63 > [d100=63]
Kascha's found in your hoard. She's lying on one of the couches that were brought in, a book open in front of her. Her ioun stones all rest atop her shoulders and side as she snoozes, quill resting at an angle against her book.
Surraruthru sighs at the sleeping woman and decides to find Balyss instead. Let her have her rest.
A bit of searching has no luck, until Elena appears, "Hi, looking for Balyss? She's out with Ithea right now."
Surraruthru grunts.
"Hmm... Elena, who else is good at divination and knows hot-spots for fighting fiends?"
"Sage Vul'lath, he's a diviner. Yet somehow he's kept out of the loop on a lot of these." Elena taps her chin, "I think he rues the day he learned the gate spell."
"Thank you. Where would he be?"
"Library," Elena says, "He's reading by touch right now."
"Thank you."
Surraruthru flies off to the library to find the Sage.
He's not hard to find. He's going along a shelf, laying his hands on a book briefly, then moving on to the next. He's making steady progress through them, book after book being knocked out.
Surraruthru comes to a hover behind him.
"Sage Vul'lath. I have something with which Elena suggested you might be able to help with. I am looking for the Sword of Myr, and I may have found a pattern it follows."
Sage Vul'lath stops, letters trailing away into nothingness as his fingers leave a book. "You need a diviner and you didn't go to the Lunatic or another?" he asks, almost smiling. Almost. "Yes, what magic do you need?"
"Lunati-- Ah, Balyss. Moon. Amusing. I suspect that the Sword of Myr appears in areas of conflict with fiends, and that it seems to be avoiding something, thanks to 27. It's heavily protected against divining, but I suspect whatever it's avoiding isn't, nor is the next large conflict with fiends, which is where it seems likely to appear."
"It's avoiding something, like it's running from something?" Sage Vul'lath steeples his hands together, "Is the sword intelligent?"
"According to Seira, yes."
"Then we can infer that it's doing this on purpose, most likely," Sage Vul'lath continues. "Is the sword difficult to divine? How often does it appear?"
"There's conflicting reports on it's appearance, so I'm unsure. Seira's mate said that it had powerful protections. I've been unable to find out more in my research."
"Interesting," Sage Vul'lath murmurs, "Do you know anything else useful?"
"I know it acted sort of like the Sword of the Moon. It appears, falls into the hands of the intended wielder, who does whatever it is they needed to, and then disappears again, usually after their death. It shows up on its own. It was originally used by a prophesied savior against daemons, and deals in revealing truths and banishing illusions and darkness. It was lost in Hades, when the savior supposedly succeeded, but they never returned."
The old gith goes over to a chair and sits, resting his head on his hand as he considers. "My instincts say that something is chasing it, probably a daemon. Some sort of ritual or avoidance we don't know enough to understand fully. It would explain the reasoning behind its appearances and the deaths. It's not looking to help people, it's looking for someone to save it."
"Hmm.. Interesting. Our forces are certainly able to... We just have to attract its attention, then. How does one go about contacting a sword like this, then?"
With a chuckle as dry as Dust, Sage Vul'lath spreads his hands out. "If it comes to people who need it, become someone who needs it."
"Mmmm... So dive face first into a wall of fiends or daemons. Could you divine a place to do so? 'The best place to have the Sword of Myr come to me' type of place?"
"Choose a Hell, any Hell. Preferably Gehenna or Hades and go to a concentration of fiends. Make trouble." Sage Vul'lath eyes him, "Prepare your last will and testament in case you're wrong or you aren't strong enough. Very well though, I'll divine as best I can."
"But... We just got back from Gehenna and it didn't show up. Hades then?"
"Also, if it appeared every time the daemons threaened someone," Sage Vul'lath smooths his robes, "It would be forever visible. Likely the blade's attributes matter as well."
"Attributes? I haven't found much information on that."
"It deals in revealing truth and overcoming illusions, so something about that," Sage Vul'lath points out, "Yet it also hides itself. An interesting contradiction."
"Hmm... So a fiend or daemon in Gehenna or Hades that specializes in lies and illusions..."
K:P check for such a creature?
Sure, go for it.
> roll 1d20+34+15 K:P/Library
<Serith> Iddy roll for Serith < 59 > [d20=10]
Well, the 'loths in general like trickery, lies and illusions. It's bread and butter to them, so narrowing it down is hard. Of the most notable daemons, it likely rules out the new Oinoloth. The Adversary is too new in his position plus he rules over disease as his primary focus. The General of Gehenna is always a contender for this level of plot, but he's reclusive and virtually impossible to pin anything on him. It's said he uses so may layers of deceptions and pawns that no one ever knows what plots are his.
The simple problem is that most of the greater 'loths are shrouded in great secrecy. Aurora doesn't have that much on them, you conclude you need to find a better source of yugoloth specific information.
Surraruthru returns to the Sage to discuss his findings.
"Basically, any of the higher end yugoloths seem to fit the target, outside of Oinoloth and The Adversary. The General of Gehenna seems like a solid choice, but I can't find anything to go off of on him or any others. Do we have any allies that are specialists in yugoloth information?"
"One in the same," Sage Vul'lath clarifies, "The new Oinoloth IS the Adversary. Oinoloth is a title, a position to hold by taking the Siege Malicious. The Adversary is a powerful daemon who recently rose to take it. But irrelevant," Waving it aside, "Of all the fiends, the hardest to find information about are the yugoloths. It requires persistent measures. Still, I know of one who tries to study the fiends of the Nadir."
"Oh? Who, and how do I gain his help?"
"His name is Machos, a titan who wanders the planes. A warrior-sage who studies the 'loths, as he finds them to be the greatest threat of the fiends. A sending is usually sufficient to find him, but his aid is not easily obtained." Vul'lath says.
"Any suggestions on what I should prepare to gain his aid?"
"Knowledge. He values strange and unusual knowledge of all kinds, but not equally. One must come prepared and barter."
"Hmm... What knowledge would be equal to that of the greater yugoloths... What we know about the Duke of Destiny and his son? What happened at Gehenna with the rift?"
"Those may be good," Sage Vul'lath says, "But the Duke of Destiny's son?"
"Ah, I meant Asmodeus'. Bah. You Aurora people have so many enemies, it's hard to keep track of sometimes. How much should I reveal to him? What should I hold back for just us?"
"Anything that shouldn't be known outside of the Crusade. Public actions and dealings are fine, private ones are not." Sage Vul'lath hms, "You may want to ask a General about any particular bits of information."
Surraruthru nods.
"Thank you for your help. Anything else before I hunt down one of the Generals?"
"The more you know, the better. Think of it like currency," Sage Vul'lath taps a nearby book. "Be rich enough to afford it."
Surraruthru nods and flies off, looking for a General to get clarification from. He'll likely return to the library for more information after he finds out what the operational knowledge boundaries are.
You find Adrian after some looking. He's in a meeting room by himself, piles of papers around him. Looking up with tired eyes, "Surraruthru, what is it?" He pushes aside another sheet and goes to the next, reading it before signing it.
"I'm searching for the Sword of Myr for Seira. It seems to be an intelligent weapon that focuses on banishing lies and illusions, and specializes in fighting fiends and daemons. Between myself and Sage Vul'lath, we've figured out that it's on the run from something, and has been for a long time. It appears when there's a significant fight against fiends or daemons, so I'm guess it's looking for a worthy wielder, or for someone that can use its power to protect it from whatever's chasing it.
In order to find a likely place for it to appear next, or to engineer a situation to get it to appear, I'm going to have to trade information with the titan Machos. He deals in knowledge, so we suspect trading information about the Duke of Destiny, Lixer, Asmodeus, and some of the bases we've found would be fair trade for him. I need to know what not to reveal to him, however."
"The bases are fine, we destroyed all of them but the one in the Deep Ethereal. Keep that one private," Adrian says. "Specify what information you're thinking of for the others."
"I'm not entirely sure yet, I'll have to spend some additional time researching them. As for Lixer, the destruction of his bases, the types of experiments we found, and how it's weakened his position would be most likely, along with what we've learned of his proxy champions. Asmodeus' position is likely weakened due to Lixer's defeats... The duke of Destiny I haven't dealt with yet, so I'd have to research more on him."
"The bases are fine, that cat's out of the bag with the Astral," Adrian says, tapping the tip of his quill feather against his chin. "The experiments no for now, the rest should be fine."
Surraruthru nods.
"I'll keep it in mind. I'm not sure that will be enough to get the information I need, but I can try. Thank you."
What now, Surraruthru?
Not sure. Do some more research on those three so I can give Machos enough for the info?
What do you want to know about them? Aurora knows a fair deal IC and there's no need to research that, it can be covered in IC discussion or OOC results.
Strengths, weaknesses, points of contention between them. Useful info I can trade.
It's been a few days due to RL interrupts on both ends. To make sure I have this right in my head, who are the three you want info on?
Lixer, Asmodeus, and The Duke of Destiny.
Lixer
+ Son of Asmodeus so massive clout in Hell and a recognized Heir of Hell. In theory, should Asmodeus die, Lixer would take his place. The theory's likely worthless unless Lixer's the one that does him in, though.
+ Powerful necromancer and lords over the undead. Archdevil of Undeath. Isn't technically a Duke of Archduke of Hell, nor a Lord of the Nine. His rank gives him around the authority of an Archduke but less than a Lord of the Nine.
+ Capable of possessing creatures directly, essentially he can control anything and use it as a sort of quasi-aspect with no danger to himself.
- Has a rivalry with Orcus, who by all accounts loathes him and is likely far stronger than Lixer.
- Aurora's found information that suggests his relationship with his sister is testy at best. Glasya is the new Lord of the Sixth and now outranks her brother. At best it's sibling rivalry. At worst....well, one of 'em will outlive the other, most likely after gutting the other.
- Has recently suffered setbacks in Dis, with the loss of an agent to Dispater's security forces.
Asmodeus
+ Lord of the Ninth and King of Hell. Rules all of Hell and keeps the Lords in line, even when there's rebellion and discord. He's unspeakably ancient and his predecessor is but the barest memory in the minds of immortals.
+ Unfathomably powerful as the Lord of all Hell. Has all of Hell's resources to draw on.
+ Effectively invincible within Nessus, due to the sheer absurdity of overcoming all his defenses.
+ Commands the Duke of Destiny personally and likely has at least commanding knowledge of the Lifasa situation, if not being involved in it that way.
+ Is willing to put aside his problems with others, even Good, on the occasions something of chaos (usually the Abyss) threatens things greatly. Has a pragmatic streak.
- Is a top tier asshole.
- Rules over Hell, which is like being the King of Shit Mountain. It's nice, but you're still lording over a pile of shit.
- It's likely all his vassals hate him and want to take his place.
Taelfagn, the Duke of Destiny
+ A Duke of Hell overseeing destiny. Has all the powers of that rank and can manipulate fate itself.
+ Responsible for the unlikely string of events that lead to Lifasa's fall through direct destiny manipulation.
+ Willing to get his claws dirty and directly fight Aurora, but likely only in a situation he's carefully manipulated to be in his favor.
+ Likely lead to Muirfinns' and Lief's current predicaments.
- Erathaol and most other deities who deal with fate really don't like him.
- Aurora's almost certainly a black mark on his record.
As a general rule, Lixer obeys Asmodeus. He's his son so it's expected. One might infer he's not happy with his father for promoting Glasya and not himself, but that would only be speculation based on letters stolen from Castle Crumbling.
Little of Taelfagn's relationships have been revealed, though he serves Asmodeus and has cooperated with Lixer recently.
Alright, I'll keep that for reference. Hopefully between the bases thing and that, it'll be enough. After this, I guess do the sending?
Okay, type out the sending and bear in mind the 25 word limit.
Casting the magics needed, Surraruthru sends the follow to Machos:
'Machos, I'm Surraruthru from Aurora. I'd like to trade information with you on Yugoloths. I have information on Asmodeus, Lixer, and Taelfagn for trade."
> roll 1d100 vs ???, possible miss chance due to his local conditions. Higher is better.
<Serith> Kobrb roll for Serith < 74 > [d100=74]
'Oh ho! Yes, at Dowanger's Fancy in Arcadia. It has the best food and serving wenches, plus a bard that isn't totally worthless, unlike most other -'
He stops there, the limit for the spell reached.
"... He's a talker. Hmm..."
Considering a few things, Surraruthru takes to wing and flies back to his lair, looking for Kascha.
> roll 1d100
<Serith> Kobrb roll for Serith < 69 > [d100=69]
Kascha's found in her room. She peeks out the door, "Oh, Surraruthru." she says, opening up. She's rather sweaty, no ioun stones. Her sword's in hand, "I was just practicing my sword play for once. What is it?"
"I'll be heading to Dowanger's Fancy in Arcadia to meet with Machos to trade information with him to try and find a Yugoloth that's likely to attract Myr's Sword. Would you like to come? I was considering asking Sage Vul'lath as well."
"Oh yes, just give me time for a bath," Kascha says, starting to clean up, "Oh, a quick one. It wouldn't do to show up all sweaty and unpleasant as a first impression."
> roll 1d20+8 Kascha Dex
<Serith> Kobrb roll for Serith < 13 > [d20=5]
Kascha gathers up her sword and whirls around, only to slip. She spins out of control, falling flat on her back - and her sword arches up and out of her hands, before landing pommel first on her forehead. It then falls forward onto her body with a thump, followed by a loud, "OW!"
Surraruthru flies over to her, staring down at her.
"... This happens worryingly often. I'm beginning to suspect it's more than simply coincidence."
"Owwwwie..." Kascha whimpers, rubbing her forehead.
Surraruthru picks up the sword, hovering in the air and waiting for her to get up.
"Are you alright?"
"I'm fine, I'm fine," Kascha waves you off, taking her sword. "I'll catch up once I'm cleaned up."
"Alright. Your opinion on asking Sage Vul'lath to come?"
"It's fine," Kascha says, hurrying off to the baths.
From there, you find Vul'lath in the library. He's with his acolytes, listening to them give a report. Something about planar energy movements, sounds like.
Lands on a table, taking a moment to listen and let him finish before asking. Might be important, after all.
K:P check to follow it and understand.
> roll 1d20+34 K:P
<Serith> Iddy roll for Serith < 46 > [d20=12]
It's a thesis on planar energy flows. It gets into how they interact on dimensional boundaries and the like. It's more or less correct - solid theorywork from what you know, though at least some of the point of energy migration are wrong.
"Hmm... I haven't heard the whole talk, but I think something in your energy migration is off."
The acolyte startles, looking to you, "But it's correct!" he protests, holding his paper tightly.
Sage Vul'lath nods minutely, "Surraruthru is correct. Planar energies do not migrate in a spiral or wheel pattern, despite how the planes are commonly depicted. You will study further and revise this thesis to correct for the mistake."
The gith acolyte's shoulders slump and he nods, "Yes, master," he says, sitting.
With a sidelong glance, "Wisdom appreciates the correction, but on what grounds do you interrupt my lesson?"
"Machos. I've received a reply. He wants to meet at Dowanger's Fancy in Arcadia. As he's a wanderer and the foremost source on information on Yugoloths, and you help med, I wanted to invite you to come. While I'm bargaining for something specific, there may be information he has that you would find more useful or interesting. Interested in coming?"
"Not at this time," With a slow expression that's almost a smile but not quite, "My acolytes have just begun their recitation of their monthly studies." He turns to them, "Surely none of you would benefit from more time, as you're all finished with well polished writings."
Somehow the acolytes all nod with a minimum of comments or expressions otherwise.
"If you say so. I'll let you get back to it, then."
Surraruthru takes wing and heads out to meet Kascha.
How are you getting there? A Gate spell, I presume?
Yeah. I haven't redone my spell list, but I can do the Gate spells. If I need to re-do my memorized spells, then we'll have to wait until tomorrow or Tuesday so I have more time to do it.
You shouldn't need them. Are there any super important changes you want to note in case of combat?
Not specifically, I guess. I've still got some combat spells memorized and there's always Wand.
The Dowager's Fancy stands in a perfect village, surrounded by flawlessly symmetrical farms in a glorious midday sun. The people here bustle about, occupied in one industry or another. On a glance they have the golden skin of aasimar or other celestial blooded and are creates of any and all races.
The building itself is a well made construction of timber, two stories tall and clean. Fresh white paint gleams on the logs that make up the building.
"Well, let's go in and find him."
With that, he takes flight towards the tavern.
Inside is a comfortable inn room. Full of tables, booths and a long bar. People of all types eat and drink here, but no sign of a titan. A creature that large would stand out, after all.
"Shall we sit and wait? A bit of food?"
"Oh yes," Kascha says, as you get a seat and settle in. You get a shepard's pie which is quite good, as well as a wedge of cheese on the side. It's good eating, but about halfway through, the door slams open. A figure strides in, uncaring his upper body bursts right through the door frame. "Hello friends!" The figure is far taller than a normal human, muscular and perfect. He has no imperfections, only light brown hair to his shoulders and a ready smile. He takes out a sack and throws great handfuls of gold coins onto the floor.
"For repairs and for everyone. Eat, drink and be merry on me!" Then he tosses a double handful of platinum coins behind the bar, "Barkeep, your finest liquors and food! Friends," he calls as people cheers his generosity, "I am Machos and a friend is meeting me here. Come forth, friend!"
Surraruthru sits up as tall as he can on the table and snaps his wings out.
"I am Surraruthru."
"Friend!" Machos comes on over to your table, gesturing absently at a nearby chair. It grows in size to accommodate him and he sits, "Let us eat and drink!" he declares, "Then we will talk!"
Surraruthru slides his shepard's pie in front of himself.
"I suggest this. It's quite good."
"Excellent! Waitress, a pan of that and a jug of your finest liquor!" he orders. He then turns to Kascha and grins, "Ah, a fair ghaele. You keep splendid company, for rarely do I see such a perfect flower before me."
Kascha blushes rather warmly, hands on cheeks and looking down, "Ah, ah..." she murmurs.
"A Faerie Dragon, no less. What an unexpected surprise, few of your kind leave the Prime." He sweeps his arm about, "Few grasp the adventures and the joys of the planes! Cheers to you, sir!"
Surraruthru bows as best he can and takes a draw from his near-by mug.
"Alas, sir. If you mean to steal Kascha away from me with flattery, we'll have to do battle. And even after that, you'll have to contend with Seira."
"I wouldn't dream of it. Such a battle would be an unfair rout." He grins and pauses to take his food, an entire pan of the shepard's pie. He takes a bite out of it like its a bar, pan and all. Another and another, metal and food consumed with equal vigor. He then chugs an entire bottle of - is that brandy? Yep, looks like it. He then wipes his mouth clean with the back of his hand. "Well, that was good. Let's talk outside, somewhere private." He stands up, going on out.
"Well... He's a boisterous fellow. Shall we?"
Saying so, Surraruthru takes a hop and lands on Kascha's shoulder.
"Uh huh. He's handsome, too," Kascha's smiling and blushing as you head outside - and up, the titan marching on thin air like it's a stairway. A good couple hundred feet up into the air, where the sun shine is all and everything below becomes smaller.
"To business," Machos says, followed by a loud burp, He pounds his chest, "Pardon, pardon. So Vul'lath sent you my way? How is the old bastard? Still not an offering to the lich queen or a lich himself?"
Surraruthru makes note of Kascha's blush, hoping to remember to mention it to Seira next time they speak.
"Not unless he's keeping it a secret as far as I know. But yes, he pointed me in your direction. He's quite well. Was holding a lecture on planar energies when we left. I offered for him to come, but, well..."
Surruarthru shrugs.
"Great. So you want information from me?" he asks, "Elaborate on what you want, friend!"
"I'm looking for a Yugoloth that fits a particular mold. One that stands out amongst the others in terms of lies, trickery, and illusions."
"That's like asking if one grain of sand in the desert stands out from others." But the titan's grinning, "I like it! That shows some guts, going for the almost impossible task. " He reaches out and thumps your shoulder, enough to jar both you and Kascha. "Anything else about this 'loth?"
"Hmm.. Possibly one that's hiding a significant truth, or whose defeat will reveal a truth? From what I gathered myself, the General of Gehenna seems to fit, but I don't know any specific information on him."
"I like it! The General of Gehenna is the biggest 'loth fish there is. Bigger than the Oinoloth, no less. Most of the daemons keep their heads down so low they're up their own asses, but the General's well known. The catch is that no one really knows much about him. He's THE threat, the apocalypse maker, the end. Between us and the wind, he's on a level with the greatest planar lords and deities. Go after him and you'd best be ready for a battle like nothing else, if you can even find him to confront him."
He claps his hands together now, a thunderous burst of noise. "Now you want someone a little more approachable, the new Oinoloth's a secret keeper. All going around as the Adversary and keeping that hood of his up. 'course, new or not, he'll still damned powerful. Heard he's recently been entangled in some sort of trouble in the Astral too, didn't work out for him."
A pause for him to scratch his nose. "But what no one knows, no one really knows, is that there's daemon rulers. Sneaky motherfuckers. You know the archangels of Elysium? If you do, same thing. The archangels stay hidden for good reasons, the daemon's rulers do it because they're monstrous dicks. The Oinoloth and the General of Gehenna are the public face of the daemons, but the private face is even uglier. Anyway, they call themselves Nether Lords or Inheritors of the Nether, or sometimes Lords of the Nadir. Even better, there's one who rules over secrets."
"That certainly sounds like it fits the bill..."
Surraruthru turns to Kascha.
"Does that sound like something Aurora can take on?"
Kascha considers, "If we get a straight shot at him, yes. That's the trick, isn't it?" She looks to the titan, who nods.
"If you think you can just walk up and get a fair fight against the daemon of secrets, you're stupider than a barbazu," The titan laughs again, "I can give you some pointers if you have some good lore to give to me."
"I'm up for a trade, certainly. We'll have to put some resources into finding a way to get at this guy, though."
"Then tell me some useful lore," The titan says, spreading his arms out, "Hit me with your most profound secrets of Creation! Show me the arcana you have recovered from the minds of immortals and madmen! Stun me with your insight into the very workings of this world!"
"I have information on Lixer, Asmodeus, and Taelfagn.
Aurora has recently dealt a significant blow against Lixer. We've destroyed a number of his bases. One in Gehenna, one in Earth, and one in Void. The Gehenna base was likely the cause of the disturbance on Astral you mentioned before. During it, a significant amount of Gehenna was destroyed, and even more when we solved the problem it caused on Astral. He was running a number of experiments there..." Surraruthru goes on to describe, as best he can, the experiments Lixer conducted.
"He's also a powerful necromancer, and the Archdevil of Undeath, falling somewhere between an Archduke and a Lord of the Nine. He tends to possess things directly, running some of his power through these proxies. Aurora's destroyed at least two that I know of. He's got a rivalry with Orcus, which could be exploited since he's likely far stronger than Lixer, and we suspect that he and his sister Galsya have a fairly significant rivalry going, which could also be used. In addition to the loss of the bases and experiments, he's also had setbacks in Dis, losing an agent to Dispater's security."
"Iiinteresting. Diabolical gossip always plays well for lore," Machos says, smiling widely. "Everyone always wants to know who's betraying who, sleeping with who and manipulating who. It's Creation's grandest stage drama. Plus no matter who wins, you're glad they defeated the loser. There's not a likable soul down there."
"Yes. And if someone could engineer a way to increase the friction and start an internal fight... Better for everyone. Also, it seems Taelfagn and Lixer have been working together recently. I'm not sure if it's by Asmodeus' command or not, but nothing good can come of it. Considering how much the fate deities dislike Taelfagn, if someone could whisper in their ears about the little alliance, nipping at Lixer's forces after he lost his bases and his defeat at our hands... Well... Orcus or Glasya might take a shot him. If we're lucky."
"That's good lore," Machos claps his hands together, "Alright! So you want to know about the 'loth of secrets?"
"Yes. I'm trying to engineer a confrontation to draw out another entity. It specializes in revealing truths, illusions, and lies."
"His name is Secretus," The titan grins, "Almost as bad as Anthraxus. Those daemons have all the imagination of an ant. He resides in Niflheim somewhere, though even I don't know where. All I do know is that the passage to his kingdom is marked by six dead olive trees, each of which has an valeoloth hung from it."
"Hmm... Kascha, think that's enough to go off of?"
"It's a really good start," Kascha smiles warmly, "Thank you! I think we can find out more from there, and the location of the portal to his realm is even more important. Six valeoloths is something we can find."
"Yes, thank you Machos. You've been a big help. Hopefully it will lead us to a powerful ally and the defeat of a powerful Yugoloth. And many others."
"Good luck," Machos says to you, before starting to fly off.
Anything else to do here?
Not that I know of.
Fantastic. What's your next move then?
Head back, rope some peeps into helping find this entrance, and working on my other to-dos. Those being the Grove and the Living Vault.
Who do you want to take with you?
I was planning to try some research and divination before I head off. If nothing else, I'll have to check with others to see who would be best suited to take.
Sure, describe what you're doing.
Surraruthru heads back to the library, ready to dive in and look for any lore regarding Secretus or sightings of six valeoloths hanging from trees, trying to come up with a bit more detailed information to go off of before he tries any divination.
K:P check then with the +15 library bonus. Go ahead and list any other boosters and roll.
> roll 1d20+34+15 K:P/Library
<Serith> Iddy roll for Serith < 69 > [d20=20]
There is little of such a yugoloth. Only allusions at best, to a lord of secrets, hidden in the grove of six. The hung ones, where the path to all mysteries lie. The place where the sacrifice of your neck opens the way to others. Screeds from madmen claiming that the only key to secrets is to make yourself a secret, cross yourself out and remove yourself in the most direct way. Hate. So much hate. Books bound by charms and wards against evil, the names of holy deities written on them to hold the vile words within at bay. Whispers, the desire to remove. Warnings that the past is what they say it is, not what it was. With secrets come the ability to change anything unknown. The loss of knowledge makes everything mean whatever you want it to mean.
What is reality when you hide it all? In shadows you all become whatever the shadow master wishes. Of course, the only way to obtain that power is to make secrets only you know. Two people can keep a secret if only one is alive. Destroy the records. Burn the books. Slaughter those who know. Offer them to he who must not be named. They will be consumed now and forever, destroyed to the last and your secrets safe. In that comes power, the power to control all. Offer it to the hanging of the six, atop Lost Precipice. Make the sides of the mountain run with the blood of those who know.
Niflheim. The Lost Precipice. You tear away from the books with a shudder, sick and exhausted. Your pulse races, your heart thunders in your chest. A mountain. Yes, a mountain, the Lost Precipice. You know now.
Surraruthru shivers, snapping his wings as he takes flight, looking for Sage Vul'lath.
He's found deep in the library with Elder Magi Tepen. They're looking over some sort of grand diagram, a blue print on a paper about 20ft long and 10ft tall, spread out over a huge table.
Surraruthru lands on the edge of the table.
"You're both here, good. Do you have a moment?"
He asks this while eyeing the blueprint.
It looks like some sort of complex...thing. You aren't sure offhand.
K:A if you're studying the blue print.
"Yes?" Sage Vul'lath says, with a slight sigh.
"Chin up," Tepen chides, "We're all here in the service of the Crusade. What do you need?"
> roll 1d20+34 K:A
<Serith> Iddy roll for Serith < 40 > [d20=6]
"I've met with Machos and gotten a lead on who to target to try and engineer the appearance of the Sword of Myr. I did some research on what have gave me, and I have... concerns. This seems to be a being who has knowledge and secrets sacrificed to it in exchange for power of lost knowledge..." Surraruthru relates all he found to them.
"This seems a fairly significant endeavor. Can you think of anything I missed in my interpretation or things to prepare before I try this?"
The two exchange a look, with Sage Vul'lath dryly saying, "I believe he's one of my picks."
"Mystra's mercy, he is." Tepen says. "Surraruthru, never mind that, it's not important. Your interpretation seems apt. What are you planning to try, for such a being shouldn't be lightly trifled with."
Surraruthru looks confused at their comments. "What does that mean? One of your picks?"
Then he shakes his head and gets back on topic.
"I'm planning to try and force a confrontation between Secretus and myself... and whoever wants to help me... to force the Sword of Myr to appear. Everything I've discovered about the sword indicates that something like Secretus is exactly what it's been created to fight against and it's preferred foe. If we can get it to appear, and win it's allegiance, it will be an *extremely* potent weapon against our enemies. And it's a task from Seira."
"A bet, nothing more," Tepen says. "In that case, the best advice I can give you is to bring powerful allies. You're going into the teeth of a yugoloth's defenses."
"What was the bet? Do you have any suggestions on who to bring with me?"
"To who would first bring an apocalyptic threat to us," Tepen says, a hint of sheepishness.
"Those who are strong and can stand against the daemons. Holy champions of great strength. Those who will face what the daemons are and stand firm."
Surraruthru grunts at this. "Very well, I'll go asking. Thank you for your input."
Who are you planning on asking?
Don't really know yet. Going to have to go through the characters and see which I think would be most useful. I'll put a list together tonight/tomorrow.
Okay, lemme know when.
So, I kinda wanna use some chars that haven't been seen in a while. Vivanthia, Dana, Ebony, Crystal, Mirajane, and Kascha are on my list, but I'm not sure who to cut and who not to.
Could invite some PCs as well, assuming you don't get sucked into this growing quest about the sickening fey.
Suggestions? I'm not entirely sure who's suitable.
Well, Jaela's always good at smiting evil. Tryll and Calleigh are good if you want psionic ooomph. Afina's a good fighter/mage but she's going to be tied up in that fey arc for sure. Moore as well there.
Moore and Jaela are good choices. One or two NPCs?
Sure, up to you there.
Hmm.. Jaela, Moore, Surraruthru, Kascha, and Vivanthia?
Okay, set up another part in light of Moore and Jaela being off on another quest. Tryll's a possibility as well, though that one's wholly up to you and Yuth.
How about Surraruthru, Tryll, Vivanthia, Kascha, and Ebony or Crystal. Haven't seen Crystal do much of anything, so if you want to get her out and about, feel free to. Also brings Hope into it, and two faerie dragons dealio.
Crystal's going with the other thread. That leads Surraruthru, Tryll, Vivantha, Kascha and Ebony. That sounds like a fine party anyway, if bard heavy. Waiting for confirmation with Yuth that he's on board with this.
Bard heavy kind of fits. They tend hold access to a lot of knowledge, and if we're going up against a dude of lost knowledge, I sorta feel like it'll come into play a bit.
I am on the board.
Fantastic.
Everyone gathers in Aurora's courtyard. Vivantha's head is bowed as she waits, lost in her own thoughts. Ebony stands and strums her harp, gaze faraway as she prepared. Kascha's pacing back and forth, writing in her book all the while.
Go ahead and set yourselves up and we'll get this rolling.
[spoiler]
Vivantha
HP: 318/318
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5)
Bonuses:
Negative Conditions:
Resources Used:
Kascha
HP: 271/271
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5)
Bonuses:
Negative Conditions:
Resources Used:
Ebony
HP: 256/256
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5)
Bonuses:
Negative Conditions:
Resources Used:
---
Spell-Like Abilities
3/day-darkness, hallucinatory terrain, knock, light. 1/day-charm person, speak with animals, speak with plants. Caster level 23rd. The save DCs are 21 + spell level.
Vivantha casts as a 20st level bard (caster level 23rd).
[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort Speech, Hideous Laughter, Mimicry.
[7/day]2: Caterwaul, Harmonic Chorus, Shatter, Sonorous Hum, Sound Burst.
[7/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening Blast, Hymn of Praise, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.
Always active: Mind Blank, Superior Resistance.
Spell-like abilities
At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning, prismatic spray, wall of force. Caster level 23rd. The save DCs are 17 + spell level.
Kascha casts as a 21st level wizard. (Caster level 24th for spells with the fire descriptor; caster level 23rd for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.
[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Superior ResistanceSC, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Empowered Maximized Enervation, Mass Heal, Twinned Greater Fireburst, Empowered Righteous Smite, Wish
[2/day]10: Celestial ValorHome, Energy ImmunityHome, Quickened Greater Dispel Magic, Seira's Unicorn ApocalypseHome
Ebony casts as an 23rd level bard. (Caster level 27th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[4/day]7: Heal, Rain of EmbersBoED(1d2 str drain), True Seeing, Vision.
Frost - Frostburn.
SC - Spell Compendium.
Ebony casts as a 22nd level sorcerer. (Caster level 26th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[7/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[7/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[4/day]10: Planet DefenderHome, Unseen NeedleHome
Calleigh is lounging atop Kascha's head, deftly not falling off as Kascha moves.
Tryll is, for once, not misty. Instead, he is curled up at Ebony's feet in an impressively detailed disguise of an astral dragon, about the size of a large dog.
Tryll
HP: 237
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Greater Mage Armor (CL 5), Magic Circle Against Evil (CL 24)
Passive Effects: Incorporeal, Hide Mind
PP: 601
Calleigh
HP: 118
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Greater Mage Armor (CL 5)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion
Psicrystal
HP: 118
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Greater Mage Armor (CL 5), Magic Circle Against Evil (CL 24)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
Surraruthru wings in and lands in the middle of the group, giving the 'dragon' a curious and then mildly distasteful look. Had to be the big dragon on the block, didn't he?
"Alright, I'm going to put some spells on us, so if anyone has questions, hold until after."
Buff spells cast now, everyone gets these:Level 3:
Greater Magic Armor: (Spell Compendium, p. 136), CL 24, Duration 24 hours, This spell functions like mage armor (PH 249), except that it requires no material component and its tangible field of force provides a +6 armor bonus to Armor Class.
Level 7:
Energy Absorption: (Complete Mage, p. 103), CL 27, Duration 27 hours/expended, The subject gains resistance 10 against all five energy types: acid, cold, electricity, fire, and sonic. As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack. The subject gains immunity to any energy types used in that attack (but only for that attack), and also heals a number of points of damage equal to 1/2 the damage the effect would normally have caused.
Buff spells now, Surraurthru only:Level 10:
Energy Immunity: CL 27, Duration 24 hours, This abjuration grants a creature complete protection against damage from whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The spell protects the recipient's equipment as well. Choosing cold.
Pre-combat buffs, everyone, later/minute:Level 1:
Shield: CL 27, 27 minutes, It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the shield spell for cover.
Level 2:
Resist Energy x5:(Player's Handbook v.3.5, p. 272) CL 27, Duration 270 minutes, grants resistance 30 to energy type
Level 4:
Ray Deflection: (Spell Compendium, p. 166), CL 27, Duration 27 minutes, For the duration of the spell, you are protected against ranged touch attacks, including ray spells and ray attacks made by creatures. Any ray attack directed at you is automatically reflected harmlessly away.
Stoneskin: (Player's Handbook v.3.5, p. 284), CL 27, Duration 270 Minutes, The subject gains damage reduction 10/adamantine. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Iron Bones: (Spell Compendium, p. 125), CL 24, Duration 240 minutes, The creature gains a +6 natural armor bonus to AC.
Level 5:
Draconic Might: (Draconomicon, p. 111), CL 24, Duration 24 minutes, The subject of the spell gains a +5 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects.
Level 6:
Greater Heroism: (Player's Handbook v.3.5, p. 240), CL 24, Duration 24 minutes, the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
Level 7:
Spell Turning: (Player's Handbook v.3.5, p. 282), CL 27, Duration 270 minutes/expended, Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The DM secretly rolls the exact number. When a spell is turned, the DM subtracts its level from the amount of spell turning left.
Level 10:
Celestial Valor: CL 27, Duration 27 minutes, Each target of this spell gains a +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. This does not stack if the weapon already has the holy special property.
Pre-combat, everyone, later/roundLevel 7:
Might of the Planetar: CL 24, Duration 24 rounds, You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. You gain a slam attack that inflicts 2d8 + 1.5 times your Strength modifier. You gain the benefits of the blind-fight and power attack feats as well.
Pre-combat, Surraruthru, later/round:Level 11:
Epic Mage Armor: This spell is identical to mage armor, except that it grants a +20 armor bonus to armor class.
Stat Block:Surraruthru
HP: 296
AC: 38
Touch AC: 17
Active Effects: Greater Magic Armor (CL 24), Energy Absorption (CL 28), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Energy Immunity (Cold) (CL 24)
Passive: Improved Evasion, Diamond Body
Large dog is still technically Small. You're probably the size of a Great Dane. We're size-twins, bro!
"Thanks!" Calleigh says, staring over the top of Kascha's hair to look at what she's reading...and mostly failing.
Dragon-Tryll waggles its tail, but stays on the ground.
Surraruthru looks the group over.
"Well, any questions? Vivanthia, Ebony, Tryll?"
"One," Ebony says, looking up, "Do we have a plan to escape if things go wrong? We know little of this fiend and less of what powers it can bring to bear. I fear not my death in itself, but I dread that it may be able to capture our souls."
[spoiler]
Vivantha
HP: 318/318
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL24), Energy Absorption (CL27)
Bonuses: Resistance 10 to all elements, immediate action to use it to nullify one elemental attack.
Negative Conditions:
Resources Used:
Kascha
HP: 271/271
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL24), Energy Absorption (CL27)
Bonuses: Resistance 10 to all elements, immediate action to use it to nullify one elemental attack.
Negative Conditions:
Resources Used:
Ebony
HP: 256/256
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL24), Energy Absorption (CL27)
Bonuses: Resistance 10 to all elements, immediate action to use it to nullify one elemental attack.
Negative Conditions:
Resources Used:
---
Spell-Like Abilities
3/day-darkness, hallucinatory terrain, knock, light. 1/day-charm person, speak with animals, speak with plants. Caster level 23rd. The save DCs are 21 + spell level.
Vivantha casts as a 20st level bard (caster level 23rd).
[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort Speech, Hideous Laughter, Mimicry.
[7/day]2: Caterwaul, Harmonic Chorus, Shatter, Sonorous Hum, Sound Burst.
[7/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening Blast, Hymn of Praise, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.
Always active: Mind Blank, Superior Resistance.
Spell-like abilities
At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning, prismatic spray, wall of force. Caster level 23rd. The save DCs are 17 + spell level.
Kascha casts as a 21st level wizard. (Caster level 24th for spells with the fire descriptor; caster level 23rd for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.
[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Superior ResistanceSC, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Empowered Maximized Enervation, Mass Heal, Twinned Greater Fireburst, Empowered Righteous Smite, Wish
[2/day]10: Celestial ValorHome, Energy ImmunityHome, Quickened Greater Dispel Magic, Seira's Unicorn ApocalypseHome
Ebony casts as an 23rd level bard. (Caster level 27th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[4/day]7: Heal, Rain of EmbersBoED(1d2 str drain), True Seeing, Vision.
Frost - Frostburn.
SC - Spell Compendium.
Ebony casts as a 22nd level sorcerer. (Caster level 26th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[7/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[7/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[4/day]10: Planet DefenderHome, Unseen NeedleHome
[/quote]
"I personally don't, but it sounds a grand idea to have one. Ideas?"
"We can do little to plan," Kascha pipes up, frowning and holding her hands to her chest, "How can we when we head into a great unknown? All we can do is have faith in ourselves and faith in those that guide us."
"I do fear that normal means will fail us when we need them," Vivantha quietly adds. "If this Secretus is so secluded, I doubt his realm is an open book to teleport into or out of."
"Where ARE we going, anyway?" Calleigh asks.
Vivantha glances over at Surraruthru, "...you invited them and you didn't tell them?" she asks, rather quietly, a hint of disbelief.
"Ahem," Kascha interjects with a light cough. "To the realm of a hidden daemon that thrives on lost knowledge and secrets. We seek to provoke him and cause a lost magical sword to appear in our hour of need, somewhat similar to how the Sword of the Moon aided us."
"Oh. So we're bait for a sword?"
"I hadn't had the chance to, no. But yes, we're trying to lure out the Sword of Myr. It's an intelligent artifact that specializes in combating illusions and revealing the truth. From what I've been able to discover, it's being hunted or running from something, and looking for someone who can use it and keep it safe. If we can get it, and put it in the right hands, it'll be a powerful ally.
Secretus is a powerful yugoloth that specializes in forgotten knowledge. He resides somewhere in Hades and the entrance to his realm is marked by six trees with valeoloths hanging from them."
"That's promising," Ebony murmurs, "So our entire plan is a hope and a prayer?"
Calleigh makes a face as Tryll dissolves into mist. "Blech. Hades. Okay. Let's go save a sword."
Whoops, missed this.
Ready to move on, all? If so, where precisely are you gating to?
I honestly have no idea. I was going to try and get someone to do some divination to try and help find a solid starting point.
Okay, cool. What sort of divinations?
Tryll can cast Divination!
By all means go for it.
Tryll casts Divination!
What are you asking, precisely?
How to get peace in the Middle East. Precise location of the entrance to Secretus' super secret squirrel dungeon realm entrance.
Tryll gets the following answer: Find the Weeping Olives and head north, north, north.
Precise location of the Weeping Olives.
Welcome to K:P land, please roll to learn more.
requesting 1d20+27 roll
[13:40] <Nephrite> roll 1d20+27 for Tryll
[13:40] <Rei-chan> Nephrite rolled : 1d20+27 for Tryll --> [ 1d20=2 ]{29}
I'll stop rolling for you.
Doesn't ring a bell for Tryll.
That's why I was Divining it.
Oh, do you mean you were then diving the Weeping Olives? Wasn't clear. If so, say so and I'll resolve that.
Saying so, yep.
The Weeping Olives lie in Niflheim.
The spell provides enough for a location in your mind. Straightforward enough there.
Off we go to Niflheim, which has nothing to do with Nibelheim.
Okay, just waiting on Iddy to confirm, since he mentioned divinations and he may want to run additional ones. I'll try and get you two on a run tonight.
Sorry I wasn't able to post, work was short handed and I didn't have time to even look at my phone, much less my computer. About the only additional Divination I'd ask for is if there's anything additional we need to prepare to ensure our escape or survival.
On a different note, I had planned to get all this done, but it just sorta happened faster than I honestly thought it would, so sorry about not having this ready for you both.
Okay, who's casting it?
So like I said for the third time, I'm the one casting it.
Can you tell I was out of it this weekend?
To this divination you get no response. Just bad luck, you can tell it failed.
You know when a divination fails by bad dice luck and that just happened.
Can I try again?
Nope, same caster on the same topic uses the same dice. Another caster can try the same question, though.
Bummer, man.
Quite. Is anyone else gonna try that same divination or are y'all finally ready to move on?
I'm not. I'm good to move on.
Let's roll, then. TO NIFFLERHEIM!
From here, it's a gate to the glooms. You stand in thick gray fog. Shadowy, obscured and withered trees are all around you. It's hot and humid, the mists clinging to you like a second skin. You're sweating the moment you step through.
Go ahead, y'all.
"Bleh." Calleigh says, "Again. North, right?"
"Yes. And then north, and north."
Surraruthru takes to the air, gaining altitude and trying to get a scouting advantage.
"North, north, north. North until we see the fog no more," Vivantha softly sings, taking to wing and following Surraruthru. Ebony follows Calleigh, while Kascha lingers towards the rear.
The visibility's terrible with the fog. 100ft at most, often less. Everything's a thick mess of fog, hiding most everything. It'll be slow going for sure.
Surraruthru keeps going with the group, slightly above them.
Okay then, moving you on.
> roll 1d100+20
<Serith> Kotono roll for Serith < 103 > [d100=83]
> roll 1d100+20 subtables
<Serith> Kotono roll for Serith < 23 > [d100=3]
You wander in fog for perhaps twenty minutes. The ground is pockmarked and broken, not a single blade of grass or living plant seen. You wander about it as...
Listen checks. If you have any special senses like blindsight or whatever, note them and the distance as well.
> roll 1d20+31 Listen
<Serith> Iddy roll for Serith < 41 > [d20=10]
I have Scent, I dunno if that counts. Darkvision, too.
<DarthSquiddius> roll 1d20+24 Tryll Listen
<Serith> DarthSquiddius roll for Serith < 38 >12 [d20=14]
<DarthSquiddius> roll 1d20+15 Calleigh
<Serith> DarthSquiddius roll for Serith < 29 >12 [d20=14]
Tryll & Calleigh both have Darkvision 60 ft, no other detection abilities active. Keep in mind that Calleigh is granting everyone Magic Circle Against Evil at all times.
> roll 1d20+30 Listen Vivantha
<Serith> Kotono roll for Serith < 36 > [d20=6]
> roll 1d20+34 Listen Kascha
<Serith> Kotono roll for Serith < 39 > [d20=5]
> roll 1d20+32 Listen Ebony
<Serith> Kotono roll for Serith < 40 > [d20=8]
You can all hear it, loud thumps from the northwest. Something far ahead, making noise - no, lots of something. Sounds like grunts and pounding footsteps. At least 100ft away since that's where visibility fades out entirely, perhaps further.
"Warband?" Calleigh mutters, "In Hades? Is that a thing?"
Surraruthru drops down to the others, speaking quietly.
"Our fight against Secretus is going to be a hard one. Should we try to avoid these... whatever they are? Or use the fog to launch an ambush?"
Vivantha lands as well, readying her crystal echoblade. Ebony steps back, words to a spell on her lips, while Kascha drops into a light stance with her sword. "Whichever we choose, we must be swift about it. They approach quickly."
"We should fight," Ebony murmurs, "We can retreat if it is troublesome and smite the unworthy."
Surraruthru nods and readies his spells to buff the others as needed.
Planning to cast some pre-combat buffs here, but I don't know how much time I have. Should I just list all the ones I intend to cast, or just like one or two?
Calleigh gives Ebony a tiny thumbs-up, cheerful grin a stark contrast to the gloom around them. "We're here to fight evil and stuff, so we might as well!"
First one, Surraruthru. There will be more after that since you're locked into this course of action now.
Surraruthru calls on his magic, sending it through the Tapestry!
Greater Heroism: (Player's Handbook v.3.5, p. 240), CL 24, Duration 24 minutes, the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). It's 20 HP to all.
As you prepare, you see them. About 80ft ahead now, a great mass of mostly hidden, misty brutes. They're big and muscular, with big claws and long, pointy noises. They seem twisted somehow and are a pale gray color. They're coming right at you - and whew, Surraruthru can tell they reek.
Init plus any K:A checks you may wish to make to identify them.
[spoiler]
Vivantha
HP: 318+20/318
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear.
Negative Conditions:
Resources Used:
Kascha
HP: 271+20/271
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear.
Negative Conditions:
Resources Used:
Ebony
HP: 256+20/256
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear.
Negative Conditions:
Resources Used:
---
Spell-Like Abilities
3/day-darkness, hallucinatory terrain, knock, light. 1/day-charm person, speak with animals, speak with plants. Caster level 23rd. The save DCs are 21 + spell level.
Vivantha casts as a 20st level bard (caster level 23rd).
[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort Speech, Hideous Laughter, Mimicry.
[7/day]2: Caterwaul, Harmonic Chorus, Shatter, Sonorous Hum, Sound Burst.
[7/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening Blast, Hymn of Praise, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.
Always active: Mind Blank, Superior Resistance.
Spell-like abilities
At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning, prismatic spray, wall of force. Caster level 23rd. The save DCs are 17 + spell level.
Kascha casts as a 21st level wizard. (Caster level 24th for spells with the fire descriptor; caster level 23rd for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.
[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Superior ResistanceSC, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Empowered Maximized Enervation, Mass Heal, Twinned Greater Fireburst, Empowered Righteous Smite, Wish
[2/day]10: Celestial ValorHome, Energy ImmunityHome, Quickened Greater Dispel Magic, Seira's Unicorn ApocalypseHome
Ebony casts as an 23rd level bard. (Caster level 27th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[4/day]7: Heal, Rain of EmbersBoED(1d2 str drain), True Seeing, Vision.
Frost - Frostburn.
SC - Spell Compendium.
Ebony casts as a 22nd level sorcerer. (Caster level 26th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[7/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[7/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[4/day]10: Planet DefenderHome, Unseen NeedleHome
[/quote]
> roll 1d20+12 Init
<Serith> Iddy roll for Serith < 24 > [d20=12]
> roll 1d20+34 K:A
<Serith> Iddy roll for Serith < 51 > [d20=17]
<Serith> DarthSquiddius roll for Serith < 55 > [d20=17]
Remember Vivantha's +2 to init aura.
> roll 1d20+10 Vivantha
<Serith> Kotono roll for Serith < 23 > [d20=13]
> roll 1d20+14 Kascha
<Serith> Kotono roll for Serith < 33 > [d20=19]
> roll 1d20+10 Ebony
<Serith> Kotono roll for Serith < 17 > [d20=7]
> roll 1d20+6 ????
<Serith> Kotono roll for Serith < 23 > [d20=17]
Init is Kascha (33) > Surraruthru (24) > Vivantha = Baddies (23) > Ebony (17)
Yuth, waiting on inits from you.
My init doesn't include Vivanthia's aura modifier.
<DarthSquiddius> roll 1d20+6+2 Tryll Init
<Serith> DarthSquiddius roll for Serith < 23 > [d20=15]
<DarthSquiddius> roll 1d20+7+2 Calleigh
<Serith> DarthSquiddius roll for Serith < 10 > [d20=1]Tryll
HP: 237
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7) Magic Circle Against Evil (CL 24), Greater Heroism (CL 24)
Passive Effects: Incorporeal, Hide Mind
Bonuses: +15 Armor (stops incorporeal), +4 morale to attack rolls, saves and skill checks. Immunity to fear.
PP: 601
Calleigh
HP: 118
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7) Magic Circle Against Evil (CL 24), Greater Heroism (CL 24)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion
Bonuses: +15 Armor (stops incorporeal), +4 morale to attack rolls, saves and skill checks. Immunity to fear.
Psicrystal
HP: 118
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7) Magic Circle Against Evil (CL 24), Greater Heroism (CL 24)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Bonuses: +15 Armor (stops incorporeal), +4 morale to attack rolls, saves and skill checks. Immunity to fear.
Psi-like ability (Ectoplasmic Shambler): Ready
Init is Kascha (33) > Surraruthru (26) > Tryll = Vivantha = Fiendish Trolls (23) > Ebony (17) > Calleigh (10)
Kascha opens.
The creatures are trolls. From the odd changes on them, they're likely fiendish or otherwise tainted by evil. Makes them a little tougher, but both Surraruthru and Tryll know they aren't a true threat, unless they're remarkably strong by troll standards.
Kascha quickly advances 30ft, coming to within 50ft of the beasts. She gestures with a sweep of her arm, a rainbow spray of color engulfing the trolls.
Prismatic spray SLA.
> roll 1d8 Prismatic spray
<Serith> Kotono roll for Serith < 3 > [d8=3]
80 points of electricity damage, Reflex for half. SR but she can't fail the roll so no point. She minces up spell resistance but good.
> roll 1d20+14 Reflex
<Serith> Kotono roll for Serith < 30 > [d20=16]
The prismatic spray leaves the trolls twitching and thrashing as they try and dodge, lightning striking them as the hoard advances. Yes...about a half dozen of them, all advancing ahead at you.
Surraruthru, go.
[spoiler]
Vivantha
HP: 318+20/318
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear.
Negative Conditions:
Resources Used:
Kascha
HP: 271+20/271
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear.
Negative Conditions:
Resources Used:
Ebony
HP: 256+20/256
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear.
Negative Conditions:
Resources Used:
---
Spell-Like Abilities
3/day-darkness, hallucinatory terrain, knock, light. 1/day-charm person, speak with animals, speak with plants. Caster level 23rd. The save DCs are 21 + spell level.
Vivantha casts as a 20st level bard (caster level 23rd).
[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort Speech, Hideous Laughter, Mimicry.
[7/day]2: Caterwaul, Harmonic Chorus, Shatter, Sonorous Hum, Sound Burst.
[7/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening Blast, Hymn of Praise, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.
Always active: Mind Blank, Superior Resistance.
Spell-like abilities
At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning, wall of force. Caster level 23rd. The save DCs are 17 + spell level.
Kascha casts as a 21st level wizard. (Caster level 24th for spells with the fire descriptor; caster level 23rd for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.
[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Superior ResistanceSC, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Empowered Maximized Enervation, Mass Heal, Twinned Greater Fireburst, Empowered Righteous Smite, Wish
[2/day]10: Celestial ValorHome, Energy ImmunityHome, Quickened Greater Dispel Magic, Seira's Unicorn ApocalypseHome
Ebony casts as an 23rd level bard. (Caster level 27th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[4/day]7: Heal, Rain of EmbersBoED(1d2 str drain), True Seeing, Vision.
Frost - Frostburn.
SC - Spell Compendium.
Ebony casts as a 22nd level sorcerer. (Caster level 26th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[7/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[7/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[4/day]10: Planet DefenderHome, Unseen NeedleHome
[/quote]
Surraruthru calls on his magic to form a deadly fog to envelop the Trolls!
Cloudkill: DC 23, 24 minute duration. 1d4 Con damage/round, Fort halves.
> roll 1d20+21 unfortunately trolls are really good at fort
<Serith> Kotono roll for Serith < 38 > [d20=17]
> roll 1d4 halve this
<Serith> Kotono roll for Serith < 1 > [d4=1]
The small pack of trolls resist it - they barely seem bothered by the gas at all as they continue to charge on ahead. You can hear them sound battlecries now, claws out as they rush Kascha.
Tryll, Vivantha and trolls are up. Go Tryll.
Aww, Willim would have been so excited.Six explosions of fire appear amidst the trollish group, flames eating hungrily at them.
Manifesting twinned Energy Barrage
3 7d6 each manifesting, total of 6
PP Cost: 25
DC 28 Reflex halves, each creature must make a save for each blast it's caught in per power text.
<Serith> DarthSquiddius roll for Serith < 21 >12 [d6=1,5,5,2,4,1,3]
<Serith> DarthSquiddius roll for Serith < 26 >12 [d6=5,3,5,5,2,1,5]
<Serith> DarthSquiddius roll for Serith < 21 >12 [d6=6,4,5,1,2,1,2]
<Serith> DarthSquiddius roll for Serith < 18 >12 [d6=2,5,3,4,1,2,1]
<Serith> DarthSquiddius roll for Serith < 29 >12 [d6=6,6,5,4,1,2,5]
<Serith> DarthSquiddius roll for Serith < 24 >12 [d6=1,3,4,5,5,3,3]Tryll
HP: 237
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7) Magic Circle Against Evil (CL 24), Greater Heroism (CL 24)
Passive Effects: Incorporeal, Hide Mind
Bonuses: +15 Armor (stops incorporeal), +4 morale to attack rolls, saves and skill checks. Immunity to fear.
PP: 576
Calleigh
HP: 118
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7) Magic Circle Against Evil (CL 24), Greater Heroism (CL 24)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion
Bonuses: +15 Armor (stops incorporeal), +4 morale to attack rolls, saves and skill checks. Immunity to fear.
Psicrystal
HP: 118
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7) Magic Circle Against Evil (CL 24), Greater Heroism (CL 24)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Bonuses: +15 Armor (stops incorporeal), +4 morale to attack rolls, saves and skill checks. Immunity to fear.
Psi-like ability (Ectoplasmic Shambler): Ready
I'm largely streamlining the saves for the sake of speed and easy running, in the same way that I'm treating them as one creature for most things.
> roll 1d20+14 Reflex
> roll 1d20+14 Reflex
> roll 1d20+14 Reflex
> roll 1d20+14 Reflex
<Serith> Kotono roll for Serith < 34 > [d20=20]
> roll 1d20+14 Reflex
> roll 1d20+14 Reflex
<Serith> Kotono roll for Serith < 24 > [d20=10]
<Serith> Kotono roll for Serith < 21 > [d20=7]
<Serith> Kotono roll for Serith < 19 > [d20=5]
<Serith> Kotono roll for Serith < 19 > [d20=5]
<Serith> Kotono roll for Serith < 17 > [d20=3]
Each blast of fire rips into the fiendish trolls - burning them deeply, but oddly lightly in places. Overall they're maimed, crying out as they burn. Three of them fall, while the other half turn and begin to retreat into the fog and out of sight.
Free act for the moment. If you want to pursue or whatever, feel free.
"I say we kill them all. If we're going to do fight them, we should wipe them from existence."
"Yeah, but chasing them into the fog could be dangerous!"
Kascha turns back, "They're fleeing in bad order," Kascha says, "But the fog makes pursuit hard. They're also only trolls. The survivors have the message."
"Still," Ebony murmurs, "Eliminate them all and there are three less to attack other travelers here."
"It's Hades." Calleigh points out. "It's not like it's a popular sight-seeing destination."
"Perhaps. We do need to retain as much power as we can for the real fight. Let's continue North, then."
"Works for us!"
> roll 1d100+20
<Serith> Kotono roll for Serith < 104 > [d100=84]
> roll 1d100+20 subtables
<Serith> Kotono roll for Serith < 69 > [d100=49]
You wander for another half hour. Ahead the fog parts slightly, revealing the shadow of a tall building ahead.
"Ominous!" Calleigh observes.
Surraruthru eyes the building, looking for any hints of it's purpose or defenses.
"Does anyone know any lore about such a place?"
It's too foggy to tell from here. You'd have to get closer.
"We'd need a better look," Kascha confirms a moment later, "How can we tell when we can barely see it?"
"Let's approach, then."
You approach closer. It looks to be an old, multistory inn. Dilapidated, broken. Holes in the roof, a door barely on the hinges, a faded sign with a drawing of grapes on it. You can hear noise inside, something that sounds almost like words.
Surraruthru whispers to the others, "Should we sneak up?"
Asking this, he prepares to move as quietly as possible to a hole in the structure that would give him an elevated position.
"It can't be anything good," Vivantha murmurs, "Not in this realm. Should we even go in?"
"Stopping it won't be any different than stopping the trolls? We're here to defeat evil, no?"
"Surraruthru's right," Ebony says, "But perhaps our motives would be better accomplished with a more direct assault. This mist is thick, but not thick enough to put out a burning building."
"Hmm.. I don't have any fire spells memorized. I could put an entanglement spell on the door, though."
"Surraruthru!" Kascha gasps, a hand to her mouth. She then smiles and lowers it, "You think I don't have any fire spells memorized? I'm Seira's student, of course I have fire spells memorized! I can do it if you can't."
"Well, should we move close enough to at least hear what they're saying? There is a chance, however small, that they're not hostile."
"Anything's possible," Kascha says, dubiously. "This is Hades. I hardly expect some innocents to be talking in a place like this!"
"No, he's right," Vivantha murmurs, "Haste is the father of folly. Someone should sneak ahead and discern the purpose of this place."
"We can scout it out before we go in." Calleigh offers. "We're good at hiding!"
"Let's do this then. While it's unlikely, they could be here for a mission like we are. Calleigh, please go verify their evil-ness."
Okay then. Calleigh and/or Tryll, describe how you're approaching and all that stuff.
Incorporealness allows us to hide inside walls. We'll travel through the walls, peeking out just a little bit here and there to get a view of what's going on. Detect Evil & Detect Psionics will be active, as well as Read Thoughts. We'll know if we're spotted.
Okay, you're taking reasonable actions to hide, so make Hide checks in case someone's in a position to see you.
<DarthSquiddius> roll 1d20+25+4 Tryll
<Rei-chan> DarthSquiddius rolled : 1d20+25+4 Tryll --> [ 1d20=2 ] {31}
<DarthSquiddius> roll 1d20+29+4 Calleigh
<Rei-chan> DarthSquiddius rolled : 1d20+29+4 Calleigh --> [ 1d20=9 ] {42}
Note that Read Thoughts should tell me when people are looking in our direction, we'll stay in the walls at those times. Even with shitty rolls, this should be relatively easy. Mind-reading, yo.
It's not hard to peek in. Inside is pitch black, only your darkvision allowing you to see anything. A small, cramped bar room. It's filled with hooded and robed figures, nothing visible. They talk in strange words you understand nonetheless. Each voice is identical, a man's flat voice.
"353?" One asks.
"No," A second says.
"5952?" One asks again.
"No," A third says.
"563682?" One asks again.
"No," The second says.
"54?" One asks again.
"Yes." The third says.
Any documents or otherwise visible? Read Thoughts picking up anything when the figure says yes?
Whatever the hell they are, they aren't showing up to it. They may be immune somehow or other - mind-affecting immunity's most likely - or something here's stopping it.
No documents are visible. The tables are bare.
Anything else in the building? Any reaction at all to the yes answer?
Plenty more, this is just one room.
You watch further. At the yes, all of the men silently nod to one another. Knives are drawn and they walk to the far side of the room, through a wall that doesn't seem solid to them at all.
Let's investigate that wall! Is it magical?
It radiates magic, yes. Make Spellcraft.
<Serith> DarthSquiddius roll for Serith < 62 > [d20=18]
Sk-blam.
It's a wall that becomes passable when solid creatures try to walk through it.
Looking for surprises, traps, & rubber chickens.
Tryll investigate the wall closely before attempting to look beyond it.
Search check then.
Requesting roll 1d20+15
[20:36] <@Ebiris> roll 1d20+15 for Yuth
[20:36] <Serith> Ebiris roll for Serith < 27 > [d20=12]
Thanks Eb
There are no traps around the wall, at least that Tryll finds.
Tryll peeks through, ready to flee if spotted.
Ahead is a room. Dwarves hang here, over a dozen on meat hooks. The robed men slice strips of flesh off with small knives, silently working away. The dwarves all scream, cry and thrash, but they do not make a single sound. Lying on the floor is a massively bloated dwarf, tremendously fat. He lies there with his mouth held open by iron wiring, looking hungrily at the strips of flesh being cut off the other dwarves.
what the fuck where do you come up with this shit
Detect Psionics is up, is the silencing effect area-wide or is it on each individual dwarf? Also tell me everything about everything in this room. Magic, psionics, everything.
Spellcraft/Psicraft, Tryll.
<Serith> DarthSquiddius roll for Serith < 57 > [d20=13]
There is an enchantment making the room silent. Feast.
Beyond that, there is magic wrapped around those knives. Dark magic of sacrifice, weapons drenched in so much blood they have become magical. They are my faithful servants.
Finally, the deeds in this room have drenched it with magic. The room calls for blood. Craves it. Wounds will not stop bleeding here. The hour draws close. Amen!
what kind of dwarves are these?
Wordlessly, Calleigh retraces their path into this room and back to the others. Tryll remains behind.
K:Local since they're humanoids.
<Serith> DarthSquiddius roll for Serith < 33 > [d20=11]
They're all stock standard dwarves, near as you can tell. They keep busy slicing while Tryll stays behind silently, while Calleigh returns to the others. "Well?" Vivantha asks, ever so quietly.
"Okay so there were a bunch of robed figures inside counting and we noticed that a wall wasn't really reall and when we went past it to scope it out there were a bunch more robed guys in a silenced room cutting up dwarves on meathooks and it looks like they're going to feed them to a big fat dwarf inside so Tryll sent me out here to get you guys so you can help us beat up the bad guys!"
Ebony's face twists into a grimace, "Evil reveals its hate. We will purify it." Come.
Vivantha pales, a hand to her mouth as she holds in a gasp. She looks visibly ill, "Why? Why such a thing?" Come.
Kascha's eyes narrow, "Seira," she murmurs, "Guide our magic here and protect us. We go into the den of evil and shall stand against it." Come, my blessed children.
"We're sneaky, but you guys can't be sneaky like we can. When you go on, it's gonna kick off the big fight. Tryll will try to bring down the silence, so unless you don't want him to, expect it to get real loud and horrifying real fast." Calleigh nods. "It's pretty icky in there."
"I can't cast spells with the silence up. I can still fight, since I've been trained as a Monk, but I won't be able to magic anything. I can cast spells on us before we go in, though, if we want to keep the silence."
"I see it as doing no good," Ebony says, "We come to bring the light of the dawn and justice. Let them know we approach."
Vivantha is quieter, "I can provide silence, but working around it does hamper our own magic."
Surraruthru nods.
"We bring it down, then. Freeing these dwarves from torture is something everyone in Aurora would want. Let's do our best to get them out and back. Aurora's becoming a half-way house, it seems."
"Lead on," Kascha says to Calleigh.
Calleigh gives a cheerful thumbs-up, heading off with the group in tow. "I can always pop off a Silence or two if we need it. Save your spells. I have WANDS!"
Surraruthru follows, readying his spells to increase everyone's combat abilities.
You approach the building. The mist clings thickly to it, like a wet blanket. There is a door you could open if you cared to.
Current distance between Calleigh & Tryll?
You'd estimate 50ft, though there's the door and walls between the two of you. Maybe a bit less.
Awesome. Communication is love.
Tryll backs out of the room he's in, examining the room before the door.
How many, and what's their placement? The power of incorporeality and telepathy is perfect understanding of unit placement tactics.
It's the room you came into, where the robed men were speaking numbers and yes/no.
Quote from: Anastasia on July 20, 2016, 01:43:55 PM
It's not hard to peek in. Inside is pitch black, only your darkvision allowing you to see anything. A small, cramped bar room. It's filled with hooded and robed figures, nothing visible. They talk in strange words you understand nonetheless. Each voice is identical, a man's flat voice.
"353?" One asks.
"No," A second says.
"5952?" One asks again.
"No," A third says.
"563682?" One asks again.
"No," The second says.
"54?" One asks again.
"Yes." The third says.
So three? You said they filled the room. If there's only three, that's a tiny room.
There's more than that, just the only three who said anything.
Okay, so as I said:
Quote from: Yuthirin on July 22, 2016, 02:12:12 AM
How many, and what's their placement?
You seem oddly reluctant to comply.[/i]
Whoops, missed that answering your other question.
They're all about the room, the dwarves hanging in no particular pattern. They're usually no more than 10ft apart or so.
Okay. That's good, but it's not what I'm talking about. The first room, with the counting hooded figures. That's the room I'm looking into right now. How many are there, where are they, and are they aware of what's going on outside?
At the moment none, since they all went into the room to help cut up dwarves.
That's what I wanted!
Communication is exchanged.
"Okay, so there's nobody in the first room. They've all joined the weird dwarf cutting thing they've got going on. The good news is that they're in the silenced room, and probably don't know we're coming. We'll get the drop on them. Ready to move in?" Calleigh relays to the rest of the group.
"Ready," Kascha confirms, the other two ladies are nodding.
Go ahead y'all, lead this and we'll go from there.
Iddy, see forum PM.
Calleigh heads carefully inside, incorporeal in case of traps!
Iddy's at work so this probably won't move much 'till after that.
"Let me give everyone some assistance, first."
Surraruthru chants out words of power and focuses power into the Tapestry, surging magic into everyone.
Level 5:
Draconic Might: (Draconomicon, p. 111), CL 24, Duration 24 minutes, The subject of the spell gains a +5 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects.
Level 7:
Spell Turning: (Player's Handbook v.3.5, p. 282), CL 27, Duration 270 minutes/expended, Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The DM secretly rolls the exact number. When a spell is turned, the DM subtracts its level from the amount of spell turning left.
Level 10:
Celestial Valor: CL 27, Duration 27 minutes, Each target of this spell gains a +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. This does not stack if the weapon already has the holy special property.
As an aside, do natural weapons gain the holy stuff? Also, don't forget you have to roll for spell turning.
Surraruthru
HP: 296
AC: 38+4+4
Touch AC: 17
Active Effects: Greater Magic Armor (CL 24), Energy Absorption (CL 28), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Energy Immunity (Cold) (CL 24), Draconic Might (CL 24), Spell Turning (CL 27), Celestial Valor (CL 24)
Passive: Improved Evasion, Diamond Body
+8 vs. Fear, +4 attack rolls, +4 damage, +4 saving throws
Done.
Not to your natural weapons since they don't count as weapons in the sense the spell references, but your monk attacks do count since they have a special exception written into them.
[spoiler]
Vivantha
HP: 318+20/318
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
Kascha
HP: 271+20/271
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
Ebony
HP: 256+20/256
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
---
Spell-Like Abilities
3/day-darkness, hallucinatory terrain, knock, light. 1/day-charm person, speak with animals, speak with plants. Caster level 23rd. The save DCs are 21 + spell level.
Vivantha casts as a 20st level bard (caster level 23rd).
[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort Speech, Hideous Laughter, Mimicry.
[7/day]2: Caterwaul, Harmonic Chorus, Shatter, Sonorous Hum, Sound Burst.
[7/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening Blast, Hymn of Praise, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.
Always active: Mind Blank, Superior Resistance.
Spell-like abilities
At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning, wall of force. Caster level 23rd. The save DCs are 17 + spell level.
Kascha casts as a 21st level wizard. (Caster level 24th for spells with the fire descriptor; caster level 23rd for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.
[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Superior ResistanceSC, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Empowered Maximized Enervation, Mass Heal, Twinned Greater Fireburst, Empowered Righteous Smite, Wish
[2/day]10: Celestial ValorHome, Energy ImmunityHome, Quickened Greater Dispel Magic, Seira's Unicorn ApocalypseHome
Ebony casts as an 23rd level bard. (Caster level 27th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[4/day]7: Heal, Rain of EmbersBoED(1d2 str drain), True Seeing, Vision.
Frost - Frostburn.
SC - Spell Compendium.
Ebony casts as a 22nd level sorcerer. (Caster level 26th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[7/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[7/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[4/day]10: Planet DefenderHome, Unseen NeedleHome
[/quote]
[/quote]
Calleigh heads in!
Okay, are you guys going to rush in there and attack? If so, go ahead. Otherwise say what you're doing.
I figured we would execute Operation: Surprise Round and wreck face early. Thoughts, Iddy?
Sounds like a solid op.
Alright, rock on. Serve up. As soon as the rest are passing through the wall, I'm dropping the hammer on the silence effect. Roll for dispel?
Go for it.
Just to get this rolling, I'll go ahead and do the dispel check. I was going to roll for Yuth, but I didn't see any listings for the roll for it on his sheet, so I'll go with my own check.
Surraruthru creeps forward, calling on his own power and attempts to shatter the Silence effect!
Reaving Dispel: DC 27:
> roll 1d20+25 Reaving Dispel
<PlushieIthea> Iddy roll for PlushieIthea < 41 > [d20=16]
Sound returns all at once. The screams of dwarves. The wet slicing of flesh. The endless gnashing of teeth from the robed and hooded men. A constant grind, teeth on teeth on teeth. The sound of so many teeth. Chewing on each other. Biting. Devouring. They turn and you can see within their hoods now. Mouths. Mouths on mouths, devouring each other. Creatures of teeth, lips, tongue and blood. So much blood. Blood now and forever. Dripping like grease from cooking meat, trickling down their bodies.My gift to you, my blessed children, to eat forever!
Will saves, all. Immunity to mind-affecting protects you.
Rest of the group is up for the surprise round after that.
> roll 1d20+28+4 Will Save
<PlushieIthea> Iddy roll for PlushieIthea < 37 > [d20=5]
Everyone, including Iddy, has Mind Blank.
Fantastic. Go Tryll+Calleigh.
Oh boy, surprise round! Tryll first!
Two horrid burst of noise wash over the hooded figures, exploding in their ranks, yet leaving the dwarves and the party untouched.
Manifesting Twinned Ataxia
PP Cost: 25
Augmented: +2 DC
Save DC: Fort DC 30
Effect -6 to attack, skill, ability rolls, -1d4 dex. Halved if saved. Null if immune to sonic or lacking a body.
I'm assuming I saw some evidence of a body here in our sneakiness, like hands or shadow of a face or something. As long as it has some sort of anatomy, I'm fine here.
Also, SR: <Serith> DarthSquiddius roll for Serith < 43 > [d20=16]
Dex damage: <Serith> DarthSquiddius roll for Serith < 4 > [d4=4]
<Serith> DarthSquiddius roll for Serith < 4 > [d4=4]
> roll 1d20+18
<Serith> Kobrb roll for Serith < 24 > [d20=6]
> roll 1d20+18
<Serith> Kobrb roll for Serith < 32 > [d20=14]
Failed the first save and passed the second. Roll for additional malady.
<DarthSquiddius> roll 1d100
<Serith> DarthSquiddius roll for Serith < 6 > [d100=6]
<DarthSquiddius> roll 1d4+1
<Serith> DarthSquiddius roll for Serith < 5 > [d4=4]
<DarthSquiddius> FIVE ROUNDS OF BLINDNESS YO
The shriek makes all the mouth-men cry out. Stop, struggle, scream. The slicing of flesh is replaced by otherworldly shrieks as...
Calleigh?
Calleigh takes shots with her very tiny shortbow!
<DarthSquiddius> roll 1d20+28+4 magic/holy/evil outsider bane
<Serith> DarthSquiddius roll for Serith < 33 > [d20=1]
<DarthSquiddius> roll 1d20+23+4 magic/holy/evil outsider bane
<Serith> DarthSquiddius roll for Serith < 29 > [d20=2]
<DarthSquiddius> roll 1d20+18+4 magic/holy/evil outsider bane
<Serith> DarthSquiddius roll for Serith < 41 > [d20=19]
Two hits.
I miscalculated that. +4 to each attack due to modifiers. 3 hits?
First was a natural 1, so no. In the future, just roll damages and I'll sort it out rather than us waiting a day on each other.
<Serith> DarthSquiddius roll for Serith < 20 > [d2=2][d6=2,6]
<Serith> DarthSquiddius roll for Serith < 20 > [d2=2][d6=4,4]
Arrows fly, peppering one of the mouth-men. They cry as sweet smoke rises from the wounds instead of blood. It brings to mind a barbecue, smoking meat making the air fragrant and tempting. Let me show you the world I promise for you, my blessed children!
Kascha merely points at the creatures as she rushes in, a burst of lightning spreading amid them in great, connecting arcs.
Chain lightning.
> roll 1d20+29 spell resistance Kascha
<Serith> Kotono roll for Serith < 36 > [d20=7]
> roll 1d20+15 Reflex vs DC 23
<Serith> Kotono roll for Serith < 25 > [d20=10]
Several amid them are shocked, lightning traveling through the men. The scent of cooked meat grows stronger, as Ebony follows. She bows her head into prayer, whispering in Celestial, "Saint Alicia, intervene and open the door to the heavenly light." All around her and spreading like a tidal wave is brilliant light, which makes the torturers scream anew, clutching at where their eyesockets should be.
Blinding light. Provides illumination and blinds evil creatures within it.
Vivantham eanwhile rushes inside, touching the leg of one of the wounded, tormented dwarves, injuries healing.
> roll 3d8+15
<Serith> Kotono roll for Serith < 24 > [d8=2,3,4]
Okay, init here, y'all.
[spoiler]
Vivantha
HP: 318+20/318
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
Kascha
HP: 271+20/271
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
Ebony
HP: 256+20/256
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27), Blinding Light (CL22)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
---
Spell-Like Abilities
3/day-darkness, hallucinatory terrain, knock, light. 1/day-charm person, speak with animals, speak with plants. Caster level 23rd. The save DCs are 21 + spell level.
Vivantha casts as a 20st level bard (caster level 23rd).
[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort Speech, Hideous Laughter, Mimicry.
[7/day]2: Caterwaul, Harmonic Chorus, Shatter, Sonorous Hum, Sound Burst.
[6/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening Blast, Hymn of Praise, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.
Always active: Mind Blank, Superior Resistance.
Spell-like abilities
At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-wall of force. Caster level 23rd. The save DCs are 17 + spell level.
Kascha casts as a 21st level wizard. (Caster level 24th for spells with the fire descriptor; caster level 23rd for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.
[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Superior ResistanceSC, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Empowered Maximized Enervation, Mass Heal, Twinned Greater Fireburst, Empowered Righteous Smite, Wish
[2/day]10: Celestial ValorHome, Energy ImmunityHome, Quickened Greater Dispel Magic, Seira's Unicorn ApocalypseHome
Ebony casts as an 23rd level bard. (Caster level 27th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[4/day]7: Heal, Rain of EmbersBoED(1d2 str drain), True Seeing, Vision.
Frost - Frostburn.
SC - Spell Compendium.
Ebony casts as a 22nd level sorcerer. (Caster level 26th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[7/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[6/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[4/day]10: Planet DefenderHome, Unseen NeedleHome
[/quote]
[/quote]
[/quote]
Need the following rolls:
1d20+6 Tryll
1d20+7 Calleigh
Plus any other bonuses that are ambient around us.
[19:19] <@Ebiris> roll 1d20+6 tryrll
[19:20] <Serith> Ebiris roll for Serith < 24 > [d20=18]
[19:20] <@Ebiris> roll 1d20+7 calleigh
[19:20] <Serith> Ebiris roll for Serith < 22 > [d20=15]
+2 from Vivantha.
Init
Tryll: 26
Calleigh: 24
> roll 1d20+12+2 Init
<Serith> Iddy roll for Serith < 22 > [d20=8]
> roll 1d20+10 Vivantha
<Serith> Kotono roll for Serith < 11 > [d20=1]
> roll 1d20+14 Kascha
<Serith> Kotono roll for Serith < 16 > [d20=2]
> roll 1d20+10 Ebony
<Serith> Kotono roll for Serith < 17 > [d20=7]
> roll 1d20+6 Mouth-men
<Serith> Kotono roll for Serith < 11 > [d20=5]
Initiative is Tryll (26) > Calleigh (24) > Surraruthru (22) > Ebony (17) > Kascha (16) > Vivantha = Mouth-Men (11)
Open Tryll.
On a scale of 1-10, how are those dwarves looking? Gonna die any second or can they probably wait until after combat?
They're fairly torn up and bad looking. More details with a Heal check.
I can throw out Naeys' Life Font on my turn.
Works for me. I'll blast instead.
The mist condenses and two green rays blast out to strike two of the hooded figures!
Manifesting Twinned Disintegrate
PP Cost: 17
Fort DC 26 reduces damage
Requesting rolls to hit on touch AC
1d20+20+4+4
1d20+20+4+4
Requesting rolls to beat SR
1d20+25+2
1d20+25+2
[22:02] <@Ebiris> roll 2#1d20+20+4+4
[22:02] <Kobot> Ebiris rolled 2#1d20+20+4+4 --> [ 1d20=1 ]{29}, [ 1d20=5 ]{33}
[22:02] <@Ebiris> roll 2#1d20+25+2
[22:02] <Kobot> Ebiris rolled 2#1d20+25+2 --> [ 1d20=1 ]{28}, [ 1d20=11 ]{38}
One hit due to a natural 1 on the attack roll, but the second one beats SR.
> roll 1d20+18 vs 26 Serith
<Serith> Kotono roll for Serith < 23 > [d20=5]
Failure, so get to your damage rolls already.
<Kobot> DarthSquiddius rolled 22d6 --> [ 22d6=95 ]{95}
Dunefar hates fun. He might be a lizard person clearly thinks I rolled too well.
<Kobot> DarthSquiddius rolled 22d6 --> [ 22d6=68 ]{68}
Just declare your dicebot in the future, when there's more than one in there. Anyway.
A single one of the robed men is hit, a good chunk of its middle gone. Mouths on mouths snap inside, chewing at the now empty space as that one staggers and falls to a knee. The smell of sweet meat fills the air even stronger than before, as...
Calleigh, go.
"That's real icky." Calleigh points out, shooting the mouthy guy with holy arrows.
<Kobot> DarthSquiddius rolled 1d20+28+4+4+2 --> [ 1d20=6 ]{44}
<Kobot> DarthSquiddius rolled 1d20+23+4+4+2 --> [ 1d20=8 ]{41}
<Kobot> DarthSquiddius rolled 1d20+18+4+4+2 --> [ 1d20=15 ]{43}
"You think?!" Vivantha calls back to Calleigh, as she peppers the wounded one with three arrows.
All hit.
<Serith> DarthSquiddius roll for Serith < 23 >12 [d2=1][d6=5,3]
<Serith> DarthSquiddius roll for Serith < 23 >12 [d2=1][d6=5,3]
<Serith> DarthSquiddius roll for Serith < 21 >12 [d2=1][d6=3,3]
"Well ya, that's why I said it."
The arrows plunge into the wounded horror before you, which collapses and dissolves into sweet smoke. The others are still reeling from the assault of sound and power as...
Surraruthru is up. Go.
Surraruthru calls on his magic to open a conduit to the Positive Energy Plane, hoping to help the dwarves and the others!
Casting Naeys' Life Font. CL 24, 24 rounds.
Everyone gains:
* 5d8+20 temporary hit points. The affected creature cannot go above double its normal hit point total from this spell or other effects as long as this spell is in effect.
* The benefits of a restoration spell.
* Immunity to energy drain and resist energy(negative energy) 50 points.
> roll 5d8+20 temp HP
<Serith> Iddy roll for Serith < 37 > [d8=3,2,7,3,2]
Initiative is Tryll (26) > Calleigh (24) > Surraruthru (22) > Ebony (17) > Kascha (16) > Vivantha = Mouth-Men (11)
Ebony stands within, glowing with overwhelming light. She gestures as her fingers twist, producing a ray of blue-white cold that slams into another of the horrors before you. "Begone!"
> roll 1d20+39 touch AC (+4 greater heroism, +4 celestial valor)
<Rei-chan> Kotono rolled : 1d20+39 touch AC (+4 greater heroism, +4 celestial valor) --> [ 1d20=15 ]{54}
> roll 1d20+22 vs SR
<Rei-chan> Kotono rolled : 1d20+22 vs SR --> [ 1d20=15 ]{37}
> roll 22d6
<Rei-chan> Kotono rolled : 22d6 --> [ 22d6=75 ]{75}
Another of the hooded creatures is struck, frozen solid. It stops moving altogether, glued in place to the floor by patches of ice. Meanwhile Kascha steps in, greatsword in hand as she swings at the nearest of Father's spawn. Harvest them, slaughter and feast!
> roll 1d20+37 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo
<Rei-chan> Kotono rolled : 1d20+37 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo --> [ 1d20=15 ]{52}
> roll 1d20+32 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo
<Rei-chan> Kotono rolled : 1d20+32 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo --> [ 1d20=20 ]{52}
> roll 1d20+32 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo crit really?
<Rei-chan> Kotono rolled : 1d20+32 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo crit really? --> [ 1d20=13 ]{45}
> roll 1d20+27 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo crit really?
<Rei-chan> Kotono rolled : 1d20+27 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo crit really? --> [ 1d20=20 ]{47}
> roll 1d20+32 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo crit really?
<Rei-chan> Kotono rolled : 1d20+32 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo crit really? --> [ 1d20=18 ]{50}
> OOC: -5 to that since I uparrowed wrong.
> roll 1d20+22 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo crit really?
<Rei-chan> Kotono rolled : 1d20+22 (+4 celestial valor, +4 greater heroism) Kascha you're attacking in melee stop what are you doing nooooooo crit really? --> [ 1d20=13 ]{35}
> roll 2d6+11+2d6+1+1+1+1
<Rei-chan> Kotono rolled : 2d6+11+2d6+1+1+1+1 --> [ 2d6=9 2d6=10 ]{34}
> roll 4d6+22+2d6+2+2+2+2
> roll 4d6+22+2d6+2+2+2+2
<Rei-chan> Kotono rolled : 4d6+22+2d6+2+2+2+2 --> [ 4d6=19 2d6=4 ]{53}
<Rei-chan> Kotono rolled : 4d6+22+2d6+2+2+2+2 --> [ 4d6=11 2d6=9 ]{50}
> roll 2d6+11+2d6+1+1+1+1
<Rei-chan> Kotono rolled : 2d6+11+2d6+1+1+1+1 --> [ 2d6=7 2d6=6 ]{28}
Stunningly, they are cut down like wheat before the scythe. She goes through hers like a tornado and cuts into the next, the creatures reeling and savaged by her. As Vivantha continues to heal the wounded dwarf, the survivors cry out and vanish, gone on the wings of magic.
Free act, not rolling healing since the dice don't matter here.
[spoiler]
Vivantha
HP: 318+20/318
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
Kascha
HP: 271+20/271
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
Ebony
HP: 256+20/256
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27), Blinding Light (CL22)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
---
Spell-Like Abilities
3/day-darkness, hallucinatory terrain, knock, light. 1/day-charm person, speak with animals, speak with plants. Caster level 23rd. The save DCs are 21 + spell level.
Vivantha casts as a 20st level bard (caster level 23rd).
[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort Speech, Hideous Laughter, Mimicry.
[7/day]2: Caterwaul, Harmonic Chorus, Shatter, Sonorous Hum, Sound Burst.
[5/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening Blast, Hymn of Praise, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.
Always active: Mind Blank, Superior Resistance.
Spell-like abilities
At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-wall of force. Caster level 23rd. The save DCs are 17 + spell level.
Kascha casts as a 21st level wizard. (Caster level 24th for spells with the fire descriptor; caster level 23rd for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.
[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Empowered Maximized Enervation, Mass Heal, Twinned Greater Fireburst, Empowered Righteous Smite, Wish
[2/day]10: Celestial ValorHome, Energy ImmunityHome, Quickened Greater Dispel Magic, Seira's Unicorn ApocalypseHome
Ebony casts as an 23rd level bard. (Caster level 27th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[4/day]7: Heal, Rain of EmbersBoED(1d2 str drain), True Seeing, Vision.
Frost - Frostburn.
SC - Spell Compendium.
Ebony casts as a 22nd level sorcerer. (Caster level 26th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[6/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[6/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[4/day]10: Planet DefenderHome, Unseen NeedleHome
[/quote]
[/quote]
[/quote]
[/quote]
Manifesting Divination: Where the fuck are the dwarves?
Clarification: The surviving horrors, not the hanging dwarves or the fat one.
Tryll immediately links himself with the hanging dwarves, studiously ignoring the fat one for now. The linked dwarves are then suffused with temporary health.
"Healing Tryll will heal the dwarves!" Calligh crows.
Manifesting Affinity Field and Vigor.
Affinity Field PP 17
Vigor PP 15
The dwarves gain 75 temp HP, along with Tryll.
Ebony comes over and touches Tryll until it takes, a heal spell going through him and the dwarves. Meanwhile, the fat one groans and calls hoarsely, "More...more! More!" He looks around, eyes heavily dilated and bloodshot. "More food!"
[spoiler]
Vivantha
HP: 318+20/318
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
Kascha
HP: 271+20/271
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
Ebony
HP: 256+20/256
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Greater Heroism (CL24), Draconic Might (CL24), Spell Turning (CL27), Celestial Valor (CL27), Blinding Light (CL22)
Bonuses: +4 morale to attack rolls, saves and skill checks. Immunity to fear, +4 enhancement to natural armor, immunity to sleep and paralysis, spell turning, +8 sacred vs fear and emotion, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws.
Negative Conditions:
Resources Used:
---
Spell-Like Abilities
3/day-darkness, hallucinatory terrain, knock, light. 1/day-charm person, speak with animals, speak with plants. Caster level 23rd. The save DCs are 21 + spell level.
Vivantha casts as a 20st level bard (caster level 23rd).
[4/day]0: Daze, Ghost Sound, Lullaby, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Distort Speech, Hideous Laughter, Mimicry.
[7/day]2: Caterwaul, Harmonic Chorus, Shatter, Sonorous Hum, Sound Burst.
[5/day]3: Creaking CacophonySC, Cure Serious Wounds, Deafening Blast, Hymn of Praise, Sonic ShieldPHB2.
[6/day]4: Resonating BoltSC, Resonating ThunderCM, Shout, Thunder FieldPHB2, Voice of the DragonSC
[6/day]5: Body HarmonicSC, Channeled Sound BlastCM, Greater Dispel Magic, Mislead, Song of Discord.
[6/day]6: DirgeSC, Greater Shout, Sympathetic Vibrations, Symphonic NightmareSC.
Always active: Mind Blank, Superior Resistance.
Spell-like abilities
At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-wall of force. Caster level 23rd. The save DCs are 17 + spell level.
Kascha casts as a 21st level wizard. (Caster level 24th for spells with the fire descriptor; caster level 23rd for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.
[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Empowered Maximized Enervation, Mass Heal, Twinned Greater Fireburst, Empowered Righteous Smite, Wish
[2/day]10: Celestial ValorHome, Energy ImmunityHome, Quickened Greater Dispel Magic, Seira's Unicorn ApocalypseHome
Ebony casts as an 23rd level bard. (Caster level 27th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[3/day]7: Heal, Rain of EmbersBoED(1d2 str drain), True Seeing, Vision.
Frost - Frostburn.
SC - Spell Compendium.
Ebony casts as a 22nd level sorcerer. (Caster level 26th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.
[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[6/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[6/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[4/day]10: Planet DefenderHome, Unseen NeedleHome
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"Hmm.. This one is either insane or infected. If we release him, I think he's likely to run back to the cultists. If we take him to Aurora, he'll probably need to be isolated until we break him of it."
Kascha comes over, frowning deeply as she kneels next to him. He turns to her, the clack of his teeth slamming together as he tries to bite her. "The sin of gluttony made manifest, until the mind knows nothing of it. A victim or a brainwashed thrall I know not, but this cannot be allowed to stand."
"We can try emergency brain surgery!" Calleigh says.
"We can take them back to Aurora," Ebony says, going to help one of the dwarves off the hooks. All the hung ones are unmoving and out cold, though bodily healed. "We can sort things out there, and if needs must, deliver justice to the glutton."
"First, we burn this cursed place to the ground," Kascha speaks up, "We burn it until nothing's left."
"Yes, to Aurora. As much as I want that sword, this is more important. I can open a gate. Should I do so here, or outside?"
"Here, but one problem," Vivantha says, "I want to look first, ensure there are no more hostages or victims beyond this," she gestures, "Should we not?"
Surraruthru nods and begins searching for anything useful, survivors or otherwise!
Doing it alone or going to go with anyone else?
Whoever wants to help.
"I'll help," Vivantha says, as you begin to search. This room is full of hooks and dwarves. There's another door in the back that you find, mostly obscured and only found thanks to searching. Going through it, you find strips of flesh over smoky fires, the scent of the room entirely too appealing for what it is.
Another room past it. Freezing cold, the flesh laid out here to freeze solid. Here a chained dwarf is pinned against the wall, unclad. He looks up, a bloody mouth as you see him gnawing on his chest. He's thin to the point of starvation and he looks at you, ribs visible and no beard. You don't understand what he says, but he's staring at your bodies and drooling.
There's another door leading further along past this, too.
"That one is going to have to go with the glutton. Something was done to him, and he may be a danger until it's dealt with. He seems immobile for the moment, so let's continue looking."
Vivantha grimaces but continues on. The door leads up. A hallway like an inn's, with doors leading to rooms. Rooms full of food. Organs fill barrels, goblets of blood, meals laid out in flesh. You have to suppress a shudder of disgust, but your mind - perhaps it is a blessing your mind is properly warded and protected. You feel a surge of disgust, but it dies down after a few moments, smothered.Oh my blessed children, I've prepared a meal for you, for soon you will join me and we'll eat and eat until we can eat no more. I'll never let you be hungry again!
There's stairs at the far end of the hall. They go up higher in case you wish to explore more. I'm waiting, come closer my children!
"This is oddly inviting... I feel like we should have the others with us if we continue."
"No. No." Vivantha shakes her head, "This...this is a nightmare." She closes her eyes and looks away, "Let us leave and burn it to the ground, and let Niflheim keep whatever cursed things survive the inferno."
"If that's what you want. I won't push for it. Let's grab that dwarf and go back to the others. We still need to get back to Aurora, recover, and find Secretus."
"You guys good over there!?" Calleigh shouts at the pair. "Need help!?"
The two return, hearing Calleigh when they get back to the dwarf. He stares at you and lunges against his chains, trying to bite in vain.
"We endure," Vivantha calls.
"Long hallway, lots of food, inn style housing. Strange place. Also, another dwarf. I think he's corrupted like the glutton there."
Quick OOC prod, what's your plans here?
"Gross! Anything else?"
Tryll will collapse the building via Disintegrate to all corners if nothing else is left.
I've got Disintegrate and Hellball, but nothing else really suitable. Other than that, drag the dwarves out, open a gate, chuck them through.
How are you going to handle the fat dwarf and the biting dwarf?
Dunno. Rope and concussive force?
I can Decerebrate them. They'll live for 1d4 days after.
For obvious reasons, Kascha will just give you a disappointed look when you suggest that. Up to y'all, though.
What? A Heal spell will restore them just fine. It's really just an extended Stun where they might starve to death.
I don't have any way of lifting them, really. I mean, I guess we could throw a burger through the gate and see if they follow it? Or really, just open it, step through and ask for brawny help, and get people to carry them through?
It actually requires greater restoration or higher magic.
Kascha slowly sighs and frowns, "Really, we don't need to remove part of their brains. Just knock them out, or I'll use magic to put them to sleep."
"I don't have any sleep magic prepared."
Calleigh shrugs. "If you like!"
"I can take care of it," Kascha says, "That's what Mystra made wishes for, for when wizards guess wrong."
From here you get everyone out and out. Kascha sets the building ablaze while everyone escapes out, back to Aurora. It's so much brighter here, Water's flow refreshing after a short sojourn in Hades. Soldiers come to help the dwarves.
"Should we investigate the survivors now or wait until after we finish our journey?" Ebony asks. "Which is our priority?"
"We can probably help with any mental healing, but it may take a while. Brain surgery is an exact science, y'know." Calleigh says.
Surrarthru grunts.
"I'm reluctant to admit it, but the survivors should probably take priority. Stabilize the dwarves, then we'll continue."
Getting them all to the infirmary is easy enough. Balyss ends up overseeing them and keeps a close watch. After some spells and checks, "Physically they're as good as can be expected," she explains, "From what you told me, I suspect they've been frequently healed using magic. Mentally I can only pray Selune helps them." The Lunatic pats one bed where a dwarf rests, fast asleep. "I won't really know how deep the damage runs until I can talk to them. A few simple divinations suggest they're deeply traumatized. Fortunately, dwarves are hardy mentally as well as physically, so I have hopes they'll recover and can tell us more."
"Would music help? Songs of glory and victory over life's trials fortify many a soul." Ebony asks, taking out her harp.
"It shouldn't hurt at the very least," Balyss concurs, "Surraruthru, Calleigh, will you be staying for them to awaken?"
"There's not much I can do with the spells I have memorized, nor am I well versed in healing. I'd likely end up simply sitting off to the side. Instead, I may check in on the Hydras and prepare more spells."
"Very well. Calleigh?" Balyss asks.
"BRAIN SURGERY!" Large grin.
"Brain surgery." Balyss doesn't say it like a question, just a simple statement as she look at you. "How and why?"
"Psionics and why not?"
Balyss ever so gently exhales, a pause where she says nothing. Then, "I presume this will help them somehow?"
"Well, it helped Rosa deal with the thing she got infected with by Lixer. So maybe?"
"Alright then," Balyss says, stepping back.
What'cha trying, Tryll?
Psychic Chirurgery!
Cool. Which aspect of it?
Repair Psychic Damage in an attempt to repair psyche damage.
Tryll finds lots of psychic damage, repairing it as he goes. As he works, Elena appears, "Hi," she murmurs to the others, "Afina and Jaela are back, and they're talking about an attack on Lifasa and on Lixer. We'll be starting preparations on that soon, heads up."
"Ohh, we get to go back to Lifasa? We've been there before!"
Surraruthru lets his tail sway a bit at the news.
"Excellent. I'd have liked to obtain the Sword of Myr first, but time works against me on that. I will enjoy ripping the devils away from Lifasa, even if only a small part."
"Oh, Afina's back?" Kascha says, "I need to talk to her. Everyone, we need to rest and prepare now."
Okay, I'm going to pause this thread briefly while I get a grasp on what's happening and at what pace. This thread'll either resume or new threads will begin once that's sorted.
Okay, looks like there will be a short period of gathering things and setting things up before the attack. Anything y'all can do, probably within 2-3 OOC days? If not I have a few things.
Toss your stuff at me, but personally, only the Hydra thing comes to mind in that short period, and weaving some spider silk.
Okay, off to a new thread to sort out hydra stuff. Waiting on Yuth to drop his two cents in as well.
Sorry. OT is a jerk. Money is delicious.
I have no particular preferences. We haven't annoyed Vivantha yet, so we could do that?
Okay, off to a new thread.