"A dungeon, eh?" Finnegan says this as he stands outside of Cresea's cafe, arms crossed as Finnegan rests on the wall next to him. "You two know anything about this slaad?"
"My understanding is you can find more or less anything you want within the dungeons he creates, but they're all quite dangerous." Moore says. "I think we have enough tricks up our sleeves that we could get through with minimal problems, though."
"Haven't met a dungeon I can't handle," Finnegan says, grabbing his spear. "So it you and Surraruthru?"
"It seems, unless there are others who wish to join. Any thoughts on what we'll be facing in this dungeon? Fire? Acid? Cold? Sound? So I can prepare defensive spells appropriately."
"It's an invitation for three, so it'll just be us." Moore says. "I would expect a variety of things, really... both from a combat perspective as well as a puzzle perspective. I'll have my mask to look around for hidden things at least, so that should help."
"How are we on healing?" Finnegan asks, "Dungeons mean danger, and danger means injuries."
"I should be able to handle it. I'm not an expert, but I can do well enough and in a pinch I have some emergency spells we can use." Moore says. "I can also augment the power of healing easily enough. I think we'd be fine. Surraruthru, can you muster any healing magic?"
"I have a single healing spell. It would be unwise to depend on a wizard for healing."
"Well, you can summon things that can heal, right?" Moore asks. "Either way, I think it will be fine. Like I said, I have plenty of backup spells in case of emergencies."
"It'll have to do," Finnegan says.
Okay, prep for before you go? Going to get any supplies, buy things or whatever?
Make sure everyone uses the arch. I don't think there's anything else for us to do (famous last words).
Also stop by the chow hall for food. Heroes' Feast buff. I don't know the CL on that or if it's DM roll for the temp hp.
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Self Only Buffs:
Mind Blank, CL 25, 24 Hour Duration.
Epic Mage Armor, CL 25, 24 Hour Duration.
+20 armor bonus to Armor Class.Surraruthru
HP: 344/344
AC: 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Blur (Underwater), Freedom of Movement, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
CL on Heroes Feast is 20.
Soon all of you are ready...
Go ahead and set yourselves up.
[spoiler]
Finnegan
HP: 342/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
Resources Used:
Default Aurora boosts
Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Moore has his mask on and is wearing an appropriate adventuring outfit for this as gathers with the others outside Aurora.
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+4) (CL 24)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
HP: 277+16
AC: 47, 27 touch
24/24 Bardic music uses
Spells:
0th - 7/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 6/6
6th - 5/5
7th - 5/5
8th - 1/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 8/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Surraruthru sits next to Moore, having spread his magic between the group.
"I am ready, if you all are."
Surraruthru
HP: 344/344+12(Temp)
AC: 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Blur (Underwater), Freedom of Movement, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
"Ready," Finnegan says, Val in hand.
"All right!" Moore says with a nod as he takes out the invitation and reads it.
Reality shifts. A blurring of everything into nothing, then nothing into everything.
You sand in a simple, square room. The walls have recesses where wooden coffins lie, recesses layered from floor to ceiling. The air is stagnant and foul, thick with the choking scent of moldy rot. Here and there the ceiling sags down, water dripping from weakening stone. Patches of mold grow on the walls and there are small puddles on the floor here and there.
There's doors in each of the cardinal directions: north, south, east and west. Each door is made of thick if weathered wood, time decaying these as much as anything else.
Moore looks around with his enhanced vision. "Any preferred direction? I'd say north, but any of them is fine with enough preparation."
"Any one is fine," Finnegan looks up, "Is this a stonework crypt beneath water?" He looks up at the ceiling, "I'd be more worried about the roof giving."
"I think it's just a construct made to look that way. Of course, if you asked the slaad, I doubt he'd say." Moore does cast a quick detect magic at the north door to make sure there's no surprises lurking as he head that way.
Make a caster level check for detect magic.
[12:50] <Erad> roll 1d20+24
[12:50] <Kobot> Erad rolled 1d20+24 --> [ 1d20=6 ]{30}
I have detect magic at-will, so it's on, so I figured I'd roll for it too.
> roll 1d20+24 Detect Magic
<Serith> Iddy roll for Serith < 34 > [d20=10]
Moore can't detect any magic at all.
Surraruthru can detect magic.
Make Spellcraft, dragon-fairy-wizard.
> roll 1d20+36 Spellcraft
<Serith> Iddy roll for Serith < 50 > [d20=14]
There's an enchantment in place to block detect magic and similar efforts. You overcame it so should be able to work around it, but it'll make Spellcrafting harder. Nothing you can't handle generally, however.
The south door is also enchanted so as to be unopenable without a great deal of strength or magic.
"The north door is warded against detect magic. I should be able to work around it... South door is enchanted to be unopenable without a lot of strength or magic."
Quick clarification since yeah, forgot to be clear on that: The magic ward against detect magic isn't just door wide but is room wide and possibly more.
"I suppose it's no fun if a wizard just walks into your dungeon." Moore says with a laugh. "Well, if the south door is warded in such a way, it'd be a shame to barge right in. Although perhaps more treasure lies that way. Either way, whatever you all want to do is fine, you all have a say."
"I say we pick the south door."
Moore nods. "All right. Finnegan, would you care to try? I can bolster your ability if you're shy."
"Let me try the hard way first," Finnegan says, comingup and giving the door a kick.
> roll 1d20+8
<Rei-chan> Kotono rolled : 1d20+8 --> [ 1d20=10 ]{18}
No good, it doesn't budge at all. Finnegan says, "Let's try that, it's not going to go down to a simple kick."
"By all means, please succeed." Moore says with a smile, as his bolstering voice fills the chamber and invigorates even Surraruthru!
+14 to attack and weapon damage rolls and fear saves if it matters somehow in the next bit.
> roll 4#1d20
<Rei-chan> Kotono rolled : 4#1d20 --> [ 1d20=12 ]{12}, [ 1d20=16 ]{16}, [ 1d20=5 ]{5}, [ 1d20=19 ]{19}
Finnegan strikes the door over and over. Slowly it splinters, and only when Val touches it. His hardest punches don't do a thing, "Damned enchanted," Finnegan mutters, working on it steadily. The constant POUND POUND POUND is loud and constant.
"Perhaps we should have tried to dispel that part of things first." Moore suggests.
"Would be quicker and make less ruckus," Finnegan agrees.
"Surru, you seem to be able to manipulate the magic around here better than I can, why don't you try before that bursts?" Moore says with a gesture up.
Can I evaluate the strength of the magic on the door to determine what level dispel I need?
Sure. It's strong magic, so upper CL but not epic. Think 15-20 range most likely.
Surraruthru begins chanting out his spell, throwing his magical might at the spell on the door!
> roll 1d20+20 Greater Magic Dispel
<Serith> Iddy roll for Serith < 29 > [d20=9]
The magic on the south door unravels, dispelled safely.
Moore gestures for Finnegan. "I believe you had started the matter."
This time a firm kick knocks the door open. Ahead is a rather large, circular room. The far wall is nothing but a glass window. Outside you can see the swirling chaos of Limbo.
The floor is a pattern on it, of interlocking blue crescents and green spheres.
There's no doors in or out of the room, nor anyone in it.
Surraruthru inspects the pattern, suspecting it's a puzzle of sorts.
Moore has a look himself!
You can notice it's an eight-fold pattern, repeating if extremely erratically. The base of it is three spheres and five crescents, four crescents surrounding the two spheres with a fifth below them. However, this mutates throughout, positions changing along with the sizes of the spheres and crescents.
Moore will try to detect magic again!
[22:15] <Nephrite> roll 1d20+24 CL check if needed
[22:15] <Serith> Nephrite roll for Serith < 30 > [d20=6]
Take 10 for 47 on Spellcraft if there's anything there.
Moore once again detects no magic.
Surraruthru inspects the pattern with detect magic, trying to discern if the patterns have a flow of magic to them and how they might connect.
> roll 1d20+24 Seeing magic things
<Serith> Iddy roll for Serith < 32 > [d20=8]
Moore makes a face. "This is really getting annoying." He makes a mental note to get a permanent detect magic when he gets back.
Spellcraft, Surraruthru.
Meanwhile Finnegan stays on guard, turning to watch your flank. "Nice view," he remarks as you settle in.
> roll 1d20+36 Spellcrafting
<Serith> Iddy roll for Serith < 54 > [d20=18]
This pattern on the floor, if properly manipulated or with a magical key, can summon an object. It would either require one of the following means:
1. Discerning the pattern and managing to manipulate the magic direction (Spellcraft).
2. Fooling the pattern into working (Use Magic Device).
3. Having the magical key created to work the pattern.
"The pattern requires a key... I can't fool it... But I might be able to manipulate it... Give me a few moments..."
Surraruthru watches how the magic flows through the pattern for a few moments, trying to see the pattern of its flow, before trying to 'nudge' the magic into the right flows.
> roll 1d20+36 Spellcrafting
<Serith> Iddy roll for Serith < 52 > [d20=16]
The diagram on the floor comes alive, swirling about as if it was light on the surface of a lake. Around and around it goes!
> roll 1d100 low is good
<Serith> Kotono roll for Serith < 13 > [d100=13]
A mace clatters to the ground from above. Not just any mace, the head made of a huge spherical gemstone expertly cut, the nubs on the head pointy and sharp white gemstones. The handle is one great, long blue gemstone.
Surraruthru hops from one foot to the other, flapping his wings a bit in excitement.
"Excellent! First treasure of the day! Seems to be a good one, too. Hmm. I wonder what it does...."
Surraruthru inspects it with his Detect Magic, trying to discern it's magical endowments.
It's not magical at all.
"Well, it's not magical... But we can fix that! Moore, I have the Haversack, but would you like to carry it? Or should I?"
"I have one as well, so whichever one of us is fine." Moore says with a smile. "But congratulations, that must be a good sign."
"Way back's still clear," Finnegan calls, not turning back to all of you. "Find something good?"
"Mace of gemstones. Valuable... I like the way it shines."
Surraruthru slips it into his Haversack.
"Back the way we came, or do we want to check over this room for anything else?"
"I think this was it, unless we wanted to break out and into Limbo." Moore shakes his head. "I'd really rather not touch that window."
Surraruthru nods and heads back to the other door! Once there, he'll inspect it for magical effects just like the last.
To be clear, there's three other doors in the first room. You went into the south door, there's doors to the north, east and west you haven't opened.
I'll let Neph decide.
Moore picks the north door!
The door's locked - mundanely. You can hear the lock rattle as you try it.
"Well, I can't pick locks. Moore? Finnegan? Or I can try to melt the lock with acid."
"Let me try," Finnegan says, before giving this door a kick.
> roll 1d20+8
<Serith> Kotono roll for Serith < 14 > [d20=6]
Which doesn't pop it. He draws his spear, "Save yourself unless it's unlimited. A little force will see to it without expending your magic."
Moore nods and moves out of Finnegan's way!
A few good spear cracks break the lock and the door is opened.
No rolling since he can try again and there's no rush here.
The moment the door opens, a great big bear leaps out at Finnegan! Despite being over double the size of the door, it comes through cleanly and right at him!
Slaad y'all. Sometimes you open a door and get a bear to the face. Init.
Reminder that everyone gets +11 to init because of Moore's aura.
[23:16] <Nephrite> roll 1d20+31
[23:16] <Serith> Nephrite roll for Serith < 37 > [d20=6]
> roll 1d20+13+1 Init
<Serith> Iddy roll for Serith < 31 > [d20=17]
> roll 1d20+24 Finnegan
<Serith> Kotono roll for Serith < 26 > [d20=2]
> roll 1d20+6 bear
<Serith> Kotono roll for Serith < 10 > [d20=4]
Init is Moore (37) > Surraruthru (31) > Finnegan (26) > Bear (10)
Open Moore.
K:N can be made for bear details.
Take 10 for 47."Well, let's give them a good fight, then!" Moore calls out, bolstering everyone with musical fervor!
No words of creation right now, so +7 morale bonus to charm and fear and weapon damage and attack rolls.Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+4) (CL 24)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
HP: 277+5
AC: 47, 27 touch
24/24 Bardic music uses (1/3 left from Refrain)
Spells:
0th - 7/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 6/6
6th - 5/5
7th - 5/5
8th - 1/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 8/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Noted. Surraruthru.
Whoops, K:N check result was omitted. Let me fix that.
This is a dire bear. You know them well, but this one seems stronger. Tougher. It's an outright ursine murder machine, but it's still an animal who mauls its foes dead rather than a more sophisticated enemy.
I assume you know how a dire bear works and don't go into that. If you don't, say so and I'll brief you.
Surraruthru begins chanting, before launching a spell at the bear!
Orb of Force, CL 25.
> roll 10d6 Orb of Force
<Serith> Iddy roll for Serith < 35 > [d6=6,3,2,3,4,2,6,1,2,6]
Requires an attack roll, so make that.
> roll 1d20+28 Ranged Touch
<Serith> Iddy roll for Serith < 36 > [d20=8]
Your orb slams the bear right in the chest. Which is perfect for Finnegan, since it gives him just enough space to shorten his grasp on Val and bring it in for a series of close-range jabs.
> roll 1d20+47 (+1 tattoo, +2 Surraruthru, +7 Moore, -10 PA)
<Rei-chan> Kotono rolled : 1d20+47 (+1 tattoo, +2 Surraruthru, +7 Moore, -10 PA) --> [ 1d20=14 ]{61}
> roll 1d20+42 (+1 tattoo, +2 Surraruthru, +7 Moore, -10 PA)
<Rei-chan> Kotono rolled : 1d20+42 (+1 tattoo, +2 Surraruthru, +7 Moore, -10 PA) --> [ 1d20=7 ]{49}
> roll 1d20+37 (+1 tattoo, +2 Surraruthru, +7 Moore, -10 PA)
<Rei-chan> Kotono rolled : 1d20+37 (+1 tattoo, +2 Surraruthru, +7 Moore, -10 PA) --> [ 1d20=7 ]{44}
> roll 1d20+32 (+1 tattoo, +2 Surraruthru, +7 Moore, -10 PA)
<Rei-chan> Kotono rolled : 1d20+32 (+1 tattoo, +2 Surraruthru, +7 Moore, -10 PA) --> [ 1d20=17 ]{49}
> roll 1d8+57+1d8+57+1d8+57+1d8+57
<Rei-chan> Kotono rolled : 1d8+57+1d8+57+1d8+57+1d8+57 --> [ 1d8=7 1d8=5 1d8=7 1d8=2 ]{249}
A flurry of strikes pierce the bear's chest and torso, each one going all the way through and resulting in a spray of blood. The beast staggers back, swinging weakly at the air, before it falls over. It twitches a few times and tries to rise once, but it fails and goes still.
Ahead is a short hallway that soon slopes down and out of sight. The ceiling bulges above like before, dripping water steadily.
Free act.
[spoiler]
Finnegan
HP: 342/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Bardsong (+7 morale attack/damage/fear saves).
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
Resources Used:
Default Aurora boosts
Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
[/quote]
"Splendid, everyone." Moore says with a nod. "Let's continue on."
The party continues on. As you do...
Listen checks.
Take 10 for 42
Could you roll for Surraruthru, Neph?
> roll 1d20+40 Finnegan
<Rei-chan> Kotono rolled : 1d20+40 Finnegan --> [ 1d20=7 ]{47}
[13:19] <Nephrite> roll 1d20+35 Surru listen
[13:19] <Rei-chan> Nephrite rolled : 1d20+35 Surru listen --> [ 1d20=14 ]{49}
All of you can hear a soft groaning. It's not from above but from below, from the floor as you begin to walk down the hall.
"That's unsettling." Moore says with a frown.
Surraruthru decides to take to the air.
"I agree. All we can do is be prepared for an ambush or trap."
"Weak floor," Finnegan says, backing up, "I'll just run and be ready to jump it.'
Moore nods and continues on, flying along.
Indeed, as you fly across and Finnegan runs, the floor gives way.
> roll 1d20+40
<Serith> Kotono roll for Serith < 50 > [d20=10]
A good hunk of it, but Finnegan makes the leap cleanly to the far side and to the slope down. Beneath the floor you can see a spiked pit, just waiting for hapless sorts to fall in.
"...This feels like a rather beginner's dungeon, doesn't it?" Moore says. "I don't mean to tempt the owner, but I hope he realizes we won't quit."
"Don't tempt fate," Finnegan agrees, "We don't need things to be unspeakably deadly if this slaad gets bored."
Moore nods and will continue on past the slope.
You can see the slope goes down a short ways to a small room. There's a door to the north and a door to the west here. Sitting in the center of the room is a strange device, a metal sphere with thin wires of gold stitched around it.
Moore tries to detect magic again!
14:16] <Nephrite> roll 1d20+24 CL check
[14:16] <Serith> Nephrite roll for Serith < 29 > [d20=5]
Take 10 for 47, but assuming it didn't work again.
Failing that, he will cast a spell to help him look around for traps, just to be safe.
Casting Trap Finding. He's taking 10 for 42 on the Search check.
There's no traps to be found and you detect no magic.
"Well that's obviously not right." Moore says with a huff. "Surruruthru, maybe you'll have more luck with your magical sight?" He gestures at the orb. "I'm guessing it controls something..."
Surraruthru looks over the room and object, looking for signs of magic or traps, figuring magical patterns and puzzles may be a theme here.
Someone roll the requisite CL and/or Spellcraft for me, please.
Edit: I can do it myself now.
> roll 1d20+24 CL
<Serith> Iddy roll for Serith < 39 > [d20=15]
> roll 1d20+36 Spellcraft
<Serith> Iddy roll for Serith < 51 > [d20=15]
The sphere and wires are powerfully enchanted. If touched, it will transmute an object to a mix of iron, gold and platinum. It seems to be tuned into a pattern for a certain object - a crescent, you think, small enough to be held in hand.
"There's a specific object that it's tuned to; a small crescent. It'll transmute it into.. iron, gold, and platinum... We don't have that, so I wonder if we can take this with us for when we do..."
Surraruthru inspects it some more, trying to figure out if it's safe to touch and move.
It's magically anchored to its position so it can't move. It's safe for living creatures to touch, but any objects they hold or wear that touch it - like a sleeve - will be transmuted if they do.
"We may as well return when we've found it." Moore says as he moves to the west door to see if it opens.
Surraruthru flies after Moore.
When you touch the west door, the following is spoken aloud in Common.
"Behold this omen! The ashen depths shall rise up and consume all, unless you find the Silver Grail."
"So we need an object of silver or lava or hell will rise? Lovely."
Moore nods and goes to try the north door!
The door opens to another large room. In this room are more coffins inset into the wall, as well as a cluster of golden urns in the center of the room. There's doors to the north and east here.
"Undead. Let's check the room over."
Surraruthru does so!
How are you checking the room over?
Visually for now. Looking for traps before going in and looking things over carefully.
Moore looks around for magic! Surely it'll work!
[13:25] <Nephrite> roll 1d20+24 CL
[13:25] <Serith> Nephrite roll for Serith < 43 > [d20=19]
Take 10 for 47 on Spellcraft.
Moore doesn't detect any magicin this room.
Spot, Surru.
> roll 1d20+35 Spot
<Serith> Iddy roll for Serith < 38 > [d20=3]
You don't notice any visible traps, though you'd have to go poke around the room to possibly find more.
Oh come on! Moore looks around as well. "We probably ought to open the coffins, but I have a feeling that's going to lead to some undead... But, quite frankly, I don't have much dread." He says with a glance around.
"One at a time, then."
Surrraruthru moves to the first coffin and waits for everyone to get into position.
Search checks then.
Take 10 for 32
> roll 1d20+27 Search
<Serith> Iddy roll for Serith < 35 > [d20=8]
The coffins are empty with a few exceptions. In one you find a small bag of gold coins and in another you find a silver bracelet. You could take them if you wish.
"We're here for treasure, right?"
"No bodies, so it's not graverobbing," Finnegan says, "I have no objection."
Surraruthru nods and offers it to Moore. He go the mace, after all.
"Yes, but isn't this the silver you were talking about?" Moore asks, inspecting to see if he can tell if it's really silver. He casts Appraising Touch first, of course. "This might be what allows us to get beyond the magma spout?"
Take 10 on Appraise for 42.
"Maybe.. It doesn't seem very grail-like to me. It's usually a cup.. Or just something highly desired. We can still try if you think, though."
You get the following results.
Coin pouch worth 1 silver
42 gold
Silver bracelet of average quality worth 150 gold
"Let's look around some more." He says as he flies over to the urns. If they're all actually made of gold, then...?
Another 42 on appraising them if they aren't bolted to the floor for fear of THIEVES!!!!
The urns are common urns made of gold. Worth 200 a pop and there's six of them, so 1200 gold total. They're also empty.
"Hmm." Moore nods. "We may as well take them to add to our score." He'll put the urns in his haversack for now and look around for anything else in the room.
"You think we're being scored on this," Finnegan says as he keeps watch over both of you, eyes on the doors.
"I'd be surprised if we didn't get graded based on what we end up finding." Moore says. He then flies over to the eastern door to try it. "I mean, I don't have proof, but I'd think the dungeonmaster enjoys his item hiding."
"It's a slaad. Who knows what it's doing. What we're being scored on, or if, could change a dozen times by the next room. Let's check another room."
The eastern door is locked. Annoying.
"Finnegan? Your speciality, please."
Moore gets out of the way!
A simple kick opens the door. Within is a tiny room with a glowing green square raised up slightly and taking up most of the floor.
Okay, that definitely has to be magical.
It has to be.
There's no way it can't be.
RIGHT????
[14:43] <Nephrite> roll 1d20+24 CL
[14:43] <Serith> Nephrite roll for Serith < 37 > [d20=13]
Take 10 for 47 on Spellcraft. I'll also throw a 10 for 47 on K:A if appropriate.
Surraruthru scans the room as well.
> roll 1d20+24 CL
> roll 1d20+36 Spellcraft
<Serith> Iddy roll for Serith < 32 > [d20=8]
<Serith> Iddy roll for Serith < 44 > [d20=8]
Moore can detect that the suppression field isn't active here. This is a simple teleportation circle. Step in it and you'll go elsewhere.
"Oh, it's for teleportation. Should we try it?" Moore asks.
"Maybe not just yet. If we need the grail to deactivate a trap, this may take us to where the trap *is*. May want to look around for that, just in case."
"Wise, especially if there's no return on the other side," Finnegan points out.
Moore nods. "Then let us try the north door, lickety-split."
Surraruthru heads towards the north door!
The moment Surraruthru touches the northern door, it opens double quick. Ahead you can see a 10ft long stretch of pure chaos, the walls having given way. It turns to various elements faster than you can follow. Occasionally when it's right, you can glimpse intact hall beyond it.
"Let me give this a shot." Moore says with a smile. He casts a quick spell (Improvisation) and then tries to simply halt (or at least slow down) the chaos around them with his anarch powers.
[22:40] <Nephrite> roll 1d20+4+12 anarch
[22:40] <Serith> Nephrite roll for Serith < 17 > [d20=1]
The chaos slows and stills - briefly, quivering. The hallway continues on the other side, but you clearly don't have much time.
"Don't get caught!" Moore calls out, speeding everyone along with a Haste spell!
Going across?
Sure.
yes
With your speed from haste, none of you have any problems getting across before the chaos reasserts itself. The hallway goes on a little while longer before coming to another door ahead. On the side is a stairway going down.
"Clear one level before starting another?"
"Wisest if we want to try and find the limits of this place," Finnegan agrees.
Spot all.
> roll 1d20+35 Spot
<Serith> Iddy roll for Serith < 54 > [d20=19]
Take 10 for 56
Finnegan takes 10 as well.
You notice the floor ahead has a few small cracks in it and other signs of stress. Doesn't look all that stable once you notice them.
"Looks like it collapse like before. Moore and I can fly over. Finnegan? Want to risk it or stay here?"
"I can fix this." Moore says as he puts a hand on Finnegan.
Air Walk, lasts for 2 hour sand 30 minutes.
Finnegan floats a bit above the ground, "That'll do," he says with a nod to you.
"I'm certainly noticing a pattern, it's hard to dismiss." Moore says as he starts flying over the floor to the door.
When you touch the door...
Will save, Moore.
[14:03] <Nephrite> roll 1d20+45 will
[14:03] <Serith> Nephrite roll for Serith < 61 > [d20=16]
Also he's wearing the mask and also has mind blank if any of that matters.
You feel pulled somewhere when you touch the door, but whatever it is, you shake it off.
"A compulsion...?" Moore mutters to himself as he tries to open it. "Be careful, there's some magic here, I think it tries to compel you to go somewhere."
Surraruthru nods.
"If we need to, I can dispel it, but it's best to save that for bigger things."
The moment Moore touches it again to try and open it...
Will again.
[14:27] <Nephrite> roll 1d20+45 will
[14:27] <Serith> Nephrite roll for Serith < 51 > [d20=6] same as last time w/r/t mind blank and so on
Moore again shakes it off.
So is the door open at this point or...?
It is not, it happens each time you go to open it and stops you from the reaction.
"I think we're being asked nicely to go somewhere else before we open it." Moore says. "I'm going to try something, if I suddenly start acting strange, just... I don't know, ask me nicely to quit." He goes to put his hand on the door again, this time intentionally trying to just allow whatever it is to happen.
He's just going to intentionally fail the Will save this time.
Moore touches the door and vanishes.
You just got sent to a new thread, Moore.
Surraruthru turns to Finnegan.
"Well... I can't say that's what I would have done. Should we follow him, or should I dispel the magic and move on?"
"Do you know what it did?" Finnegan asks you right back.
"I can try to find out..."
Surraruthru peers at the magic, trying to figure out what the spell effect and target location is.
Spellcraft.
> roll 1d20+36 Spellcraft
<Serith> Iddy roll for Serith < 44 > [d20=8]
It was teleportation, taking Moore somewhere else. You can't discern the location precisely, but you get the impression it was farther than it was closer.
"Teleportation effect, which was obvious. Target location is farther than closer, is about all I can discern... I wonder if there's a way to take control of it and reverse it..."
Surraruthru tries to figure out a way to manipulate the spell to teleport Moore back.
More Spellcrafting.
> roll 1d20+36 Spellcraft
<Serith> Iddy roll for Serith < 44 > [d20=8]
You don't think you can, the magic is powerful and complex. You might be able to dispel it, but controlling it is beyond you without a lot of time and supplies. It's just not practical here.
"Well, at this point, all I can do is dispel it or move on to somewhere else. Let's see how powerful it."
Checking to see if I can get a rough power level of the spell.
Overwhelming magic, which means 21st+.
Surraruthru begins chanting, throwing his magical power at the spell.
> roll 1d20+20 Greater Dispel Magic
<Serith> Iddy roll for Serith < 24 > [d20=4]
The spell does not crumble to your magic. Blast.
"Wow. It resisted my dispel. I could hit with something more powerful, but I think I should save those for emergencies. Follow Moore or try the stairs?"
"Follow," Finnegan says, "We may not see him again if we don't."
Surraruthru nods and grabs the door knob, wanting to follow Moore.
You vanish.
You have a sensation of falling and moving. Then you stand in a small throne room of a crumbling castle. The throne is rotted wood and decaying red cloth, while a few crumbling pillars hold up the ceiling. There's a door to the south and a open section of the wall to the north.
Finnegan appears besides you moments later.
Surraruthru flies over to the open section of wall before calling to Finnegan.
"Guess he's been here. Only one way to go."
Looking in, you can see dozens of spiders made of spun glass. They're all looking right at you.
Surraruthru inspects the spiders, trying to figure out if they're enchanted or just what they are.
Going up to them?
Inspecting from a safe distance so far.
They're spiders made out of spun glass that are moving. If that's not magic you dunno what is. As you reflect on this, you notice the spiders are coming at you rather quickly.
Surraruthru darts back and into the air.
"Finnegan! Incoming! Glass spiders!"
Finnegan turns and is at the ready, "Got it! Swarm?"
Init here.
> roll 1d20+13 Initiative
<Serith> Iddy roll for Serith < 23 > [d20=10]"Swarm of them!"
Surraruthru
HP: 344/344+12(Temp)
AC: 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Blur (Underwater), Freedom of Movement, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
> roll 1d20+13 Finnegan
<Serith> Kotono roll for Serith < 26 > [d20=13]
> roll 1d20+6 spiders
<Serith> Kotono roll for Serith < 22 > [d20=16]
Finnegan (26) > Surraruthru (23) > Spiders (22)
Finnegan will see what you do first, so go.
Surraruthru begins chanting again, opening his maw and launching an Orb of Sound at the glass spiders.
> roll 1d20+28 Ranged Touch
<Serith> Iddy roll for Serith < 42 > [d20=14]
> roll 5d6 Lesser Orb of Sound
<Serith> Iddy roll for Serith < 18 > [d6=1,6,2,6,3]
You shatter one spider, but the rest surge forward. Finnegan rushes in, defending himself and you, "Got a fireball or somethign spread out?" he says, as spiders come from the passage and try to crawl up him.
> roll 1d20+20
<Serith> Kotono roll for Serith < 29 > [d20=9]
He holds them back, "Before they get out completely and we have to kill them one by one!"
Go.
Surraruthru pulls Wand out, feeding a 5th level spell into him!
"Wand! Do you thing!"
Feeding him Duelward.Surraruthru
HP: 344/344+12(Temp)
AC: 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Blur (Underwater), Freedom of Movement, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
> roll 15d6
<Kobot> Kotono rolled 15d6 --> [ 15d6=57 ]{57}
> roll 1d20+13
<Kobot> Kotono rolled 1d20+13 --> [ 1d20=18 ]{31}
DC, Iddy?
23 I believe.
The flames hit the spiders right on, burning several of them - and at the sam etime, you hear a terrible din from somewhere ahead. The spider skitter about between that and the flames, while Finnegan holds his ground and tries to smash any stragglers.
> roll 1d8+80+1d8+80+1d8+80+1d8+80+1d8+80
<Kobot> Sunshine_Ko rolled 1d8+80+1d8+80+1d8+80+1d8+80+1d8+80 --> [ 1d8=8 1d8=7 1d8=5 1d8=1 1d8=3 ]{424}
What spiders escape the flames are mercilessly crushed into glass shards, and the few survivors scurry away into the cracks and crevices of the throne room.
Free act. The fireball mostly did it and Finnegan smashing the survivors finished it.
[spoiler]
Finnegan
HP: 342/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
Resources Used:
Default Aurora boosts
Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
[/quote]
[/quote]
"I expect that was Moore. Let's do a quick check for treasure and head after him."
Surraruthru searches for treasure before heading off!
Search.
> roll 1d20+27 Search Serith
<Serith> Iddy roll for Serith < 46 > [d20=19]
All you find is a level, already pulled. As you do this, Moore floats back, invisible.
"Oh, hey!" Moore waves, turning back visible. "Sorry, I didn't think it was actually going to do that... I misunderstood the message, right flat."
"Well, it was bound to happen, to be honest. We just need to find the way out. What have you seen so far?"
"Down here are three paths, but one is blocked with a grate." Moore explains. "The left leads out and to some sort of sky with a path that you can't fly in and I hadn't explored the second before we were united by fate."
In the interests of refreshing, there's a door to the south in the throne room y'all are in.
"Well, let's check out the door here before heading down to the branches."
Don't try to trick us! The hidden passage is clearly the way to more treasure! Or is that a ruse, and the hidden passage simply leads further on?? YOU SCOUNDREL! Iddy sees through your lies...
Moore nods. "All right."
Rather predictably, the door is locked. Finnegan mutters, "Damn slaad is trying to make me need new boots. Step back."
"Why not just stab it?" Moore asks. "Or is that too insulting to merit?"
"Breaking down doors with Val's a lot less efficient than a good kick," Finnegan says, rearing back and kicking the door open.
> roll 1d20+8
<Kobot> Sunshine_Ko rolled 1d20+8 --> [ 1d20=17 ]{25}
It pops open. Ahead is a crumbling hall. Sunlight comes in from cracks and holes in the roof and patches of the floor are gone. Where the floor's gone grass grows. Ahead is a T intersection, halls going to the right and to the left. In the center of the T intersection a life-size statue of a gray slaad sits. Even from here you can tell it's an exquisite work.
"Fair enough." Moore says with a smile. Moore flies over to the slaad statue to inspect it.
Take 10 on Appraise for 32 and 47 on Spot and 32 on Search as needed.
It's a statue of a slaad and looks like excellent work. The slaad statue stares straight ahead. Nothing unusual is noted about it otherwise.
It it looking back the way we came or ahead in a direction?
Back the way you came. At you as you approach in other words.
"Huh, I wonder if this is signaling that the slaad is in this direction." Moore says. "Or I suppose it could be anything, like an obfuscation."
Finnegan follows, "It could be-"
Listen check.
Take 10 for 44.
You hear a faint rumbling from the statue.
Moore blinks, then looks up at the ceiling, as if he's about to speak to someone there, then simply shakes his head. He floats a bit away from the statue. "Well, let's see it, then."
You look up at the ceiling. Nothing interesting there, but as you do, the slaad statue pounces, trying to hug you tight.
> roll 1d20+40
<Kobot> Sunshine_Ko rolled 1d20+40 --> [ 1d20=6 ]{46}
CMD, Moore?
41
Ack! Before anyone can react, the slaad statue hugs you and promptly explodes violently.
Reflex save, -8 penalty.
[12:59] <Nephrite> roll 1d20+43+4-8 evasion
[12:59] <Kobot> Nephrite rolled 1d20+43+4-8 evasion --> [ 1d20=11 ]{50} One charge of Tyche's touch is expended
It's sheer luck. A bit of the statue's finger crumbles away from your struggles, letting you just barely slip out and flee in time. Just as well, as you narrowly avoid the blast. Whew!
"Honestly." Moore says with some indignation. Regardless, he checks the rubble -- maybe there's something valuable in it!
Search.
"You alright?" Finnegan comes over, "Nasty little trap there."
"I'm fine. Mostly just frustrated that I didn't see the warning sign." Moore says. "It was very obvious, in hindsight."
Take 10 for 32
It's statue rubble. There's not much of an-check that. Amid it you find what looks to be a small sphere of smooth gold. It's a bit dented and tarnished from the blast but intact.
"Interesting." For now he'll put it away, though he guesses it'll be useful somewhere. Worst case they just sell it.
"I suppose we should decide where we head from here, I don't mind wandering." Moore says.
"I say we go.... Left."
Moore makes a mental note of where they are and proceeds left. "Logically, we're likely going backwards, but I think that's fine. We're in no particular hurry to finish on time."
"A slaad designed this place. Going backwards is as likely to take us where we want to go as going down, up, or diagonally."
The party heads left. It's a short hallway that begins to slope down and to the right, in a curving circle. The sound of running water comes from below, as the stone walls begin to show dirt through the cracks in them.
"A well or river of some sort. I didn't prepare any spells to give you two water breathing. We should still check it out to see how deep it goes, though."
Surraruthru takes a moment to cast a spell on himself before continuing.
As an aside, I failed to include Moment of Prescience in my pre-casts, so I shall cast it now.
Done.
"Yeah, careful in case it comes on us quick," Finnegan says, "Water can be more lethal than a sword if it sweeps you away."
Moore nods. "Yes, let's investigate just to be safe."
Marching order?
Hell, I dunno. Finnegan first, then me, then Moore?
Works.
Works for me.
You advance on down the hall. It ends in a dead end, where an underground stream passes by. It burrows through the walls and there's just enough height for you to swim up or downstream and keep your head above water.
In the far corner lies cloth pressed into the wall. Some sort of parchment, you'd have to go up to it to read it.
Moore will go over to read it!!!!!!!!!!
The paper reads the following in Celestial, "One must swim against the current to survive."
Moore rubs his chin and turns to the others. "It says 'One must swim against the current to survive'. It's also strange, because I thought we were going backwards, but... maybe this is just a completely separate place. Either way, I don't have any spells for it, but I suppose we could take a dive..."
Finnegan kneels at the bank and checks the water with a hand, "It's not bad, I don't think we'll get hypothermia easily. Feels more like late spring waters than the colder waters of winter. Do you all know how to swim?"
"I can breathe water. I can't help you with that, unfortunately. Didn't prepare the spell."
"With a little magic." Moore says as he casts a quick spell for some luck. "Oh, yes, let me do this also -- I've been forgetting about it, I think it will help to prevent anything tragic."
Improvisation and Share Talents on Finnegan and Surru -- basically it'll give them all a +2 to Swim or actually any skill check for the next 2 hours.
"You could scout ahead a bit, see if there's anything?" Finnegan suggests, "You won't have to worry about drowning."
"Sounds good."
With that, Surraruthru dives in and swims ahead!
CL on Share Talents?
Are you swimming upstream and against the current or downstream and with it, Surraruthru?
[spoiler]
Finnegan
HP: 342/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
Resources Used:
Default Aurora boosts
Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
[/quote]
[/quote]
[/quote]
13.
Against.
Make a Swim check then. You can't really fail this, it's just a question of how well you deal with it.
[spoiler]
Finnegan
HP: 342/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Share Talents (CL13)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +2 swim checks.
Negative Conditions:
Resources Used:
Default Aurora boosts
Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
[/quote]
[/quote]
[/quote]
[/quote]
> roll 1d20+22+2 Swim
<Kobot> Iddy rolled 1d20+22+2 Swim --> [ 1d20=11 ]{35}
I also have a 30ft. swim speed, if that matters.
It does, it's why you can't really fail it.
You swim upstream. It's not easy but it's not hard, either. You've done it before and your body is built for this. You go perhaps 100ft before you notice something ahead - 20ft ahead, a platform on the side where it opens up enough to get off and stand. There's a single door set into the wall there and the river continues on past that platform as well.
Surraruthru heads back and tells the others of the platform.
Your trip back is without incident.
"Sounds like more slaad dungeon design. Who makes something like that besides sahuagin?" Finnegan grimaces.
"Well, we may as well go then." Moore says.
Okay, everyone make Swim checks then.
Take 10 for 31
> roll 1d20+22+2 Swim
<Kobot> Iddy rolled 1d20+22+2 Swim --> [ 1d20=6 ]{30}
> roll 1d20+10 Finnegan
<Kobot> Sunshine_Ko rolled 1d20+10 Finnegan --> [ 1d20=3 ]{13}
Moore manages just fine, but Finnegan's quickly swept back by a stirring of the current, a bit off curse as he's send back and towards the other passage. With a grunt, he tries to use his spear to stop, digging it into the ground.
> roll 1d20+10 Finnegan
<Kobot> Sunshine_Ko rolled 1d20+10 Finnegan --> [ 1d20=11 ]{21}
He's able to it, pivoting himself up out of the water and back on the banks. "Current's a bit strong for me. I'll watch the flank, just don't get teleported again."
Moore laughs a bit. "That's no fun." He takes a moment to focus on his anarch powers, trying to summon a large wall of stone ahead of the river to slow it down some so Finnegan can catch up!
22:40] <Nephrite> roll 1d20+5+12
[22:40] <Kobot> Nephrite rolled 1d20+5+12 --> [ 1d20=20 ]{37}
> roll 1d20+17 opposed force?
<Kobot> Sunshine_Ko rolled 1d20+17 opposed force? --> [ 1d20=16 ]{33}
You feel a strange resistance to it, but you overcome it. Luck's favoring you, after all.
Where precisely are you putting this and how much of the river's flow is it blocking?
He's not trying to block the whole thing, just raise it more or less in the middle of the path so Finnegan can get to the landing without too much trouble.
Okay.
Finnegan whistles when it's done, the river slowed. "Fine work," he says, jumping in. The current's no trouble at all now. You reach the wall, the platform just before it. You can go up onto the platform if you please, though the wall currently blocks the way forward.
Surraruthru dives in and out of the water, taking to the air and going back in while waiting for Finnegan and Moore.
"My apologies." Moore says out and towards the river, like he's talking to someone who isn't there. "I'll try and avoid doing that anymore, I'm sure we're not meant to get through this with this sort of ease."
Moore will move over to the platform.
It's a platform. The door it leads to is made of plain, water-worn stone. It looks rather weak and almost ready to crumble.
Finnegan gets out as well, shaking himself off.
"It feels like this is too easy, but..." Moore moves out of the way for Finnegan.
Shoots out of the water into the air and lazily flaps his wings, maintaining altitude just above Finnegan's head.
"Better easy than dead," Finnegan says, opening the door. For once it's not locked. In here is a room with the ancient remnants of a camp fire. Blackened wood lies in a circle, surrounded by stones. Sitting before is an ancient, weathered skeleton. In one hand a rapier is gripped, still intact despite the age of the skeleton. There's not a hint of rust on it. Besides him a rotted backpack sits, little more than a shape and old leather.
On the far side of the room is another door.
Surraruthru inspects the room for magic traps or puzzles.
Search check.
Take 10 for 32 on Search
That was to Surraruthru since he's searching, Moore.
He's gonna help search too!
And it should be 34 due to Share Talents. So there!
> roll 1d20+27+2 Search
<Kobot> Iddy rolled 1d20+27+2 Search --> [ 1d20=17 ]{46}
There's not much of interest or hidden in the room. You do check the backpack and find there's some intact gold coins in there as well as a sealed bottle.
"The sword, some coins, and a bottle.. Want me to just store everything away?"
Surraruthru asks this while inspecting the bottle, trying to figure out what's inside.
Moore nods. "We can identify it all later."
That would involve opening the bottle. Will you?
Not right now.
Surraruthru tucks the bottle away and checks the door!
Surraruthru pauses on his way to the door before turning back to the skeleton and looking it over.
"Hmm... This... Could be a good chance for me to flex one of my new abilities. I can't imagine whoever this is was happy about dying here, or content with it. I could attempt to resurrect them. I'm not sure what my chances are, likely low... But I feel like I should try... Not sure why."
Surraruthru cocks his head curiously, like a bird or dog, examining the skull and bones, trying to figure out what race it was or its gender, or looking for a trinket that indicates its faith.
Also, did you take the rapier?
I believe that was the intent. If he didn't I will, though we're not identifying it right now. (Note to self, get that monocle that lets you cast identify for free)
I did. Is there a way to like, use it as a focus for the spell? I figure it was an important item to the person.
Moore takes the rapier.
Alignment, Moore?
In the spirit of moving things along since Neph isn't up/around yet:
Alignment: Neutral Good
Moore feels a tingle up his arm when he grasps the rapier. It feels good, honestly, even as he struggles to lift it due to the size.
He blinks and smiles a bit.. "I think the bearer of this was a good sort." Moore says as he struggles a bit with it. "It's definitely magical in some sort of nature, but if you wanted to try and do a good deed with it, I don't think that could hurt."
"Hmm. If that's the case, I wonder if it would help with trying to resurrect him. Or her."
"Going to do it?" Finnegan says, "That's deep, powerful magic to throw around."
"I am, and it is. But I think bringing a person, who has a good weapon like that, back from death from a slaad dungeon to live out the rest of their lives will be a good use of it."
Surraruthru begins focusing his innate magic, praying to Seira as he chants, and casts the spell!
Resurrection, CL 25Surraruthru
HP: 344/344+12(Temp)
AC: 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Blur (Underwater), Freedom of Movement, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
> roll 1d100
<Kobot> Sunshine_Ko rolled 1d100 --> [ 1d100=83 ]{83}
Yeah, that's a failure when you start from 10%.
You cast the spell, but the spirit isn't willing to return. You briefly sense the soul is at peace and content.
"Well, it seems it's content with where it wound up. That's good, at least. Let's continue."
Which way are you going now?
To the door.
Moore will put the rapier away in his bag either way after some fumbling around with it.
The door opens, revealing a hallway 5ft wide. It goes on 20ft before a 20ft gap. In the middle is a hanging rope, intact and dangling. The gap is 50ft deep and is filled with bubbling, foul acid. The smell makes you want to be sick.
Past all that is a door on the other side.
"It feels like we should honor the spirit of this." Moore says with a gesture at the rope.
Surraruthru flies over to the gap and rope, inspecting it.
"I'm not sure you want to trust this, Finnegan."
How close to get to the rope, Surraruthru?
Just close enough to look it over and see if it's trustworthy.
Gimme something more concrete than that.
A couple feet. Close enough to see if it's fraying or not.
When you come within a few feet of the rope, you can see it's in excellent condition. Looks great, no wear or fraying at all.
"We can all fly if it comes to that." Moore says. "I'm trying to be respectful of the fact that this dungeonmaster seems to wear many hats."
"Well, that's up to Finnegan. Flying is natural for me, so I'm just going to fly."
"I'll manage," Finnegan says, "Why not take the middleman out and make a bridge across it, or something to neutralize the acid?"
"Finnegan can walk on air for a while longer." Moore says. "Honestly, overthinking things doesn't make us stronger."
Just flying/walking across then?
My plan is to use the rope to swing across. If it goes horribly, then I will fly to save myself. It's all part of honoring the intent of the trial.
I'm flying over.
Make a Jump check to reach the rope in the first place then.
Take 10 for 31
You swing across just fine. As you do, the door you came closes shut with a boom and the door ahead goes ajar, popping open.
"Clever. I wonder if it works going the other way." Moore muses as he waits for the others.
Finnegan crosses and goes to the door ahead, "Let's get moving."
Surraruthru heads for the door.
Moore flies after. Hm, is it generating as they go along? Is there no actual 'map,' so to speak?
You open the door. Ahead is a large chamber with two stone statues of minotaurs midway. Past them is a wall of worked stone with three doors going ahead. One is painted orange, one is blue and the last is also orange.
One hardly has a chance to marvel, as one the door is opened, the two stone minotaurs rise up and charge the party.
Init.
[14:36] <Nephrite> roll 1d20+31 init
[14:36] <Kobot> Nephrite rolled 1d20+31 init --> [ 1d20=6 ]{37}
Don't forget +11 to init for everyone.
> roll 1d20+13+11 Init
<Kobot> Iddy rolled 1d20+13+11 Init --> [ 1d20=13 ]{37}
<Kobot> Sunshine_Ko rolled 1d20+24 Finnegan --> [ 1d20=14 ]{38}
> roll 1d20+9 mino 1
> roll 1d20+9 mino 2
<Kobot> Sunshine_Ko rolled 1d20+9 mino 1 --> [ 1d20=1 ]{10}
<Kobot> Sunshine_Ko rolled 1d20+9 mino 2 --> [ 1d20=3 ]{12}
Init is Finnegan (38) > Surraruthru = Moore (37) > Minotaur 2 (12) > Minotaur 1 (10)
Finnegan won but will hold in case either of you are using attacks he'd get in the way of, like fireballs or cones of cold. Go.
"Ah, finally, something serious!" Moore shouts. "Let's enjoy this with something musically various!"
Inspire Courage, +14 to attack and weapon damage rolls, and +14 against fear and charm. Technically this takes effect affter Surru's turn, but I guess he could just hold and then get the bonus.Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+3) (CL 24)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
HP: (1)277
AC: 47, 27 touch
24/24 Bardic music uses (0/3 left from Refrain)
Spells:
0th - 4/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 5/6
6th - 5/5
7th - 5/5
8th - 1/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 7/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Holding for bonus.
Okay, you held a moment. You're still ahead of the minotaurs and Finnegan. Go.
Surraruthru darts towards the nearest minotaur, launching himself at it, punching, striking, biting and clawing!
> roll 1d6 flailing strikes
<Kobot> Iddy rolled 1d6 flailing strikes --> [ 1d6=6 ]{6}
-1 since I'm now monk 11, so 5 total. Also, I forgot about Magic Tattoo in these rolls, so +3 to attack rolls.
> roll 1d20+28+14 Unarmed
> roll 1d20+25+14 Unarmed
> roll 1d20+18+14 Unarmed
> roll 1d20+13+14 Unarmed
> roll 1d20+23+14 Bite
> roll 1d20+23+14 Claw
> roll 1d20+23+14 Claw
<Kobot> Iddy rolled 1d20+28+14 Unarmed --> [ 1d20=15 ]{57}
<Kobot> Iddy rolled 1d20+25+14 Unarmed --> [ 1d20=6 ]{45}
<Kobot> Iddy rolled 1d20+18+14 Unarmed --> [ 1d20=18 ]{50}
<Kobot> Iddy rolled 1d20+13+14 Unarmed --> [ 1d20=17 ]{44}
<Kobot> Iddy rolled 1d20+23+14 Bite --> [ 1d20=3 ]{40}
<Kobot> Iddy rolled 1d20+23+14 Claw --> [ 1d20=14 ]{51}
<Kobot> Iddy rolled 1d20+23+14 Claw --> [ 1d20=14 ]{51}
> roll 1d20+28+14 Flailing Strike 1
> roll 1d20+28+14 Flailing Strike 2
> roll 1d20+28+14 Flailing Strike 3
> roll 1d20+28+14 Flailing Strike 4
> roll 1d20+28+14 Flailing Strike 5
<Kobot> Iddy rolled 1d20+28+14 Flailing Strike 1 --> [ 1d20=13 ]{55}
<Kobot> Iddy rolled 1d20+28+14 Flailing Strike 2 --> [ 1d20=14 ]{56}
<Kobot> Iddy rolled 1d20+28+14 Flailing Strike 3 --> [ 1d20=17 ]{59}
<Kobot> Iddy rolled 1d20+28+14 Flailing Strike 4 --> [ 1d20=15 ]{57}
<Kobot> Iddy rolled 1d20+28+14 Flailing Strike 5 --> [ 1d20=3 ]{45}
> roll 9#3d6+6+14 (Unarmed)
> roll 1d6+3+14 (Bite)
> roll 2#1d4+3+14 (Claw)
<Kobot> Iddy rolled 9#3d6+6+14 (Unarmed) --> [ 3d6=4 ]{24}, [ 3d6=8 ]{28}, [ 3d6=16 ]{36}, [ 3d6=13 ]{33}, [ 3d6=11 ]{31}, [ 3d6=15 ]{35}, [ 3d6=13 ]{33}, [ 3d6=16 ]{36}, [ 3d6=9 ]{29}
<Kobot> Iddy rolled 1d6+3+14 (Bite) --> [ 1d6=5 ]{22}
<Kobot> Iddy rolled 2#1d4+3+14 (Claw) --> [ 1d4=4 ]{21}, [ 1d4=3 ]{20}
Greater Mighty Wallop and Moore buffs FTW.Surraruthru
HP: 344/344+12(Temp)
AC: 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
On one hand, I didn't list distances by mistake, so it's not precisely clear how far away the minotaurs are. On the other hand they're certainly not within immediate FA range.
So I'll split the difference and assume you hold then unload as one charges. Seems fairest since they're already known to be approaching and I forgot to list the distances.
Incidentally, they're 20ft ahead and the far wall's 35ft ahead. I'll resolve your attack in one sec, once Finnegan goes, since he's first.
As one minotaur rushes Surraruthru, Finnegan becomes a blur, darting ahead to meet the other spear first.
> roll 1d20+41 (+2 charge, +14 bardsong, +1 luck, +2 competence, -25 PA, dire charge modifier is in play)
<Kobot> Sunshine_Ko rolled 1d20+41 (+2 charge, +14 bardsong, +1 luck, +2 competence, -25 PA, dire charge modifier is in play) --> [ 1d20=3 ]{44}
> roll 94*2
<Kobot> Sunshine_Ko rolled 94*2 --> {188}
> roll 2d8+188+1d6
<Kobot> Sunshine_Ko rolled 2d8+188+1d6 --> [ 2d8=10 1d6=6 ]{204}
One moment the first minotaur's head is intact, the next Finnegan's spear hits it and the stone bursts into a thousand tiny shards. Cracks run down the minotaur's form as it crumbles apart, crashing with a loud din. As the other minotaur passes him, Finnegan's spear lashes out for his side.
Finnegan gets AoOs on opponents who charge into a square he threatens thanks to his hold the line feat.
> roll 1d20+41 (+2 charge, +14 bardsong, +1 luck, +2 competence, -25 PA)
<Kobot> Sunshine_Ko rolled 1d20+41 (+2 charge, +14 bardsong, +1 luck, +2 competence, -25 PA) --> [ 1d20=7 ]{48}
> roll 1d8+94+1d6
<Kobot> Sunshine_Ko rolled 1d8+94+1d6 --> [ 1d8=5 1d6=1 ]{100}
The blow sends cracks all along the stone minotaur's side, a small crater where a hip should be. But it keeps going, meeting Surraruthru in a deadly, head on charge.
> roll 1d20+35 vs Surraruthru (+2 charge)
<Kobot> Sunshine_Ko rolled 1d20+35 vs Surraruthru (+2 charge) --> [ 1d20=19 ]{54}
> roll 1d20+35 vs Surraruthru (+2 charge) crit threat
<Kobot> Sunshine_Ko rolled 1d20+35 vs Surraruthru (+2 charge) crit threat --> [ 1d20=11 ]{46}
Surraruthru's total AC is 62, which means he misses flat out. Also, could you note your total AC after all the mods so I can just glance and get it? Thanks.
Surraruthru neatly sidesteps the attack and latches onto the golem, striking and biting. He gets into the cracks Finnegan's attack makes and simply rends it apart with a dozen blows, both of the minotaurs nothing but rubble now.
All that's left intact are a pair of stone axes, undamaged by your short combat.
Free act.
[spoiler]
Bardsong+14 attack/damage/fear saves
Finnegan
HP: 342/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Share Talents (CL13)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +2 swim checks.
Negative Conditions:
Resources Used:
"Well done, everyone!" Moore says with a clap. He'll investigate the rubble first.
Take 10 for 32 on Search if needed. Surru or Finnegan can store the axes since they're probably way too heavy for Moore to lift.
You check the rubble over. In one of the minotaurs you find an intact stone crescent, carved from a deep green stone.
Finnegan hefts one of the axes, "It's magical," he says, "Can see the aura around it."
"Crescent... Hey, didn't we have a puzzle that needed one of these?" Moore asks. He'll put in his pocket for now. "Well, that's good, at least they'll be worth something to seize."
The goods are put away, leaving the doors ahead.
Moore will head forward! If they actually get to a dead end they can always go back.
There are three doors ahead. The first and last are orange and the middle is blue.
"Start from the left?" Moore asks the others.
"I wonder about the door colors," Finnegan says, "Have any ideas?"
"I'm sure they mean something." Moore says. He ponders those two particular colors, they are kind of odd...
"Yeah, but do they mean anything to either of you?" Finnegan asks.
"Um..." Moore tilts his head and looks at the blue door.
Is it by any chance the same color as Erathaol's dark blue?
It's more of a sky blue.
As far as he can tell, are the oranges the same color?
The one on the left is a brighter orange and the one on the right is a darker orange.
"Oh!" Moore exclaims suddenly. "I think this is one of those 'morning, noon, evening' sorts of things. Well... I think it is, anyway. It's hard to tell exactly what's happening."
"Then let's go in the blue door. When the sun is high our people prosper," Finnegan remarks.
Moore nods and goes to open the blue door.
The blue door opens. Ahead is another set of three doors, each with an emblem on it. One is that of a rooster, one is the sun and the third is a dinner plate full of food.
"Well, this seems obvious." Moore says.
"A straightforward puzzle now that we grasp how it works," Finnegan says, going to the door with the sun.
Or it's some sort of setting piece. Moore follows along.
Y'all opening it?
yes
The door opens. It's a small dead end but an open treasure chest is here. Coins are everywhere, tons of gold and platinum coins. Each is stamped with the sigil of the sun.
Can Moore possibly puzzle out the ... well, puzzle?
"Well then." Moore says. He'll grab a gold and a platinum one.
Take 10 for 32 on Appraise. Actually, he's going to cast Appraising Touch first, so 42.
They're well made gold and platinum pieces. Each gold coin is worth 1 gold and each platinum coin is worth 10 gold.
"Treasures under the sun? Hmm.."
Surraruthru inspects the rest of the room, looking for hidden doors or puzzles, figuring the treasure *might* be a distraction... Though he does go out of his way to stride through the piles of gold and platinum whenever he can...
"I wonder if we'd be able to get a little more from one of Lathander's flock." Moore muses as he starts putting the coins away to distribute later as Surru enjoys walking through them. "I don't know if we get another chance at this puzzle, but we may as well try if the doors don't lock."
Search check, Surraruthru.
> roll 1d20+27+2 Search
<Kobot> Iddy rolled 1d20+27+2 Search --> [ 1d20=12 ]{41}
There's a secret!
Hidden beneath the coins is a false compartment in the back of the room. You can open it if you want, but it's trapped.
"Trapped compartment. Can either of you disarm the trap?"
"Let me try." Moore offers, while calling on a bit of luck for himself.
What's the skill here, Disarm Trap?
Disable Device.
Take 10 for 44.
Moore fiddles a bit and is eventually able to disarm the trap. Whew. That was close, but he got it. A gas trap that would've sprayed all of you with it. It's safe to open now.
"Not exactly my forte, but it's done." Moore says as he opens the door. He decides to cast another spell just in case something like this comes up and he doesn't have time to prepare.
That spell is Divine Insight for the record.
Surraruthru snakes his head over Moore's shoulder, waiting for him to open the compartment...
Within the hidden compartment are two things. The first is a silver key, shiny and well polished. The second is a rather large green gemstone, about half the size of a human's fist.
Surraruthru eyes with with his magic eyes for magic things.
The key is magic, the gem is not.
Spellcraft.
Take 10 for Appraise for 54 on both for the heck of it.
> roll 1d20+36+2 Spellcraft
<Kobot> Iddy rolled 1d20+36+2 Spellcraft --> [ 1d20=16 ]{54}
Moore can tell the key's worth about 100 gold in metal value if melted down. As a key it's not worth much without the lock.
The gemstone is a natural emerald. It's worth about 30,000 gold as it's exceptionally large, pure and beautiful.
The key's enchanted to react when put in a certain lock. You can't tell what it'll do without finding the lock and studying it.
Moore whistles.
"That's about 30,000 gold worth of an emerald." He says.
"Excellent. That will do nicely."
Surraruthru tucks it away into his haversack.
"Which door next?"
"Let us see if we're allowed to start over, first." Moore says as he will head back the way they came.
Are you taking the coins, the emerald or the key?
Sorry, yes, the intent is to take all of the items.
Surraruthru follows after Moore, heading back the way they came.
You head back and find the orange, blue and orange doors are all locked tightly. They aren't opening.
"Hm, pick only one, then. The slaad's been fairly welcoming with his traps and tricks. Trying to get through these may anger him."
"I agree. Then I suppose we head back and see." Moore offers.
Surraruthru nods and goes back with Moore.
You return back the way you came. There's still two unopened doors, that of a rooster and that of a dinner plate.
Moore will try the one with the rooster!
"In for a penny, in for a pound, right?" Moore says.
You find the door is warm to the touch, almost hot. You can still open it if you like.
"Hm. I think there's something hot behind here. I'm going to open it anyway, but be careful so you're not seared."
Finnegan immediately steps back and to the side, well away from the door.
Well, someone has to open it! Moore will do so, hoping to open it towards him so if something does come out it won't hit him immediately. He also makes sure no one else is in front of it, then opens!
Ahead is a great source of heat - a slaad. A red slaad with orange feathers, a beak in place of a mount. Tremendous heat comes from it, the beast hunched over and still reaching towards Hanna's height. With a strange scream that almost sounds like a rooster's call, it pounces towards all of you.
Init.
[13:11] <Nephrite> roll 1d20+31
[13:11] <Kobot> Nephrite rolled 1d20+31 --> [ 1d20=15 ]{46}
> roll 1d20+13+11 Init
<Kobot> Iddy rolled 1d20+13+11 Init --> [ 1d20=6 ]{30}
> roll 1d20+24 Finnegan
<Kobot> Ko-NitoriisLanzarote rolled 1d20+24 Finnegan --> [ 1d20=9 ]{33}
> roll 1d20+10 Slaad
<Kobot> Ko-NitoriisLanzarote rolled 1d20+10 Slaad --> [ 1d20=20 ]{30}
Init is Moore (46) > Finnegan (33) > Slaad = Surraruthru (30)
Open Moore.
May as well take this one seriously as well! "Let's show them we're good in a fight like always!" Moore calls out, pulling some strings on his harp, as it bolsters Finnegan and Surraruthru with motivational might!
Inspire Courage, +14 to attack and weapon damage rolls, and +14 against fear and charm. On top of that, everyone gets a +2 attack roll bonus as well.Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+3) (CL 24)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
HP: (6)277
AC: 47, 27 touch
23/24 Bardic music uses (0/3 left from Refrain)
Spells:
0th - 4/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 5/6
6th - 5/5
7th - 5/5
8th - 1/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 7/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Before the slaad can finish, Finnegan's there in a green blur. He impales the slaad through the chest and heart, a still moment as Finnegan scoffs, "That it?"
Then the slaad leaps back, tearing its chest open to escape. Unthinkably wounded and yet still going, the heat from it rising hotter.
> roll 1d20+41 (+2 charge, +1 luck, +2 competence, +14 bardic music, -25 PA)
<Kobot> Ko-NitoriisLanzarote rolled 1d20+41 (+2 charge, +1 luck, +2 competence, +14 bardic music, -25 PA) --> [ 1d20=15 ]{56}
> roll 96*2
<Kobot> Ko-NitoriisLanzarote rolled 96*2 --> {192}
> roll 2d8+192+1d6
<Kobot> Ko-NitoriisLanzarote rolled 2d8+192+1d6 --> [ 2d8=10 1d6=3 ]{205}
Slaad and Surru are up. Go.
[spoiler]
Bardsong+14 attack/damage/fear saves
Finnegan
HP: 342/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Share Talents (CL13)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +2 swim checks.
Negative Conditions:
Resources Used:
[/quote]
Is it close enough to melee?
No, but it may be momentarily if you want to briefly hold.
I will hold until I can dragon fury kung-fu it.
The strange slaad charges in, trying to bowl past Finnegan.
"Not so fast!" Finnegan calls, striking quick.
Provokes an AoO from his hold the line feat. He takes it.
> roll 1d20+36 (+1 luck, +2 competence, +14 bardic music, -25 PA)
<Kobot> Kotono rolled 1d20+36 (+1 luck, +2 competence, +14 bardic music, -25 PA) --> [ 1d20=12 ]{48}
> roll 1d8+96+1d6
<Kobot> Kotono rolled 1d8+96+1d6 --> [ 1d8=4 1d6=4 ]{104}
Finnegan stabs the slaad right in the throat this time, ripping his spear out to a spray of blood. Nonetheless the slaad keeps coming - and breaks apart into feathers, flowing around Finnegan. As he does, "Oh hell no," Finnegan grunts, striking again.
Supernatural instincts lets him AoO Su abilities.
> roll 1d20+36 (+1 luck, +2 competence, +14 bardic music, -25 PA)
<Kobot> Kotono rolled 1d20+36 (+1 luck, +2 competence, +14 bardic music, -25 PA) --> [ 1d20=16 ]{52}
> roll 1d8+96+1d6
<Kobot> Kotono rolled 1d8+96+1d6 --> [ 1d8=8 1d6=6 ]{110}
His spear catches in the left shoulder of the slaad. He pulls and its arm comes off as it breaks into feathers, yet doesn't stop. It flows around and gets right in the middle of all of you, before a burst of heat explodes off of it. At the same time he reforms from the feathers, wounded but still going.
> roll 1d20+18 vs SR
<Kobot> Kotono rolled 1d20+18 vs SR --> [ 1d20=4 ]{22}
Doesn't beat your SRs.
> roll 1d20+40 (+2 vs outsiders, +3 vs spells/slas)
<Kobot> Kotono rolled 1d20+40 (+2 vs outsiders, +3 vs spells/slas) --> [ 1d20=15 ]{55}
> roll 10d6
<Kobot> Kotono rolled 10d6 --> [ 10d6=35 ]{35}
No damage to Finnegan, as he halves and then his fire resistance 30 blocks the rest. Go Surraruthru.
Surraruthru scrunches his body up like a cat readying to pounce before launching himself at the slaad, fists, claws, and teeth lashing out and looking for purchase as he skitters around the strange thing, striking at it.
> roll 1d6 Flailing Strikes
<Kobot> Iddy rolled 1d6 Flailing Strikes --> [ 1d6=6 ]{6}
Attack bonuses listed are +1 Luck (Tattoo) + 2 Competence (Tattoo) + 14 Inspiring Courage + 2 Moore = +3(Surru)+16(Moore)
> roll 1d20+28+3+16 Unarmed
> roll 1d20+25+3+16 Unarmed
> roll 1d20+18+3+16 Unarmed
> roll 1d20+13+3+16 Unarmed
> roll 1d20+23+3+16 Bite
> roll 1d20+23+3+16 Claw
> roll 1d20+23+3+16 Claw
<Kobot> Iddy rolled 1d20+28+3+16 Unarmed --> [ 1d20=4 ]{51}
<Kobot> Iddy rolled 1d20+25+3+16 Unarmed --> [ 1d20=11 ]{55}
<Kobot> Iddy rolled 1d20+18+3+16 Unarmed --> [ 1d20=17 ]{54}
<Kobot> Iddy rolled 1d20+13+3+16 Unarmed --> [ 1d20=12 ]{44}
<Kobot> Iddy rolled 1d20+23+3+16 Bite --> [ 1d20=19 ]{61}
<Kobot> Iddy rolled 1d20+23+3+16 Claw --> [ 1d20=4 ]{46}
<Kobot> Iddy rolled 1d20+23+3+16 Claw --> [ 1d20=3 ]{45}
> roll 1d20+28+3+16 Flailing Strikes
> roll 1d20+28+3+16 Flailing Strikes
> roll 1d20+28+3+16 Flailing Strikes
> roll 1d20+28+3+16 Flailing Strikes
> roll 1d20+28+3+16 Flailing Strikes
> roll 1d20+28+3+16 Flailing Strikes
<Kobot> Iddy rolled 1d20+28+3+16 Flailing Strikes --> [ 1d20=8 ]{55}
<Kobot> Iddy rolled 1d20+28+3+16 Flailing Strikes --> [ 1d20=2 ]{49}
<Kobot> Iddy rolled 1d20+28+3+16 Flailing Strikes --> [ 1d20=17 ]{64}
<Kobot> Iddy rolled 1d20+28+3+16 Flailing Strikes --> [ 1d20=2 ]{49}
<Kobot> Iddy rolled 1d20+28+3+16 Flailing Strikes --> [ 1d20=15 ]{62}
<Kobot> Iddy rolled 1d20+28+3+16 Flailing Strikes --> [ 1d20=7 ]{54}
> roll 10#3d6+6+14 (Unarmed)
> roll 1d6+6+14 (Bite)
> roll 2#1d4+6+14 (Claw)
<Kobot> Iddy rolled 10#3d6+6+14 (Unarmed) --> [ 3d6=16 ]{36}, [ 3d6=11 ]{31}, [ 3d6=9 ]{29}, [ 3d6=8 ]{28}, [ 3d6=3 ]{23}, [ 3d6=6 ]{26}, [ 3d6=10 ]{30}, [ 3d6=8 ]{28}, [ 3d6=8 ]{28}, [ 3d6=8 ]{28}
<Kobot> Iddy rolled 1d6+6+14 (Bite) --> [ 1d6=3 ]{23}
<Kobot> Iddy rolled 2#1d4+6+14 (Claw) --> [ 1d4=1 ]{21}, [ 1d4=3 ]{23}
354 total damage if everything hits.Surraruthru
HP: 344/344+12(Temp)
AC: 62 = 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Already wounded, the slaad is no shape for a biting, kicking and clawing faerie dragon to latch onto it. You burrow into its chest and tear, virtually splitting its upper body in two before it abruptly vanishes. It drops an iron key and a small pouch, falling to the ground from...you aren't sure where it had them on it, but you can see they're both covered in purple slime. Ew.
Free act.
Moore will try a Prestidigitation to clean up the items, then take a look around the room for any other exits.
The items are cleaned. Behind the rooster door is a stairway going down, visible now that you don't have an angry slaad blocking it.
"Check the other door first?" Moore asks.
"If you want," Finnegan says, kneeling down and checking the loot. "Key looks like common iron, the bag's full of platinum coins."
"I'm sure it works on one of the doors we haven't mercilessly opened." Moore says as he collects the key and the bag for the time being, putting them in his Haversack. He goes back out to check the final door.
The final door isn't hot to the touch or anything like that. It also doesn't look to be locked.
Moore opens it, but hides behind the door as he does anyway. No sense in getting surprised.
Within this small room is a switch on the back wall. A black dog sleeps on the floor before it, curled up and not reacting to your presence.
Aww. Well, this seems obvious, but Moore will try anyway. He turns invisible and will fly over to hit the switch, doing so as quietly as he can.
Take 10 for 31 on Move Silently.
The dog doesn't stir as you flip the switch.
When you flip the switch, the dog wakes up, yawns and stretches. It then paces about, slowly morphing into a door, which takes its place on the eastern wall.
Moore turns visible once again. "I was not expecting... ...Well, let's see what else we find." He says as he goes to the new, eastern door to open it.
Annoyingly, it's yet another locked door. There's even a keyhole this time.
Ah! Finally! The time is nigh!
Moore takes out the key they just got from the slaad and tries it!
No good. The iron key does not work.
"I'm thinking the iron key needs to be applied to that transmuting puzzle we found earlier. A metal type for each level, perhaps. Iron opens doors on the first level, silver the second, and so on."
I can't remember if we got another key? I think we did.
We got the silver key. You may as well try that one.
Okay, if you're going to try it do so.
"Perhaps the silver key?"
Surraruthru retrieves said key and attempts to open the door with it!
It works. The silver key falls about into ash as the door is opened. Within the door is a small room. On a hook on the wall is a gold necklace and beyond that is a glowing circle of green light.
Same color as the other circle of green light we found before?
Surraruthru eyes them both, using his innate detect magic to try and see any effects on the amulet, and to see what the circle does; though he suspects it to be a teleportation circle.
Yes.
Amulet, Iddy?
Amulet = necklace, sorry.
The necklace is not magical. Looks pretty and is golden, though, so that points in any dragon's opinion.
"Well, I think it's safe to make the guess that this takes us back to the first one." Moore says. "I think we should use it and use the crescent, since that was nearby before the... ah... fun."
Surraruthru stashes the necklace away for safe keeping.
"I agree. I think we have the trick of the keys and levels. Metal type restricted to levels of the dungeon and can only be used once. Let's see where this circle takes us. Maybe to the beginning, maybe deeper. We should decide if we want to save the keys to be transmuted into a higher level or not, though."
"Oh, I hadn't even thought about it like that." Moore says with a smile. "That's quite clever -- but yes, I think we try this. If it takes us back, then at least we know which way is which -- we can retrace our steps, find something amiss."
Surraruthru nods and steps into the circle!
Moore will go with him! It's no fun to be by yourself.
Finnegan follows. "Here we go..."
Woosh! You now stand on crumbling, crackling basalt. A small field of it surrounded by lava. It's fearsomely hot here, lava as far as the eye can see. Before you can do anything else, the heat bears in on you like your own personal portal to Hell.
Fire resistance/immunity, y'all?
I can activate my preloaded resistance spells as a move action.
That's up to y'all, but answer my question first?
I don't, no.
We have Fire Res 10 but that's it I believe.
> roll 4d6 this might get through, it might not
<Kobot> Kotono rolled 4d6 this might get through, it might not --> [ 4d6=13 ]{13}
3 fire damage to you two after your resistance 10 from Surraruthru's spell. Iddy, you can spend a move action to active your prepared spells if you like.
As the heat and choking gases hit you, you see lava as far as the eye stretches. However, straight above you, you can see a platform of basalt about 50ft above you. A rope ladder is slowly descending from it at a rate of 5ft a round, ignoring gravity to go far too slow. As you see that and marvel, the lava around you begins to splash and push outward. Something's coming up from it.
Act y'all.
I won't. The timer is limited on Resistance, so unless it's an every round thing, I'll hold off on it.
Moore will simply fly up. There's really no sense in heeding the idea behind this. Both Surru and Finnegan can do the same!
Surraruthru follows, keeping a slower pace to stay with Finnegan.
Finnegan has one small weakness: He can't fly and doesn't have an item for it. He never got a chance to get money to take care of that since he was a late comer in B3's first round.
Finnegan should still have Air Walk.
Oh right, thank you.
The party ascends up rather quickly. Just as well, since below a massive titan of lava and fire erupts out to assault the now empty basalt island, breaking it and causing it to sink beneath the heat. You rise up, the heat taxing all of you further.
> roll 4d6 this might get through, it might not
<Kobot> Kotono rolled 4d6 this might get through, it might not --> [ 4d6=14 ]{14}
4 damage after resistance.
As you endure the blistering heat, you reach the platform. It's 10ft wide and 20ft long, the center having a strange ten pointed diagram full of twisting, moving symbols.
Surraruthru inspects the diagram, trying to figure out the magic in it.
"Well that's just rude." Moore says with a huff. Moore casts Detect magic on the diagram!
[21:28] <Nephrite> roll 1d20+24
[21:28] <Kobot> Nephrite rolled 1d20+24 --> [ 1d20=7 ]{31} CL check if it's needed
Taking 10 on Spellcraft for 47.
Spellcraft as well, Surraruthru.
> roll 1d20+36+2 Spellcraft
<Kobot> Iddy rolled 1d20+36+2 Spellcraft --> [ 1d20=11 ]{49}
What's the remaining duration?
Shared Talents is 10m/level, so it'd have been like 4 hours. I'd venture another 3 hours or so. Also I forgot about it so it puts my Spellcraft at 49.
It's a magical activation. If the proper key is used, it will activate it and cause the platform to move somewhere, which in turn will activate magic ahead and allow it to reach somewhere beyond this safely.
Surraruthru tries to inspect it deeper, looking for what the activation key is.
Some sort of nonmagical key. An actual key, probably one made of iron.
Moore ponders for a moment as he takes out the mundane iron key he has and flies over with it to wave it experimentally over the diagram.
The key dissolves into light and the diagram flares with magic. Something's happening!
"Oh." He blinks. "I really didn't think that was... .." He just shrugs and flies back a bit to wait and see what happens.
"Well, it fits with what I could glean from the spell circle. As far as I can tell, that was the intended key."
Surraruthru settles in for the ride.
Surraruthru
HP: 344/344+5(Temp)
AC: 62 = 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
"Here we go. Again." Finnegan adds that part, spear out and at the ready. The platform zips ahead, expanse of lava left behind. Ahead of you are blasted deadlands, save for a yawning chasm into the earth. The platform floats above it and then begins to sink down into it.
Moore keeps an eye out for anything strange! ...Well, strange-r.
Spot check.
Take 10 for 46. I FORGOT AGAIN
Curiously peers around at the chasm they're descending into.
> roll 1d20+35+2 Spot
<Kobot> Iddy rolled 1d20+35+2 Spot --> [ 1d20=14 ]{51}
There's three points of immediate, salient concern that both of you notice.
1. The chasm below is too deep to see the bottom of.
2. Your platform is starting to fall apart.
3. Tendrils of writhing blue flesh are rising up from the chasm and towards your crumbling platform, rather swiftly no less.
Rolls to identify the tendrils?
K:Dungeoneering.
Moore will try with a take 10 for 34
> roll 1d20+39+2 K:Dungeoneering
<Kobot> Iddy rolled 1d20+39+2 K:Dungeoneering --> [ 1d20=17 ]{58}
It's not like the normal creepy crawlies that have tentacles. It's either something exceedingly rare, mutated or made by magic. Based on the absurd length of it, it's almost certainly a magical projection rather than part of a creature.
"Whatever that is, it's not natural or exceedingly rare. Some kind of magical projection rather than an actual part of a creature. We need to decide quickly if we want to treat it as hostile, avoid it out right, or play along."
"If it attacks us, then we fight. If the platform falls, then we use flight." Moore says.
Surraruthru nods and waits, then.
Finnegan looks down, "The platform's falling apart," he calls, stepping up into the air, "We have a bigger problem than those tentacles incoming."
"That's a really badly-made magical platform, then." Moore says with some indignation. Afina would be incredibly disappointed. He'll just fly along with it as it crumbles, then.
I'm not understanding what he's referring to here. Just that the platform is falling apart, or is there something else?
As in the platform you're standing on is falling apart. That really rather demands a response, even if it's just to fly up and off it.
Gotcha.
Surraruthru takes to the air himself, flying about lazily to keep pace with Finnegan.
It doesn't take much longer, the platform falling apart. You're about 100ft above the pit and the tentacles are rising up, fast.
Ball's in your court, y'all. What are you going to do?
"Let us go down and visit where these are coming from." Moore says as he starts to fly down!
Surraruthru sighs at the impetuousness of pixies but follows Moore, while mentally running through the list of spells he still has ready.
Naturally, the tentacles keep rising as Finnegan steps forward. "Incoming!"
Well, going down to them speeds this part up. Init.
> roll 1d20+13 Init
<Kobot> Iddy rolled 1d20+13 Init --> [ 1d20=2 ]{15}
I think Moore gives a +2 to this or something?
11.
[22:50] <Nephrite> roll 1d20+31
[22:50] <Kobot> Nephrite rolled 1d20+31 --> [ 1d20=17 ]{48}
> roll 1d20+24 Finnegan
<Kobot> Kotono rolled 1d20+24 Finnegan --> [ 1d20=20 ]{44}
> roll 1d20+10 tentacles
<Kobot> Kotono rolled 1d20+10 tentacles --> [ 1d20=15 ]{25}
Init is Moore (48) > Finnegan (45) > Surraruthru (26) > Tentacles (15)
Open Moore.
"You haven't challenged us yet, sir!" Moore calls out, all around him. "I hope this is a a better show of what you can muster!"
Inspire Courage, +14 to weapon and damage rolls and fear and charm saves, and an additional +2 to attack rolls on top of that.Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+3) (CL 24)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
HP: (14)269/277
AC: 47, 27 touch
22/24 Bardic music uses (0/3 left from Refrain)
Spells:
0th - 4/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 5/6
6th - 5/5
7th - 5/5
8th - 1/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 7/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Finnegan'll hold for Surraruthru here.
Go Surraruthru.
[spoiler]
Bardsong+14 attack/damage/fear saves
Finnegan
HP: 342/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Share Talents (CL13)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +2 swim checks.
Negative Conditions:
Resources Used:
[/quote]
[/quote]
What's our distance to them?
30ft away and closing.
Surraruthru begins casting a spell, concealing it with his skill, and launches the spell from his mouth!
Disintegrate, CL 25, Conceal Spellcasting Skill Trick
> roll 1d20+25 CL
<Rei-chan> Iddy rolled : 1d20+25 CL --> [ 1d20=10 ]{35}
> roll 40d6 Disintegrate
<Rei-chan> Iddy rolled : 40d6 Disintegrate --> [ 40d6=140 ]{140}Surraruthru
HP: 344/344+5(Temp)
AC: 62 = 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Okay, what's the trick do?
You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.
Forgot the SoH check;
> roll 1d20+12 SoH
<Rei-chan> Iddy rolled : 1d20+12 SoH --> [ 1d20=10 ]{22}
Okay, cool. Make your ranged touch attack roll for disintegrate.
I'm not sure if Moore's bonus applies to Touch Attack or not. If so, add 14.
> roll 1d20+29+4 Touch Attack
<Rei-chan> Iddy rolled : 1d20+29+4 Touch Attack --> [ 1d20=6 ]{39}
> roll 1d20+13
<Rei-chan> Kotono rolled : 1d20+13 --> [ 1d20=3 ]{16}
Your beam hits one of the tentacles and completely obliterates it. Nothing is left of that one and soon the others crumble.
That worked out well. Free act.
"...I feel like we're constantly being underestimated." Moore says. He shrugs and decides to continue down for the time being, surely there has to be a bottom to this, doesn't there?
"Or they're wearing us down," Finnegan remarks, "That could be it."
"If it's a case of being worn down, then why not just hit us with something harder?" Moore considers for a moment as he flies. "I suppose you can look at it as using this as a testing ground for us, to determine how best to show us his ardor. It's probably not very interesting for him if people come in and instantly 'lose,' as it were."
"Might be. Damn slaad's awfully methodical if he's doing that. Out of character for his race." Finnegan follows you.
"I've found that when dealing with chaotic things, one must occasionally expect something to actually be logical and thought out." Moore says with a laugh. "It seems impossible, but sometimes when it comes to something chaotic, the pattern can in fact be quite ordered all about."
"Personally, I'd rather be underestimated than anything else. Less work that way. Let's head down to the bottom and see if it left anything for us."
Surraruthru keeps heading down, keeping an eye out for loot or passages.
You descend down into the passage. As you do...
Do you still have DM up, either of you?
I have it as an at-will, so it's always active to me.
Surraruthru can note a complex and shimmering mantle of magic below, the area beneath you deeply enchanted.
Spellcraft.
I think Moore's skill boost is still up, but I wasn't sure so I didn't include it. +2 if it is.
> roll 1d20+36 Spellcraft
<Serith> Iddy roll for Serith < 46 > [d20=10]
Will save, Surraruthru. Mind affecting so note if immune or protected.
Mindblank, CL 28
But just in case:
> roll 1d20+29 Will
<Serith> Iddy roll for Serith < 40 > [d20=11]Surraruthru
HP: 344/344+5(Temp)
AC: 62 = 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
All the magic is simply a trap. It's designed to ensnare the mind of anyone who studies it and leave them comatose. Fortunately, your mind blank spell shielded you.
"It's a trap. The magic is designed to leave anyone who studies it comatose. Don't look in depth at it. Below it is a heavily enchanted area."
"Doesn't want anyone finding out his secrets, I suppose." Moore says as they continue along.
"Neither did Secretus. Look how well that worked out for him."
You descend a little deeper. As you do, 60ft below, you see a pair of black tentacles rising from the depths. They're coming up rather rapidly, making no attempt at stealth whatsoever.
"Round 2," Finnegan murmurs, spear ready.
Init here.
"At least it's direct." Moore counters.
[22:11] <Serith> Nephrite roll for Serith < 33 > [d20=2]
> roll 1d20+13+11 Init
<Serith> Iddy roll for Serith < 36 > [d20=12]
> roll 1d20+24 Finnegan
<Serith> Kotono roll for Serith < 26 > [d20=2]
> roll 1d20+20 Tentacles
<Serith> Kotono roll for Serith < 32 > [d20=12]
Init is Surraruthru (36) > Moore (33) > Tentacles (32) > Finnegan (26)
Open Surraruthru.
Holding for Moore's turn.
Alrighty then. Moore.
"Come then, let's have at it!" Moore calls, bolstering Surru and Finnegan once more.
+14 to attack and weapon damage rolls and charm and fear saves. +2 to attack rolls on top of that and +2 to caster level checks for both also.Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+3) (CL 24)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
HP: (20)269/277
AC: 47, 27 touch
21/24 Bardic music uses (0/3 left from Refrain)
Spells:
0th - 4/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 5/6
6th - 5/5
7th - 5/5
8th - 1/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 7/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Alright then. Surraruthru?
Surraruthru begins casting, chanting softly before firing an orb of magical power from his toothy maw!
Orb of Force, CL 25
> roll 1d20+29+14 Touch Attack
<Serith> Iddy roll for Serith < 52 > [d20=9]
Forgot the +3 from Tattoos, so 55 Total.
> roll 10d6 Orb of Force
<Serith> Iddy roll for Serith < 26 > [d6=1,2,1,4,2,5,2,6,1,2]Surraruthru
HP: 344/344+5(Temp)
AC: 62 = 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
You attack swiftly and the tentacles are hit. They retreat back...you've wo-!!!!!
It races up below - the rest of the monster. A great, hulking mass of tentacles, teeth and roiling slaad flesh. It fills the entire passage and is rising at you far too fast, ignoring trivial things like gravity. As he races in, he emits a bone-shaking roar that jars all of you terrifically.
Fort saves.
Init is Moore (33) > Surraruthru (32.1) > Tentacled Abomination (32) > Finnegan (26)
[22:42] <Nephrite> roll 1d20+39+3+2 (Tyche's Touch 3, +2 from Celestial Fortitude) mettle
[22:42] <Serith> Nephrite roll for Serith < 56 > [d20=12]
If this is a fear effect he's also immune and provides a +4 bonus to Surru and Finnegan.
> roll 1d20+28 Fort
<Serith> Iddy roll for Serith < 40 > [d20=12]
> roll 1d20+35 Finnegan
<Rei-chan> Kotono rolled : 1d20+35 Finnegan --> [ 1d20=11 ]{46}
All of you feel a strange, thick presence in the air, making it hard to breathe. It's not gas and you don't smell anything odd as you struggle with it.
Chance for K:D checks here, y'all, if you wanna try and identify this thing.
[spoiler]
Finnegan
HP: 342/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Share Talents (CL13)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +2 swim checks.
Negative Conditions:
Resources Used:
[/quote]
[/quote]
[/quote]
Take 10 for 32.
roll 1d20+39 K:D Serith
<Serith> Iddy roll for Serith < 49 > [d20=10]
This isn't a normal creature. Whatever this nightmare is, it's unique. At least you know to expect the unexpected now.
Finnegan meanwhile holds his ground, "We going to fight or fall back?"
"It wouldn't do if we don't give him a good show after all." Moore responds. "Besides, we've faced worse -- let's make the creature fall!"
"Good," Finnegan smiles and dives down, spear going to impale the horror from above. As he does, tentacles lash out at him, rising up to intercept.
> roll 1d20+40 Rei
<Rei-chan> Kotono rolled : 1d20+40 Rei --> [ 1d20=17 ]{57}
> roll 1d20+55 Rei vs Finnegan's CMD
<Rei-chan> Kotono rolled : 1d20+55 Rei vs Finnegan's CMD --> [ 1d20=17 ]{72}
No damage, just a bigger bonus to CMB if they hit.
The tentacles get Finnegan, but he powers through past them and to the main body, a flick of his spear knocking them all aside.
> roll 1d20+43 (+14 Moore, +2 Moore, +1 Moore, +1 luck, +2 competence, +2 charge -25 PA) Rei
<Rei-chan> Kotono rolled : 1d20+43 (+14 Moore, +2 Moore, +1 Moore, +1 luck, +2 competence, +2 charge -25 PA) Rei --> [ 1d20=17 ]{60}
> roll 2d8+192+3d6+1d6 and 1 negative level Rei
<Rei-chan> Kotono rolled : 2d8+192+3d6+1d6 and 1 negative level Rei --> [ 2d8=7 3d6=12 1d6=5 ]{216}
Finnegan lands on the beast's bloated body, stabbing down into it. He does so again and again, sprays of bright purple blood going everywhere. Tentacles writhe around him as...
Moore, go.
If they're going all out, then it simply wouldn't do for Moore to not follow suit. He calls on magic to give himself a bit of an edge and then calls out!
"Finnegan, Surraruthru, strike the beast now! The tides of fate empower you both, show it how!" He shouts!
Casting Harmonize first, then Destined Strike with his Swift. This gives Finnegan and Surru another +3 to attack and weapon damage rolls, the Improved Crit Feat and +11 to crit confirmations.
5 rounds Inspire Courage, 5 rounds Destined StrikeSpells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+3) (CL 24)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements
Negative Conditions:
HP: (20)269/277
AC: 47, 27 touch
19/24 Bardic music uses (0/3 left from Refrain)
Spells:
0th - 4/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 5/6
6th - 5/5
7th - 5/5
8th - 1/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 7/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Okay. Surraruthru?
Surraruthru begins chanting again, calling on his magical powers again as he blasts a spell at the thing!
Disintegrate, CL 25.
> roll 1d20+32+17 Ranged Touch Attack
<Serith> Iddy roll for Serith < 65 > [d20=16]
> roll 1d20+25 CL Check
<Serith> Iddy roll for Serith < 27 > [d20=2]
> roll 40d6 Disintegrate
<Serith> Iddy roll for Serith < 145 > [d6=2,6,3,1,2,5,5,6,5,1,2,5,5,4,1,3,1,5,5,6,1,4,3,3,1,3,6,6,4,6,4,5,2,3,5,2,3,2,6,3]Surraruthru
HP: 344/344+5(Temp)
AC: 62 = 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
> roll 1d20+26 main body
<Rei-chan> Kotono rolled : 1d20+26 main body --> [ 1d20=15 ]{41}
DC Iddy?
It looks like it's 24.
Okay, roll the 5d6 damage for a resisted disintegrate.
[12:34] <Nephrite> roll 5d6
[12:34] <Rei-chan> Nephrite rolled : 5d6 --> [ 5d6=19 ]{19}
The beam strikes the creature dead center, making a bit of it crumble away. Only a little bit, as you can see the clear effects of your spell being resisted. No great hunk of it is gone, the creature's endurance mightier than your magic.
The abomination rises up, Finnegan still on it. It's coming up right for you two!
You two can choose one of the following options.
1. Stand your ground. You'll get an AoO against it, but unless you kill it, it'll automatically slam into you.
2. Dodge upwards. It'll give you a chance to avoid it - it'll depend on how fast you and it are.
Moore will take the second option.
As I can't full attack on an AoO, I shall be taking the second option as well. 100ft fly speed with perfect maneuverability for Surraruthru.
Okay. Fly speed, Moore?
60 and good
Both of you fly up as fast as you can, the nightmarish mass following. You're both able to keep pace with it, avoiding being overrun. Tentacles lash up as you do, knocking bits of the wall away as they try and grab both of you.
> roll 1d20+40 Moore
<Serith> Kotono roll for Serith < 46 > [d20=6]
> roll 1d20+40 Surraruthru
<Serith> Kotono roll for Serith < 56 > [d20=16]
> roll 1d20+55 vs Moore's CMD if needed
<Serith> Kotono roll for Serith < 72 > [d20=17]
> roll 1d20+55 vs Surraruthru's CMd if needed
<Serith> Kotono roll for Serith < 59 > [d20=4]
Okay, do those first rolls hit you two? If so, does the second roll hit your CMD?
The first one misses by 1 AC on me.
Misses me by 8.
Fortunately, both of you are too fast. You fly upward as cracks in the gorge appear, greenish fluid leaking out the walls. At the same time, the flesh Finnegan stands on morphs into toothy maw, trying to swallow him whole.
> roll 1d20+40
<Serith> Kotono roll for Serith < 57 > [d20=17]
> roll 6d8+22
<Serith> Kotono roll for Serith < 54 > [d8=7,3,3,5,8,6]
Finnegan's leg is gotten up to the knee, teeth tearing into it. Finnegan winces and brings his spear down, forcing the mouth open and pulling his limb free. "Testy bastard, eh?" he mutters, spinning his spear back. He then brings it down over and over, dashing about despite his bleeding leg, trying to skewer the thing half a hundred times.
Finnegan's up.
> roll 1d20+47 (+1 aura, +14 bardic music, +2 competence, +1 luck, +3 destined strike, -21 PA)
<Serith> Kotono roll for Serith < 63 > [d20=16]
> roll 1d20+42 (+1 aura, +14 bardic music, +2 competence, +1 luck, +3 destined strike, -21 PA)
<Serith> Kotono roll for Serith < 44 > [d20=2]
> roll 1d20+37 (+1 aura, +14 bardic music, +2 competence, +1 luck, +3 destined strike, -21 PA)
<Serith> Kotono roll for Serith < 53 > [d20=16]
> roll 1d20+32 (+1 aura, +14 bardic music, +2 competence, +1 luck, +3 destined strike, -21 PA)
<Serith> Kotono roll for Serith < 52 > [d20=20]
> roll 1d20+32 (+1 aura, +14 bardic music, +2 competence, +1 luck, +3 destined strike, -21 PA) crit?
<Serith> Kotono roll for Serith < 40 > [d20=8]
> roll 1d8+89+3d6 and 1 negative level
> roll 1d8+89+3d6 and 1 negative level
> roll 1d8+89+3d6 and 1 negative level
<Serith> Kotono roll for Serith < 102 > [d8=2][d6=6,4,1]
<Serith> Kotono roll for Serith < 107 > [d8=7][d6=4,3,4]
<Serith> Kotono roll for Serith < 106 > [d8=7][d6=3,4,3]
> roll 3d8+267+3d6 and 3 negative levels
<Serith> Kotono roll for Serith < 294 > [d8=5,8,6][d6=5,1,2]
Finnegan is a blur of green and white as his spear rips into the flesh of the abomination over and over again. More oddly colored blood sprays out, but it's not stopping. No matter how many times he impales it, the mass of flesh keeps rising.
Moore, go. You're forced to take a move action to keep evading it. You can choose not to do this, but it'll catch you next round automatically if you do.
[spoiler]
Finnegan
HP: 288/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Share Talents (CL13)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +2 swim checks.
Negative Conditions:
Resources Used:
This sort of fight is what he joined Aurora for. Yes, yes! Unfortunately, his magic spell won't help him right now, but he'll keep moving anyway!
"You want to see what we're made of!?" Moore calls, a surge of magical song bolstering Surraruthru and Finnegan yet again!
Surru, Finnegan and Moore all now have +12 morale bonuses to their saves and 12 to dodge to AC.
4 Rounds IC, 5 Destined StrikeSpells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+3) (CL 24)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +12 to attack and weapon damage, ac and saves
Negative Conditions:
HP: (62)269/277
AC: 47, 27 touch
18/24 Bardic music uses (0/3 left from Refrain)
Spells:
0th - 4/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 5/6
6th - 5/5
7th - 5/5
8th - 1/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 7/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Neat. Surraruthru, go.
Am I in full round attack range? I would have tried to have my movement/fleeing lead me just far enough ahead of it to position me for monking, if possible.
I'll allow it, but remember to declare it on the future. You will get swept along on it this coming turn if you do, though.
That's fine.Surraruthru spins to face the monster after keeping just barely ahead of it, launching himself at the ball of weird in an effort to become a ball of fury!
> roll 1d6 Flailing Strikes
<Serith> Iddy roll for Serith < 4 > [d6=4]
> roll 1d20+31+20 Unarmed
> roll 1d20+28+20 Unarmed
> roll 1d20+21+20 Unarmed
> roll 1d20+15+20 Unarmed
> roll 1d20+26+20 Bite
> roll 1d20+26+20 Claw
> roll 1d20+26+20 Claw
<Serith> Iddy roll for Serith < 52 > [d20=1]
<Serith> Iddy roll for Serith < 54 > [d20=6]
<Serith> Iddy roll for Serith < 53 > [d20=12]
<Serith> Iddy roll for Serith < 55 > [d20=20]
<Serith> Iddy roll for Serith < 49 > [d20=3]
<Serith> Iddy roll for Serith < 64 > [d20=18]
<Serith> Iddy roll for Serith < 66 > [d20=20]
> roll 1d20+31+20 Flailing Strikes
> roll 1d20+31+20 Flailing Strikes
> roll 1d20+31+20 Flailing Strikes
> roll 1d20+31+20 Flailing Strikes
<Serith> Iddy roll for Serith < 55 > [d20=4]
<Serith> Iddy roll for Serith < 52 > [d20=1]
<Serith> Iddy roll for Serith < 57 > [d20=6]
<Serith> Iddy roll for Serith < 60 > [d20=9]
> roll 1d20+31+20+11 Crit Confirm Unarmed ATK #4
> roll 1d20+31+20+11 Crit Confirm Bite ATK #2
<Serith> Iddy roll for Serith < 73 > [d20=11]
<Serith> Iddy roll for Serith < 65 > [d20=3]
> roll 6#3d8+6+17 (Unarmed)
<Serith> Iddy roll for Serith < 43, 32, 39, 38, 45, 38 >
> roll 1d6+6+17 (Bite)
> roll 2#1d4+6+17 (Claw)
<Serith> Iddy roll for Serith < 27 > [d6=4]
<Serith> Iddy roll for Serith < 24, 24 >
So that's the 39 that crit'd, so 274 for unarmed, 27 for bite which I think I missed on, and second claw crit'd so 24+48 for 373 for everything and 346 minus the bite.
Surraruthru
HP: 344/344+5(Temp)
AC: 74 = 38+20+4 (Deflection)+12 (Dodge/Moore)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Surraruthru pounces on it as it advances, a flurry of claws, bites and blows. He tears into it, ripping and clawing vigorously. He rips deeper, through the first layer, and into strange, pulsing organs. Bluish-purple things that pop and hiss when you shred them with your claws. The entire beast convulses and emits an ear-splitting cry.
Fortitude saves, all. This is an immediate action so it's interrupting. Sonic effect for the sake of resistances.
> roll 1d20+28+12 Will/Morale
<Serith> Iddy roll for Serith < 45 > [d20=5]
[21:16] <Nephrite> roll 1d20+39+12+4 (+4 celestial fortitude if it applies) mettle
[21:16] <Serith> Nephrite roll for Serith < 59 > [d20=4]
Sorry, that's +2 on celestial fortitude if it applies, so 57
> roll 1d20+47 (+12 Moore) Finnegan
<Serith> Kotono roll for Serith < 64 > [d20=17]
The scream is horrible, but all of you endure. The beast begins to speed up and break apart as once, taking you back out of the chasm. You're thrown high into the air as it becomes naught but dust on the wind.
As you recover and catch your breath, you see that a small floating platform sits there, along with a shimmering portal on it.
Free act.
Surraruthru shakes himself, hoping to dislodge any possible remaining purple goop off of himself.
"Well. That was unpleasant. I couldn't identify what it was, though I'm in no rush to have another specimen to study. Portal or check the bottom for treasure?"
"Wow!" Moore exclaims. "That was exciting!"
He looks around to see if, by any chance, the beast left behind any shiny objects.
Take 10 on Spot for 44
Everything the beast was crumbled into the pit below. You'd have to go down to find out.
Finnegan shakes his head, "Damn tough thing, whatever it was."
"Yes. I think our slaad host might have taken exception to our easy killing of everything else so far. I think we should check the bottom of the pit. I get the nagging feeling the portal may be a distraction."
"Might be worth trying," Finnegan says, "Good a choice as any with a slaad calling things."
"There's no harm in looking." Moore says. "If he doesn't want us going down there, he'll let us know by spooking."
Surraruthru nods to the others and starts heading down towards the bottom of the pit.
How long are you willing to go down, timewise?
Let's say 20 minutes and we can reassess from there.
I'm okay with that.
You go down about 15 minutes. The chasm is unremarkable until then. It's at that point where you can see something - an opening where it expands, at the edge of your vision. Whatever it is, it's much bigger than this chasm and opens up quite a bit. You'd have to go down to see more.
"... I get the feeling there's going to be either a colony of those things or an extremely large one..."
Surrraruthru sighs.
"Let's go get them."
Moore nods and continues down!
You go a little more down. Suddenly lights shine everywhere, the walls starting to glow. Below you is a chamber so large you can't see any of the walls, only the floor. Lying on the floor are dozens and dozens of the creature you just killed. They begin to stir, several starting to rise in your direction.
"Surraruthru?" Finnegan says grimly, "Stop being right."
"I'm not sure we can really handle that many..." Moore says with some trepidation.
"What can I say? Celestials are always right. There's almost certainly something amazing down there, but if we want to do this, let's lure them back up the pit a bit to fight them as few at a time as we can. Or just make for the portal? We may be able to out pace them."
As a reference, how wide is the pit/tunnel we came down? Can it fit only one of the things at a time, and how many medium sized creatures can it fit?
It's roughly 50ft in diameter and it can only fit one at a time.
Moore takes a breath. "Let's do it. It wouldn't do to run away just because of overwhelming odds, I'm sure a win here has merit."
If we have some prep time for spells let me know, also.
You don't. Beasties are rising up, fast.
What's your plan here, y'all?
Plan is to drop back into the tunnel so we only have to fight one at a time. I plan to hit us with Celestial Valor right before the fight starts, then time stop and summon some allies for the fight. Escape plan is for me to drop a wall of force to block the pit and then run.
Okay. How far up the tunnel?
I dunno, about 70 feet? That puts one in the tunnel with a second squeezing in. Should prevent multiple from having line of attack on us?
That would work, yeah. Sound good?
One additional question; if I decide to summon that's huge, the size chart lists that as 16 ft - 32 ft. Since the tunnels is only 50 ft, can I control which size I summon? Like I decide I want 16 ft ones so I can have multiple?
Depends on the creature summoned. Of course, a creature has to be summoned on something that can support them, so bear that in mind.
Alrighty. I've got my plan.
Roll init and we'll start on this then.
[12:32] <Nephrite> roll 1d20+31 init
[12:32] <Serith> Nephrite roll for Serith < 42 > [d20=11]
> roll 1d20+13+11 Init
<Serith> Iddy roll for Serith < 42 > [d20=18]
> roll 1d20+24 Finnegan
<Serith> Kotono roll for Serith < 31 > [d20=7]
> roll 1d20+20 They're baaaack
<Serith> Kotono roll for Serith < 30 > [d20=10]
Init is Moore = Surraruthru (42) > Finnegan (31) > Tentacle Abominations (30)
Y'all won init completely so go ahead and go, position yourselves as you please.
Surru can do his thing and then I'll buff everyone!
Surraruthru begins chanting, hovering above the oncoming rush of weird gigantic eyeball and tentacle monsters, letting loose his spell!
Time Stop, CL 25
> roll 1d4+1 Time Stop
<Serith> Iddy roll for Serith < 2 > [d4=1]Surraruthru
HP: 344/344+5(Temp)
AC: 74 = 38+20+4 (Deflection)+12 (Dodge/Moore)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Okay, cool. Two rounds of timestop, what are you doing in it?
As time slows and then freezes for him, Surrraurthru begins casting more spells!
1st Round: Summon Monster IX, CL 25. Summoning from the VIII: Storm Elemental, Huge
> roll 1d4+1 Summon Monster 9/8
<Serith> Iddy roll for Serith < 4 > [d4=3]
That gives me 4 Huge Storm Elementals.
I'll summon them ahead/below us, between us and the oncoming monsters.
2nd Round: Wall of Force, Sculpted, CL 25.
Positioning this between our group and the Storm Elementals and monsters. Sculpting it so that it's a flat disc between us, capping the tunnel, but with a hole big enough for us to pass through (so one Finnegan can slip through).
General intent is to let the four Storm Elementals go insane with their Sonic/Electricity explosions, grinding down the monsters and healing each other, while we take potshots and buff as needed through the hole, while the wall protects us from the explosions.Surraruthru
HP: 344/344+5(Temp)
AC: 74 = 38+20+4 (Deflection)+12 (Dodge/Moore)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Okay.
How far are you spacing the storm elementals apart and how big are they? The flavor for them should give details.
Where exactly are you putting the hole in the wall? How big is it?
The Monster Manual III just lists them as Huge; the size chart says that's 16-32 ft. I'd want them to be roughly 18 ft. That's big enough to have three of them in a triangle formation as the first line with a fourth above and centered. With a 60 ft radius on their explosions, they should cover each other.
The Wall of Force will be right under our feet, so we can stand on it if we want. the hole should be center and about 3-4 feet wide. That should be big enough for Finnegan to slip through.
So it doesn't, probably since it lists all of them rather than just one. In this case I'll give you the benefit of the doubt there, sure.
Hole's fine for that, but bear in mind it'll let some things through it, too. Radius spreads in particular can get through, as well as lines aimed at it.
Sure, but if we stand away from it, we should still be clear, yeah? If not, then no hole; I'll just dismiss it when/if we need to instead.
Depends on how big a radius spread you're talking about. But most likely yes.
Eh, go the safe route and leave no hole. If the storms get smashed to pieces, we'll likely want to just leave anyway.
Okay then. Moore? I'll describe all this when I have all the actions in.
Once the allies have suddenly appeared, Moore gets to work!
"It's time to go all out, then!" Moore calls, invigorating his allies!
Casting Harmonize again and then Inspire Courage. +14 to attack and weapon damage and saves against fear and charm, +2 to attack rolls on top of that.Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+3) (CL 24)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +12 to attack and weapon damage, ac and saves
Negative Conditions:
HP: (69)269/277
AC: 47, 27 touch
17/24 Bardic music uses (0/3 left from Refrain)
Spells:
0th - 3/7 (DC 21)
1st - 5/7
2nd - 5/7
3rd - 6/6
4th - 6/6
5th - 5/6
6th - 5/5
7th - 5/5
8th - 1/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 8/9
3rd - 8/8
4th - 6/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Okay.
Finnegan drifts back and waits, "Be ready to cut and run if this doesn't work," he warns, as one of them advances on the elementals, starting to go up as...
Go ahead and have the elementals unload on it, Iddy. Since I'm assuming they were holding for that. If not say so.
The Storm Elementals stare unflinchingly down at the rising monstrosity, their bodies rumbling and cracking with barely contained thunder and lightning as their fury against these unnatural things get closer. Once it close enough for the elementals to unleash their full fury, they do, throwing the rage of a thunderstorm at it!
Thunder and Lightning (Su); Also since they have Electrical and Sonic Healing (Ex) they heal 1 point per 3 points of damage from each of the other elementals, but not themselves.
CORRECTION: Sonic save is Fort based, not Ref. Electricity is Ref save.
> roll 8d6 Sonic DC 24, Ref Half, Elemental 1
> roll 16d6 Electricity DC 24, Ref Half, Elemental 1
<Serith> Iddy roll for Serith < 20 > [d6=2,1,3,1,4,3,2,4]
<Serith> Iddy roll for Serith < 53 > [d6=5,6,1,4,1,3,4,6,2,2,5,5,4,3,1,1]
> roll 8d6 Sonic DC 24, Ref Half, Elemental 2
> roll 16d6 Electricity DC 24, Ref Half, Elemental 2
<Serith> Iddy roll for Serith < 25 > [d6=4,2,2,4,2,2,3,6]
<Serith> Iddy roll for Serith < 56 > [d6=2,5,3,4,2,2,4,1,2,3,6,5,5,4,3,5]
> roll 8d6 Sonic DC 24, Ref Half, Elemental 3
> roll 16d6 Electricity DC 24, Ref Half, Elemental 3
<Serith> Iddy roll for Serith < 23 > [d6=1,3,5,1,4,3,1,5]
<Serith> Iddy roll for Serith < 48 > [d6=5,2,1,3,4,1,5,1,6,2,1,5,2,4,3,3]
> roll 8d6 Sonic DC 24, Ref Half, Elemental 4
> roll 16d6 Electricity DC 24, Ref Half, Elemental 4
<Serith> Iddy roll for Serith < 30 > [d6=5,5,1,3,6,3,4,3]
<Serith> Iddy roll for Serith < 61 > [d6=1,6,6,6,4,4,1,5,3,3,4,2,6,5,3,2]
> roll 1d20+20 (-4 circumstance) ref 1
> roll 1d20+20 (-4 circumstance) ref 2
<Serith> Kotono roll for Serith < 32 > [d20=12]
> roll 1d20+20 (-4 circumstance) ref 3
> roll 1d20+20 (-4 circumstance) ref 4
<Serith> Kotono roll for Serith < 32 > [d20=12]
<Serith> Kotono roll for Serith < 25 > [d20=5]
<Serith> Kotono roll for Serith < 33 > [d20=13]
> roll 1d20+28 fort 1
<Serith> Kotono roll for Serith < 39 > [d20=11]
> roll 1d20+28 fort 2
<Serith> Kotono roll for Serith < 46 > [d20=18]
> roll 1d20+28 fort 3
<Serith> Kotono roll for Serith < 39 > [d20=11]
> roll 1d20+28 fort 4
<Serith> Kotono roll for Serith < 36 > [d20=8]
Blasts of thunder and lightning pummel the abomination, enough to make it quickly retreat back and out of range, rather than pushing the attack. It's hard to see details with everything going on, but you can see patches of burnt skin after that, as well as the entire mass vibrating from the sonic assault.
Ball's in your court here since it doesn't seem inclined to challenge the elementals after that.
"Hmm.. I can order the elementals to go down to the mouth of the tunnel and see if they'll go after them there. Ideas?"
Moore rubs his chin. "I really didn't expect that. Are they smart enough to reason? Drat." He seems to consider for a moment. "I guess it depends on if we want to fight them at the disadvantage of going in there further."
"No. Too risky," Finnegan shakes his head. "All of this means nothing if we die."
"Well, I can send them into the open space and let them cause general havoc while I drop the Wall of Force and we try to lure them into the tunnel. If we can get them to come after us while the elementals keep them disorganized, we'll do well, I think."
Moore nods. "Give it a try. If we need to rethink the plan, we can, on the fly."
Surraruthru nods and turns to the elementals, pausing....
"Anyone speak elemental? I don't have a telepathic spell for them..."
Finnegan shakes his head.
"I can speak Auran." Moore says.
"Please tell them to advance after the monsters and cause chaos as they like, only to keep us clear of their attack area."
Moore will repeat that to the elementals in Auran!
The elementals do so, descending down.
Once they come into the open space, several of the strange creatures immediately rise up for them, coming from all angles.
Honestly, I'm inclined to wait and see how it turns out. These guys do a *lot* of damage, cumulatively, and with four them, they should do way more than enough healing to keep going, unless they just get absolutely hammered over and over again, but since the things they're fighting are 50 ft-ish, there's only so many of them that can attack once.
I mean, they did 316 that round, which means they heal for 1/3rd of that, so +105 HP each, and they'll do roughly that every round. They should be able to last for a little while here.
Up to y'all. Is that what you're doing?
They're his summons, I'm fine with it.
How long do the summons last?
Summon monster 1 lists 1 round/level, so I guess 25 rounds?
Okay, roll another round of damages.
This is mostly summon combat so I'm going to glaze over it a bit for the sake of cutting out a lot of unneeded dice rolling.
> roll 8d6 Sonic DC 24, Fort Half, Elemental 1
> roll 16d6 Electricity DC 24, Ref Half, Elemental 1
<Serith> Iddy roll for Serith < 22 > [d6=2,5,2,3,2,4,1,3]
<Serith> Iddy roll for Serith < 60 > [d6=5,6,1,5,1,6,6,3,4,3,2,2,4,2,4,6]
> roll 8d6 Sonic DC 24, Fort Half, Elemental 2
> roll 16d6 Electricity DC 24, Ref Half, Elemental 2
<Serith> Iddy roll for Serith < 26 > [d6=1,5,3,4,3,4,3,3]
<Serith> Iddy roll for Serith < 36 > [d6=5,2,1,1,5,1,1,2,2,1,2,2,3,1,3,4]
> roll 8d6 Sonic DC 24, Fort Half, Elemental 3
> roll 16d6 Electricity DC 24, Ref Half, Elemental 3
<Serith> Iddy roll for Serith < 25 > [d6=2,5,2,3,4,3,3,3]
<Serith> Iddy roll for Serith < 53 > [d6=2,2,2,2,5,2,2,5,6,5,2,5,4,3,5,1]
> roll 8d6 Sonic DC 24, Fort Half, Elemental 4
> roll 16d6 Electricity DC 24, Ref Half, Elemental 4
<Serith> Iddy roll for Serith < 32 > [d6=3,4,3,6,5,3,3,5]
<Serith> Iddy roll for Serith < 37 > [d6=1,2,5,3,1,6,1,4,4,2,2,1,1,1,2,1]
> roll 1d20+24 ref 1
> roll 1d20+24 ref 2
> roll 1d20+24 ref 3
<Serith> Kotono roll for Serith < 34 > [d20=10]
> roll 1d20+24 ref 4
<Serith> Kotono roll for Serith < 26 > [d20=2]
<Serith> Kotono roll for Serith < 30 > [d20=6]
<Serith> Kotono roll for Serith < 25 > [d20=1]
> roll 1d20+28 fort 1
<Serith> Kotono roll for Serith < 39 > [d20=11]
> roll 1d20+28 fort 2
<Serith> Kotono roll for Serith < 41 > [d20=13]
> roll 1d20+28 fort 3
<Serith> Kotono roll for Serith < 42 > [d20=14]
> roll 1d20+28 fort 4
<Serith> Kotono roll for Serith < 29 > [d20=1]
Another round of thunder and lightning strikes - and the creatures fall back, hovering around them but at a distance, not closing to attack.
Go ahead.
"Well, they definitely don't want to fight them. At least they're an obstacle to the monsters. Shall I drop the Wall of Force and see if we can't lure one in?"
Moore takes in a breath and looks uncertain. "Something about this just seems off, with the way they're acting."
"Like they're being directed, you think?"
"Possibly, or they're smarter than they look," Finnegan says, "I really don't like this."
"I can leave the Wall of Force up and we can just go back tot he portal. I doubt they'll be able to catch us."
"So what do we do?" He gestures down towards the elementals. "They're clearly not going to chase after us, do we just go back and take that portal? Or head down there and see if they're guarding something that would awe a mortal? Remember, this is a dungeon -- this is all created for a reason. It isn't as if we've come upon some animals during mating season."
Surraruthru nods.
"Honestly, if we can keep the fight to our advantage, I'm fully willing to fight them. But the way they're acting now, it's doubtful they'll let us set it up to fight them one at a time. It might be worth it, but at the same time... We did find the bones of a previous adventurer. Wisdom in discretion may be the right play here."
"That other one did attack us unprovoked. It certainly seems like they were going to as well -- I think they just don't like loud noise." Moore says. "If we're being judged, then we'll just have to let that come, boys."
"To fight them, but be cautious. I'll dismiss the summons and drop the Wall of Force, but's stay where we are and see if they come after us. If they do, then we'll go with the original plan of using the tunnel. If not, we'll see how we fare against a couple at a time and run if need be."
Saying so, Surraruthru dismisses the summons and Wall of Force, watching to see what the creatures do.
The strange creatures stay back from the elementals still, seemingly content to wait.
We'll say it's been 8 rounds on the summon, between talking and waiting.
Moore will just wait to see what happens.
Okay, waiting on Iddy input then.
"Well, looks like we'll need to go to them."
Surraruthru heads a bit down the tunnel.
Intent is to go further down, but not so far that I can get attack from multiple sides. I think we were 70 ft. into the tunnel, I'll go down to 30 ft.
Moore will follow. If the need arises, he has his own Time Stop, after all.
You go down 30ft. The elementals are still below you as you had them follow, and this movement does nothing to change things.
Uh, I dismissed the summons? If not then dismiss them now.
Whoops, thanks for correcting me. New line then.
You go down 30ft. The creatures still stay back, perhaps wary?
"They're still wary of us. We could try to intimidate them?"
"Sure. Got a more thunder and lightning?" Finnegan asks, "They didn't seem to like it."
"Perhaps we should just try the direct approach." Moore says, as he speaks aloud, hopefully his voice carrying into the cavern. He tries Common, why not? "We have no quarrel with you! If you let us pass through here, you will come to no harm, it's true."
For giggles, make a Diplo check.
Take 10 for 71, burning my Divine Insight for reference.
Okay, going to add anything here, Surraruthru?
"The only reason we attacked was because the one that came up the tunnel before attacked us first. We have no desire to do fight with you, but thought we had no other option."
The creatures don't react - they don't advance but nor do they attack. They simply keep back, circling around and staying moving.
Moore looks around into the cave -- maybe there's another exit they can go through?
Maybe it leads to treasure?
Spot.
Take 10 for 44
You can get a look at the bottom of the cavern, thanks to all the creatures being moving. It's muddy and rather foul, but you can catch glimpses of something shedding a faint light down there. Something small but glowing - a suit of armor, you think. Heavy plate armor, perhaps full plate. Hard to tell from here.
What's the distance we're looking at to the armor?
Couple of hundred feet.
"Down there... a suit of armor. I really don't think they'll attack us." Moore says as he tentatively starts flying in that direction. "If they choose to, however, we can make them regret it with the same fuss."
Ignore this.
Okay, well... I can advance down and see how they react. In an emergency, I can pick things up that aren't held by other creatures during a time stop, right? I have one use left, so I can blast down, pick it up, and blast back up. My speed is 100ft, so that should be enough. If I get more than two rounds, I can look for additional items, maybe. Unless you have another idea, Neph?
I think that's fine.
Okay, ball's in your court then.
"Okay, I'm going to try for it. Let's see how they react."
Surraruthru cautiously descends down towards the armor, watching the creatures and preparing to cast Time Stop at the first sign of aggression.
You begin to go down - when you clear 40ft and past the tunnel, the creatures begin to approach you. Tentacles lash out and writhe, rising up in your direction.
Go ahead with time stoppery.
Surraruthru casts his spell, hoping to freeze the world long enough to get some good loot!
Time Stop, CL 25.
> roll 1d4+1 Time Stop
<Serith> Iddy roll for Serith < 4 > [d4=3]
1st Round: Down Speed towards the armor, should be a move action.
Standard: stow away the armor into haversack.
2nd Round: Do a quick look around for anything additional.
Strength score?
23. +6
The armor is beautiful. It is full plate armor, engraved with shimmering gold patterns and inlaid with mithral. The armor glows with its own inner blue light and is quite heavy to lift. Fortunately, you're strong enough to break it apart as you need to and get it into your haversack.
Spot.
> roll 1d20+35 Spot
<Serith> Iddy roll for Serith < 40 > [d20=5]
The mud is thick and you can see the occasional thing poking out of it. A few notable things:
- Several bones of varying size.
- The hilt of a sword, barely visible.
- The end of a thin stick.
- An iron gauntlet.
So I'm not 100% clear on distances and actions required here. I've got two rounds left, how far are the items and how many rounds would it take to pick them up? I need one round to get back up to the others, so I'm guessing I can only get one?
Oh sorry, that was a serious omission. Whoops!
Bones are dotted about, closest is 25ft away. Sword's 40ft away, stick's 50ft away. Finally, the gauntlet's 15ft away. Yes, move+standard to get one would take a round's action.
Assuming I'm still on Round 2, I also have no idea what the pattern/spread of each item is, so I'm assuming the most efficient route is Gauntlet -> Sword -> Stick.
Round 2, Cont: Fly to the Gauntlet and pick it up and stow it away.
Round 3: Fly to the Sword and pick it up and stow it away.
Round 4: Cast Summon Monster 7, CL 25 (Trading 8 for 1d4+1 creatures) calling Large Storm Elementals, placing them between myself and the creatures at 85 feet from me.
> roll 1d4+1 Summons
<Serith> Iddy roll for Serith < 2 > [d4=1]
Time Resumes.
The gauntlet is a sturdy iron gauntlet with leather strips. Looks like something a warrior would wear.
The sword is cracked but otherwise unrusted, despite being submerged in foul smelling mud.
Time resumes as you summon the elementals. Thunder and lightning crackles as Finnegan blinks, "The hell is - oh hell." He says, looking down.
Elementals get to act in a surprise round and then we'll go back into init.
"If we need to run, I have ways." Moore says with a nod.
The elementals will head towards the monsters, unless they're already in range?
Anything else or just moving?
Their AOE is a full round, so yeah, unless they're already inside of 60ft to the monsters.
They aren't, it's a couple of of hundred feet to the bottom and they weren't in range.
In this case init, I'll describe after.
Add 13 to these if Moore's range allows.
> roll 1d20+13 Init
<Serith> Iddy roll for Serith < 19 > [d20=6]
> roll 1d20+4 Elemental Init
<Serith> Iddy roll for Serith < 23 > [d20=19]
[20:46] <Nephrite> roll 1d20+31
[20:46] <Serith> Nephrite roll for Serith < 47 > [d20=16]
> roll 1d20+23 Finnegan
<Serith> THECOLDFINALXORNOFFSEASON roll for Serith < 39 > [d20=16]
> roll 1d20+20
<Serith> THECOLDFINALXORNOFFSEASON roll for Serith < 30 > [d20=10]
Finnegan should be +24, so 40 for him.
Init is Moore (47) > Finnegan (40) > Horrors (30) > Elementals (23) > Surraruthru (19)
The strange creatures immediately begin to thrash about all around, as tendrils fly.
!!!
Tentacles are rising from the mud, all around Surraruthru. As this happens...
Moore.
Moore casts a spell to summon the same elementals as Surraruthru brought in!
[21:05] <Nephrite> roll 1d4+1 More Storm Elementals
[21:05] <Serith> Nephrite roll for Serith < 5 > [d4=4]
Summoning these 90 ft ahead of us towards the Horrors. I don't think they're actually in range to do anything though, and if not they'll just double-move fly 200 (100+100) towards the middle between Surru and the horrors.
They are, they're all moving around that range. You could attack them with thunder and lightning or move into melee.
Moore commands the elementals to create a storm of sound of fury! It may not be as potent as the other elementals was, but it may still frighten the creatures with all the noise!
Okay. In that case I'll go with thunderbolts and lightning!
[21:13] <Nephrite> roll 5#4d6 DC 18 Fort (I really doubt they can fail this) Sonic
[21:13] <Serith> Nephrite roll for Serith < 18, 11, 11, 10, 18 >
[21:14] <Nephrite> roll 5#8d6 DC 18 Reflex (I really doubt they can fail this either) Lightning
[21:14] <Serith> Nephrite roll for Serith < 31, 29, 34, 24, 32 >
> roll 4#1d20 yeah, only fail on a 1
<Rei-chan> THECOLDFINALXORNOFFSEASON rolled : 4#1d20 yeah, only fail on a 1 --> [ 1d20=15 ]{15}, [ 1d20=15 ]{15}, [ 1d20=6 ]{6}, [ 1d20=5 ]{5}
> roll 4#1d20 yeah, only fail on a 1
<Rei-chan> THECOLDFINALXORNOFFSEASON rolled : 4#1d20 yeah, only fail on a 1 --> [ 1d20=6 ]{6}, [ 1d20=12 ]{12}, [ 1d20=14 ]{14}, [ 1d20=5 ]{5}
Roll damage.
I did roll the damage in the above post! It's 34 Sonic and 75 Lightning since they made the save.
Oh wow, I misread that. Warning: Do not DM with a head cold.
> roll 1d20
> roll 1d20
<Rei-chan> THECOLDFINALXORNOFFSEASON rolled : 1d20 --> [ 1d20=5 ]{5}
<Rei-chan> THECOLDFINALXORNOFFSEASON rolled : 1d20 --> [ 1d20=12 ]{12}
Two more saves since I undercut it by one each. Wow.
Thunder bursts everywhere, the creatures going crazy from the fury. Finnegan stays on guard, not wading in for now.
Not a whole lot Finnegan can do right away. Horrors are up.
The tentacles around Surraruthru strike, rising up to try and ensnare him.
> roll 1d20+44 (+4 ???)
<Rei-chan> Kotono rolled : 1d20+44 (+4 ???) --> [ 1d20=13 ]{57}
AC, Surraruthru?
62 AC.Surraruthru
HP: 344/344+5(Temp)
AC: 62 = 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Surraruthru dodges the tentacles, weaving around them as one glances off his armored body. His mage armor holds as the mudb elow you begins to bubble and steam, heating up rapidly. Not that you have time to reflect on that, as all the strange creatures here let out an ear-splitting wail.
Fort all.
[13:31] <Nephrite> roll 1d20+41 mettle
[13:44] <Nephrite> roll 1d20+28 Surru Fort
[13:44] <Rei-chan> Nephrite rolled : 1d20+28 Surru Fort --> [ 1d20=18 ]{46}
> roll 1d20+35 Finnegan
<Rei-chan> Kotono rolled : 1d20+35 Finnegan --> [ 1d20=13 ]{48}
Elementals need to roll too.
Doing these in two sets.
[13:55] <Nephrite> roll 2#1d20+6 Surru Elementals
[13:55] <Rei-chan> Nephrite rolled : 2#1d20+6 Surru Elementals --> [ 1d20=8 ]{14}, [ 1d20=20 ]{26}
[13:55] <Nephrite> roll 5#1d20+6 Moore Elementals
[13:55] <Rei-chan> Nephrite rolled : 5#1d20+6 Moore Elementals --> [ 1d20=8 ]{14}, [ 1d20=1 ]{7}, [ 1d20=6 ]{12}, [ 1d20=9 ]{15}, [ 1d20=1 ]{7}
Surraruthru feels overwhelmed by the sound, mind almost going entirely slack - but he shakes it off. Moore does much the same as Finnegan grunts, while the elementals simply stop moving.
Elementals lose their next turn except for one who made the save, Surraruthru's second elemental in particular. That elemental is up then Surraruthru.
Init is Moore (47) > Finnegan (40) > Horrors (30) > Elementals (23) > Surraruthru (19)
What's its distance to the monsters and other elementals?
Which other elementals, yours or Moore's?
Moore's.
20ft down and 40ft to 80ft away, they moved to the sides to avoid lightning.
The Storm Elemental moves towards Moore's Elementals, knowing that they have strength in numbers when they can all heal each other and attack as a group!
The elemental moves, the shocked creatures not even taking potshots at it as they move away from it instead of attacking it.
Surraruthru, go.
Surraruthru takes to the air, trying to fly above and around the writhing tentacles, heading for the stick, hoping to snatch it up and store it away!
You're going to provoke multiple AoOs. Okay with that?
Just to be clear, I want to fly up above their reach then dive back down. I know that'll probably provoke AoOs too, but it'll be fewer, right? And AoO defense is just regular AC, right?
Yes and yes, respectively.
Sure, then. No pain, no gain. This stick better be a damn good metamagic rod or wand or something.
> roll 1d20+44 1
<Serith> Kotono roll for Serith < 51 > [d20=7]
> roll 1d20+44 2
<Serith> Kotono roll for Serith < 54 > [d20=10]
> roll 1d20+44 3
<Serith> Kotono roll for Serith < 48 > [d20=4]
AC since your spoiler block isn't handy?
62 AC.
Surraruthru dodges the tentacles and gets the stick. The other end of it is engraved, a wand or staff of some sort. You hardly have time to marvel at it as you dodge tentacles, for a great gout of boiling mud comes up at you in a geyser.
Reflex.
> roll 1d20+29+1 Ref Save
<Serith> Iddy roll for Serith < 37 > [d20=7]
Of note, Moderate School Esoterica in stat block.Surraruthru
HP: 344/344+5(Temp)
AC: 62 = 38+20+4 (Deflection)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Okay, cool. Have you cast an abjuration spell in the last several rounds to trigger it?
Nope, I put it in as a note because I need to start remembering it >.> Because I haven't up to this point. Not even once.
More relevantly, don't you have evasion?
I have Improved Evasion. I always forget to annotate that, so I put it in my stat block.
Please remember that in your Reflex saves, yes. Makes my job easier.
Surraruthru goes straight up, dodging the blast of heated mud as he ascends. The creatures are largely avoiding the storm elementals as...
Init is Moore = Elementals (47) > Finnegan (40) > Horrors (30) > Elementals (23) > Surraruthru (19)
Moore, go.
Moore points and sends a Silence spell at one of the Storm elementals -- they may be shaken by that awful noise right now, but they won't have to worry about the noise any longer! After that, he continues to fly down towards Surraruthru!
We'll say the first of my 5 in case it dies or something.
"Why are you going down there?" Finnegan asks as you descend towards Surraruthru, who rises at the same time.
He's holding pending an answer.
"To help him in case he gets into a bad spot!" Moore responds. "I'm not going to go -all- the way, but you never know when he might get caught!"
How far down are you going?
I can only go 60 ft, so I'll go that far.
"Risky madness," Finnegan mutters, but follows Moore.
The horrors simply retreat back further at all of this, scattering away from the stunned elementals.
It's a shame you didn't bring Canderella here, she was basically autowin.
Go Surraruthru.
Surraruthru flies up to meet Moore.
"Do we want to stay here and look for more, fight these things and whatever's under the mud, or just go? I think we can win, honestly."
"I mean, the elementals can keep those monsters at bay forever, it would seem." Moore says. "Hm... yes, let's give this slaad a final test of our team."
Staying where you are then?
Yes, and then we can start getting some buffs rolling.
That was aimed at Surraruthru since it's his turn.
Oh well he moved up so I figured he didn't have any more options for moving!
No, moving to meet Moore so teamwork can be done.
As you fly up, the horrors continue to retreat, into the farther darkness and out of sight. However, below? The ground rumbles as the mud boils faster. From it a horror many times larger begins to emerge. It is hundreds of feet wide and has a large face of twitching blue flesh in the center. In place of a mouth, nose and eyes are holes for more tentacles to emerge. These tentacles glow green as they rise up to meet you, the creature rising far faster than it should be able to.
The flesh on its sides opens up, venting steam and sending mud splattering out of clogged pores.
All of you are mind blanked so no save against the mind-horror of WTF this is. New init all.
[22:19] <Nephrite> roll 1d20+31
[22:19] <Serith> Nephrite roll for Serith < 46 > [d20=15]
> roll 1d20+13+11 Init
<Serith> Iddy roll for Serith < 25 > [d20=1]
> roll 1d20+24 Finnegan init
<Serith> Kotono roll for Serith < 33 > [d20=9]
> roll 1d20+24 slaad horror
<Serith> Kotono roll for Serith < 38 > [d20=14]
Init is Moore (46) > Horror (38) > Finnegan (33) > Surraruthru (25)
Go Moore.
Moore takes a deep breath and smiles wide.
"Then let us show the slaad who is the true master." Moore says, as energy flows from his voice and into the others.
Casting Harmonize and Inspire Heroics. All three get +12 morale bonus to saves and +12 dodge to AC.Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+2) (CL 24) (Harmonize) CL24
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +12 to attack and weapon damage, ac and saves
Negative Conditions:
HP: (110)269/277
AC: 47, 27 touch (+12)
16/24 Bardic music uses (0/3 left from Refrain)
Spells:
0th - 3/7 (DC 21)
1st - 5/7
2nd - 5/7
3rd - 6/6
4th - 6/6
5th - 5/6
6th - 5/5
7th - 5/5
8th - 1/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 8/9
3rd - 8/8
4th - 6/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Moore barely has time to start singing when it rises up - fast! Faster than an arrow, zooming up to meet all of you in a mere few seconds. You can see the strange creature zooming up fast, tentacle-mouths widening to let more out as...
Reflex saves all. This is a special save with none on a pass and full on a failure, so evasion doesn't matter.
[22:31] <Nephrite> roll 1d20+57
[22:31] <Serith> Nephrite roll for Serith < 74 > [d20=17]
> roll 1d20+29+12 Ref Save
<Serith> Iddy roll for Serith < 52 > [d20=11]Surraruthru
HP: 344/344+5(Temp)
AC: 74 = 38+20+4 (Deflection)+12(Moore)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
> roll 1d20+47 Finnegan
<Serith> Kotono roll for Serith < 67 > [d20=20]
All of you can only do one thing - hop on safely. He's rising up, green-glowing tentacles lashing up to dissolve the stone on either side and enlarge the tunnel. You're going up hundreds of feet a moment, everything a blur as you manage to avoid being smashed down on the horror.
However, it is not idle. Tentacles come out for all of you, gaps appearing all over to let more out.
> roll 1d20+48 vs Moore
<Serith> Kotono roll for Serith < 60 > [d20=12]
> roll 1d20+48 vs Surraruthru
<Serith> Kotono roll for Serith < 53 > [d20=5]
> roll 1d20+48 vs Finnegan
<Serith> Kotono roll for Serith < 49 > [d20=1]
Moore's hit, the other two are missed.
> roll 6d8+40 Moore damage, DR applies
<Serith> Kotono roll for Serith < 63 > [d8=4,3,4,4,7,1]
> roll 1d20+60 vs Moore's CMD
<Serith> Kotono roll for Serith < 78 > [d20=18]
CMD, Moore?
54, am I allowed to use Greater Mirror Image to possibly dodge the follow-up of whatever it's trying?
It's an immediate action so you can, yes. Do you?
Yes.
Okay, do you have anything on you that stops blindsight or other unusual means of perception?
If you mean against me, no, I do not believe so.
Did you include the dodge bonus and all that into your CMD?
I did, yes.
As the tentacles go for him, Moore snaps a single syllable of arcane magic. Several of him split apart, mirror images all around. However, the tentacles are not fooled and go right for him, hitting him hard and grapping him. He's all tangled up, barely able to move at all.
You're grappled, Moore. Unfortunately it has extraordinary perception which bypasses mirror image.
Finnegan's up, but will hold one sec for Surraruthru. Go Surru.
Surraruthru sees Moore in trouble, but trusts the Pixie's own power to get out of the grapple and decides to do what he does best: rip, tear, bite, and blast his way through enemies.
> roll 1d6 Flailing Strikes Serith
<Serith> Iddy roll for Serith < 4 > [d6=4]
Additional bonus is +Tattoos+Moore
> roll 1d20+28+3+3 Unarmed
> roll 1d20+25+3+3 Unarmed
> roll 1d20+18+3+3 Unarmed
> roll 1d20+13+3+3 Unarmed
> roll 1d20+23+3+3 Bite
> roll 1d20+23+3+3 Claw
> roll 1d20+23+3+3 Claw
<Rei-chan> Iddy rolled : 1d20+28+3+3 Unarmed --> [ 1d20=8 ]{42}
<Rei-chan> Iddy rolled : 1d20+25+3+3 Unarmed --> [ 1d20=11 ]{42}
<Rei-chan> Iddy rolled : 1d20+18+3+3 Unarmed --> [ 1d20=13 ]{37}
<Rei-chan> Iddy rolled : 1d20+13+3+3 Unarmed --> [ 1d20=9 ]{28}
<Rei-chan> Iddy rolled : 1d20+23+3+3 Bite --> [ 1d20=9 ]{38}
<Rei-chan> Iddy rolled : 1d20+23+3+3 Claw --> [ 1d20=13 ]{42}
<Rei-chan> Iddy rolled : 1d20+23+3+3 Claw --> [ 1d20=5 ]{34}
> roll 1d20+25+3+3 Flailing Strikes
> roll 1d20+25+3+3 Flailing Strikes
> roll 1d20+25+3+3 Flailing Strikes
> roll 1d20+25+3+3 Flailing Strikes
<Rei-chan> Iddy rolled : 1d20+25+3+3 Flailing Strikes --> [ 1d20=3 ]{34}
<Rei-chan> Iddy rolled : 1d20+25+3+3 Flailing Strikes --> [ 1d20=10 ]{41}
<Rei-chan> Iddy rolled : 1d20+25+3+3 Flailing Strikes --> [ 1d20=3 ]{34}
<Rei-chan> Iddy rolled : 1d20+25+3+3 Flailing Strikes --> [ 1d20=11 ]{42}
> roll 8#3d8+6 (Unarmed)
> roll 1d6+6 (Bite)
> roll 2#1d4+6 (Claw)
<Rei-chan> Iddy rolled : 8#3d8+6 (Unarmed) --> [ 3d8=13 ]{19}, [ 3d8=7 ]{13}, [ 3d8=17 ]{23}, [ 3d8=14 ]{20}, [ 3d8=12 ]{18}, [ 3d8=14 ]{20}, [ 3d8=12 ]{18}, [ 3d8=16 ]{22}
<Rei-chan> Iddy rolled : 1d6+6 (Bite) --> [ 1d6=5 ]{11}
<Rei-chan> Iddy rolled : 2#1d4+6 (Claw) --> [ 1d4=2 ]{8}, [ 1d4=4 ]{10}Surraruthru
HP: 344/344+5(Temp)
AC: 74 = 38+20+4 (Deflection)+12(Moore)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
No good. It's like clawing solid adamantine, your bite, claws and punches not even scratching it.
Finnegan meanwhile whirls towards Moore, spear thrusting out to try and free him from his captivity.
Using smite infidel and activating divine wrath.
> roll 1d20+56 (+1 aura, +3 heroics, +1 luck, +1 morale, +2 competence, +5 smite infidel, +6 sacred, -10 PA)
<Serith> Zombie_Ko roll for Serith < 60 > [d20=4]
> roll 1d20+46 (+1 aura, +3 heroics, +1 luck, +1 morale, +2 competence, +6 sacred, -10 PA)
<Serith> Zombie_Ko roll for Serith < 63 > [d20=17]
> OOC: Taking 10 for 51 on his third attack with weapon supremacy.
> roll 1d20+41 (+1 aura, +3 heroics, +1 luck, +1 morale, +2 competence, +6 sacred, +5 weapons upremacy -10 PA)
<Serith> Zombie_Ko roll for Serith < 48 > [d20=7]
> roll 1d8+75+3d6+1d6
<Serith> Zombie_Ko roll for Serith < 98 > [d8=7][d6=4,6,5,1]
> roll 1d8+50+3d6+1d6
<Serith> Zombie_Ko roll for Serith < 63 > [d8=2][d6=4,5,1,1]
> roll 1d8+50+3d6+1d6
<Serith> Zombie_Ko roll for Serith < 69 > [d8=4][d6=5,5,1,4]
> OOC: Also 3 negative levels.
Finnegan's spear slices through the tentacles deftly as he brings it around, freeing Moore. "Hurry!" Finnegan says, "Take this thing out!"
Init is Moore (46) > Horror (38) > Surraruthru (25) > Finnegan (24)
Go Moore.
[spoiler]
Finnegan
HP: 288/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Share Talents (CL13)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +2 swim checks.
Negative Conditions:
Resources Used:
"Thanks, Finnegan!" Moore calls as he surrounds them all with further song and motivational power. "Strike now and strike true, so what we can show the power of good again!" With that said, he also casts a spell on himself to get him out of any further troubling situations!
He's using Destined Strike, so that's +3 to attack and weapon damage rolls, Improved Crit Feat, and +11 to crit confirmations.
In addition, he's using his Move action via Harmonize to also cast He's using Inspire Courage, +14 to attack, weapon damage rolls and +14 to saves against charm and fear. Also, does Surru count as fey? If so he gets +2 to the inspire courage bonus. I'd been forgetting about that.
Finally, he's using a swift action to cast Dimension Jumper in case he gets stuck again.
So for reference, the total bonuses (from Moore) are +20 to attack, +17 to damageSpells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Tyche's Touch (+2) (CL 24) (Harmonize) CL24
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +12 to attack and weapon damage, ac and saves
Negative Conditions:
HP: (119)216/277
AC: 47, 27 touch (+12)
13/24 Bardic music uses (0/3 left from Refrain)
Spells:
0th - 3/7 (DC 21)
1st - 5/7
2nd - 5/7
3rd - 6/6
4th - 6/6
5th - 5/6
6th - 4/5
7th - 5/5
8th - 0/1
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 8/9
3rd - 8/8
4th - 6/8
5th - 8/8
6th - 6/6
Pre-loading Resist Energy to Tapestry: Fire/Cold/Acid/Sonic
Casting the following into the Tapestry (everyone gets these):
Create Magic Tattoo, CL 25, 24 Hour Duration.
+1 Luck Bonus on Attack Rolls.
Create Magic Tattoo, CL 25, 24 Hour Duration.
+2 Competence Bonus on Attack Rolls.
Mighty Wallop, Greater, CL 25, 25 Hour Duration.
+2 Size Category to Bludgeoning/Unarmed Weapons.
Mage Armor, Greater, CL 25, 25 Hour Duration.
+6 armor bonus to Armor Class.
Energy Absorption, CL 28, 28 Hour Duration.
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.
Moore's words are heard even as the creature rushes up. Stone continues to fall apart as you race up in the tunnel. The wind whips against you, Finnegan's hood blown back and off his head. His hair blows wild, as Surraruthru holds tight to the creature as tentacles come out to attack all of you again.
> roll 1d20+48 Moore
<Serith> Zombie_Ko roll for Serith < 60 > [d20=12]
> roll 1d20+48 Surraruthru
<Serith> Zombie_Ko roll for Serith < 63 > [d20=15]
> roll 1d20+48 Finnegan
<Serith> Zombie_Ko roll for Serith < 50 > [d20=2]
Moore is a bare hit. Finnegan dodges thanks to the dodge bonus to AC. Surraruthru dodges.
> roll 6d8+40 Moore DR applies
<Serith> Zombie_Ko roll for Serith < 76 > [d8=4,3,5,8,8,8]
> roll 1d20+60 CMD Moore
<Serith> Zombie_Ko roll for Serith < 68 > [d20=8]
CMD, Moore?
54
OW! You're beaten and battered, more tentacles grappling you against the body of the horror. Right back to where you started.
"Damn it," Finnegan snaps, holy power coming from him in waves of golden light. His forehead and the back of both of his hands glow intensely, spear resonating with that light.
Surraruthru.
"I'm fine, I can handle this!" Moore shouts, with some indignation. "Just stab it and don't miss!"
Surraruthru forgoes ripping into the monster to help empower his allies and begins chanting!
Celestial Valor, CL 25, Duration 25 minutes.
+8 sacred bonus to saving throws vs. Fear, +4 sacred bonus to attack/damage/AC/Saving Throws, weapons gain Holy Weapon +2d6 damage vs. evil.Surraruthru
HP: 344/344+5(Temp)
AC: 78 = 38+20+4 (Deflection)+12(Moore)+4(sacred)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28), Celestial Valor (CL 25)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Surraruthru starts to cast, but the tentacles lash out!
Spellcasting Harrier. Defensive casting's so automatic that I don't have y'all roll for it at this level, but this overrides that and grants a +4 bonus to the attack.
> roll 1d20+52 vs 78 (+4 spellcasting harrier)
<Serith> Zombie_Ko roll for Serith < 60 > [d20=8]
Miss, so carry on.
Holy power touches the party, bolstering them further. As it does, Finnegan nods decisively. "Can you get out?" Finnegan asks, as he dodges a tentacle swipe against his side.
"Yes." Moore says.
Finnegan whirls and stabs down into the beast the moment Moore says that.
> roll 1d20+60 (+1 aura, +3 heroics, +1 luck, +2 competence, +6 sacred, +20 Moore, -20 PA)
<Serith> Zombie_Ko roll for Serith < 77 > [d20=17]
> roll 1d20+55 (+1 aura, +3 heroics, +1 luck, +2 competence, +6 sacred, +20 Moore, -20 PA)
<Serith> Zombie_Ko roll for Serith < 73 > [d20=18]
> OOC: Taking 10 on the third for 60.
> roll 1d20+50 (+1 aura, +3 heroics, +1 luck, +2 competence, +6 sacred, +20 Moore, -20 PA, +5 weapon supremacy)
<Serith> Zombie_Ko roll for Serith < 62 > [d20=12]
> roll 1d8+87+3d6+1d6
> roll 1d8+87+3d6+1d6
> roll 1d8+87+3d6+1d6
<Serith> Zombie_Ko roll for Serith < 110 > [d8=4][d6=5,6,4,4]
> roll 1d8+87+3d6+1d6
<Serith> Zombie_Ko roll for Serith < 116 > [d8=8][d6=5,6,5,5]
<Serith> Zombie_Ko roll for Serith < 108 > [d8=1][d6=4,6,6,4]
<Serith> Zombie_Ko roll for Serith < 111 > [d8=2][d6=6,6,4,6]
Finnegan stabs into it over and over, dodging tentacles as he leaps about. Each time he jams the spear several feet into the beast, then pulls Val out to repeat. "Harder!" he shouts over the winds, as...
Init is Moore (46) > Horror (38) > Surraruthru (25) > Finnegan (24)
Moore, go.
In the blink of an eye, Moore disappears and reappears nearby his allies, standing on the side of the creature!
He also intones a word of power to heal himself!
Using my move action to teleport out of the grasp of the tentacles and between Finnegan and Surru. Also casting Heal, which tops me off and removes all my nonlethal damage.
Greatness is at 4 Rounds, Courage and Destined Strike are at 5.
Heal'll provoke Spellcasting Harrier and thus an AoO. Okay with that?
Yeah, just go for it, I have to at least try.
> roll 1d20+52 vs 60 (+4 spellcasting harrier)
<Serith> Zombie_Ko roll for Serith < 69 > [d20=17]
> roll 6d8+40 ow
<Serith> Zombie_Ko roll for Serith < 62 > [d8=1,3,1,8,4,5]
> roll 1d20+60 CMD Moore
<Serith> Zombie_Ko roll for Serith < 68 > [d20=8]
That hit your CMD?
Yes.
Pain flares as you're tentacled again, bound once more and battered around. Right back where you started, your spell...
Concentration check for the Heal spell. DC is 72 - minus whatever was taken off by your DR.
That's 62, with Melodic Casting I can sub in Perform instead of Concentration.
[14:06] <Nephrite> roll 1d20+53 Perform instead of Concentration
[14:06] <Serith> Nephrite roll for Serith < 65 > [d20=12]
Wow, you made it. Impressive.
Despite the pain of your ribs breaking and your legbones popping, you manage to focus and finish the incantation. Healing energy restores you, washing through you and easing your pain.
Was that it for the round?
That's all I can do at current, yes. But hey, I'm not dead! Yet!
Init is Moore (46) > Horror (38) > Surraruthru (25) > Finnegan (24)
The horror is relentless - and you surge up, through the last of the tunnel far faster than you rose up. You're in the open air now and rising up fast, everything a blur around you. The green tentacles are now free and starting to come your way, while tentacles holding Moore...
> roll 1d20+60 CMD Moore
<Serith> Zombie_Ko roll for Serith < 80 > [d20=20]
You're pulled down into a vent into the creature, flesh closing in behind you. Its' pitch black in here, as inside you can see jagged, saw-like teeth and pores that ooze hissing green acid. They begin to close in on you, chewing and dissolving your flesh.
> roll 15d6 chewing damage
<Serith> Zombie_Ko roll for Serith < 59 > [d6=4,2,3,4,6,4,3,5,4,3,6,3,6,4,2]
> roll 10d6 acid damage
<Serith> Zombie_Ko roll for Serith < 37 > [d6=4,6,6,4,3,1,5,5,1,2]
DR applies to the first and acid resistance to the second.
What's that put your HP at, Moore?
I'm using the secondary effect from Energy Absorption to nullify the acid damage and heal 18 instead. with that in mind it's at 197.
Noted.
Above Finnegan curses and shouts, "We need to finish this damn thing off!"
Surraruthru, go.
Surraruthru dives into the meat of the horror, empowered now by both his own magic and Moore's, he's confident he can gouge his way through the monster's hide.
> roll 1d6 Flailing Strikes
<Serith> Iddy roll for Serith < 3 > [d6=3]
> roll 1d20+28+7 Unarmed
> roll 1d20+25+7 Unarmed
> roll 1d20+18+7 Unarmed
> roll 1d20+13+7 Unarmed
<Serith> Iddy roll for Serith < 52 > [d20=17]
<Serith> Iddy roll for Serith < 33 > [d20=1]
<Serith> Iddy roll for Serith < 33 > [d20=8]
<Serith> Iddy roll for Serith < 25 > [d20=5]
> roll 1d20+23+7 Bite
> roll 1d20+23+7 Claw
> roll 1d20+23+7 Claw
<Serith> Iddy roll for Serith < 48 > [d20=18]
<Serith> Iddy roll for Serith < 33 > [d20=3]
<Serith> Iddy roll for Serith < 31 > [d20=1]
> roll 1d20+28+7 Flailing Stirkes
> roll 1d20+28+7 Flailing Stirkes
> roll 1d20+28+7 Flailing Stirkes
<Serith> Iddy roll for Serith < 37 > [d20=2]
<Serith> Iddy roll for Serith < 46 > [d20=11]
<Serith> Iddy roll for Serith < 47 > [d20=12]
> roll 7#3d8+10 (Unarmed)
> roll 1d6+10 (Bite)
> roll 2#1d4+10 (Claw)
<Serith> Iddy roll for Serith < 26, 26, 14, 26, 18, 29, 16 >
<Serith> Iddy roll for Serith < 12 > [d6=2]
<Serith> Iddy roll for Serith < 11, 11 >
Edit, with Moore's bonuses and in attack order:
69 Unarmed 1
50 Unarmed 2(But a 1 so still failure)
50 Unarmed 3
42 Unarmed 4
65 Bite
50 Claw 1
48 Claw 2(But a 1 so still failure)
54 Flailing Strikes 1
63 Flailing Strikes 2
64 Flailing Strikes 3
Damages:
Unarmed: 43, 43, 31, 43, 35, 46, 33
> roll 7#2d6 Holy Property (Forgot this)
<Serith> Iddy roll for Serith < 10, 4, 6, 2, 6, 5, 8 >
Bite/Claw: 29, 28, 28Surraruthru
HP: 344/344+5(Temp)
AC: 78 = 38+20+4 (Deflection)+12(Moore)+4(sacred)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28), Celestial Valor (CL 25)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
You rip and you tear. So invigorated by Moore's music and commands, you're able to rip into the flesh of the horror. It's hard - damnably hard - but you manage to draw blood and tear away slaad-flesh. You dig into it, ripping into two large cavities, teeth filled and half full of bubbling acid. The beast's entire body quivers at this abuse.
"Keep on it!" Finnegan shouts, "Get it to stop!"
> roll 1d20+56 (+1 luck, +2 competence, +6 sacred, +20 Moore, -20 PA)
<Serith> Zombie_Ko roll for Serith < 70 > [d20=14]
> roll 1d20+51 (+1 luck, +2 competence, +6 sacred, +20 Moore, -20 PA)
<Serith> Zombie_Ko roll for Serith < 69 > [d20=18]
> OOC: Taking 10 on the third for 56.
> roll 1d20+46 (+1 luck, +2 competence, +6 sacred, +20 Moore, -20 PA, +5 weapon supremacy)
<Serith> Zombie_Ko roll for Serith < 62 > [d20=16]
> roll 1d8+87+3d6+1d6
> roll 1d8+87+3d6+1d6
> roll 1d8+87+3d6+1d6
<Serith> Zombie_Ko roll for Serith < 106 > [d8=3][d6=5,4,5,2]
<Serith> Zombie_Ko roll for Serith < 102 > [d8=1][d6=5,2,2,5]
> roll 1d8+87+3d6+1d6
<Serith> Zombie_Ko roll for Serith < 105 > [d8=2][d6=3,2,6,5]
<Serith> Zombie_Ko roll for Serith < 97 > [d8=1][d6=4,1,1,3]
Finnegan leaps past tentacles and parries them with Val, knocking them away as he leaps for the thing's mouth. He lands in the tentacles there and stabs down, over and over again, acid and blood pouring out from the wounds. The beast screams, a too high pitched sound as you continue to race up.
Moore.
Moore takes a moment to teleport himself back out again and to the others.
This is presuming that it didn't drag him more than 30 ft down, anyway.
"That was awful." He mutters, taking a moment to focus all his attention onto the creature. That is NOT happening again.
Using Melody of Misfortune, -5 penalty on all attack, skills and ability checks. If other parts of it are counted as individual entities they are entitled to a Will save against DC 31 to reduce it to -1.
Does it allow a Will save for the main target?
No, but here's the text just for your reference so you don't have to go look it up: Melody of Misfortune (Su): This ability functions as Fated Failure (which is the -5 version), except it also targets all foes within 30 ft of the Fatesinger that he is aware of. Additionally, the main target of the Melody does not receive a Will save as with Fated Failure as the power of the melody focuses mostly on that foe.
I meant the fated failure part, but I looked it up myself.
> roll 1d20+26
<Serith> Zombie_Ko roll for Serith < 38 > [d20=12]
Init is Moore (46) > Horror (38) > Surraruthru (25) > Finnegan (24)
Your melody settles over the battlefield, a discordant sound that heralds doom and defeat. As it happens you rush up, into clouds. Purple clouds that crackle with green ice, clustering in strange geometric patterns. You hardly have a chance to watch as you fly through the cloud, as the green tentacles come for all of you.
<Serith> Zombie_Ko roll for Serith < 67 > [d20=20]
> roll 1d20+47 (-1 fated failure, at this point it's clear that it's immune to the negative levels Finnegan's dishing out) Surraruthru
<Serith> Zombie_Ko roll for Serith < 49 > [d20=2]
> roll 1d20+47 (-1 fated failure, at this point it's clear that it's immune to the negative levels Finnegan's dishing out) Finnegan
<Serith> Zombie_Ko roll for Serith < 60 > [d20=13]
> roll 1d20+47 (-1 fated failure, at this point it's clear that it's immune to the negative levels Finnegan's dishing out) Moore crit?
<Serith> Zombie_Ko roll for Serith < 59 > [d20=12]
Touch ACs, all? This is a touch attack, so bear that in mind.
Even if the bonuses stacked with touch I don't think it'd matter in my case.
53 I think.
Fort saves, all.
[22:06] <Nephrite> roll 1d20+41+12+4 (+12 greatness, +4 celestial valor) mettle
[22:06] <Serith> Nephrite roll for Serith < 66 > [d20=9]
<IronDragoon> roll 1d20+28+12+4 Moore/Celestial Valor
<Serith> IronDragoon roll for Serith < 64 > [d20=20]
> roll 1d20+53 (+12 Moore, +6 sacred)
<Serith> Zombie_Ko roll for Serith < 72 > [d20=19]
> roll 15d6 full but nothing else, lucky
<Serith> Zombie_Ko roll for Serith < 43 > [d6=6,4,4,1,1,2,2,2,3,1,5,2,6,2,2]
The tentacles do not touch you, but even then, you wither. The merest passing of them is enough to weaken you, tiny parts of you simply not there anymore. But it is endured as you dodge, then...
Surraruthru, go.
[spoiler]
Finnegan
HP: 245/342
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Create Magic Tattoo (CL25), Create Magic Tattoo (CL25), Greater Mighty Wallop (CL25), Energy Absorption (CL28), Share Talents (CL13)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, +2 size category for bludgeoning and unarmed weapons, resistance 10 to all elements, +2 swim checks.
Negative Conditions:
Resources Used:
Surraruthru dives back into the small crater he dug out of the thing's flesh before!
> roll 1d6 Flailing Strikes
<Serith> Iddy roll for Serith < 2 > [d6=2]
> roll 1d20+28+7 Unarmed
> roll 1d20+25+17+7 Unarmed
> roll 1d20+18+17+7 Unarmed
> roll 1d20+13+17+7 Unarmed
> roll 1d20+23+17+7 Bite
> roll 1d20+23+17+7 Claw
> roll 1d20+23+17+7 Claw
<Serith> Iddy roll for Serith < 52 > [d20=17]
<Serith> Iddy roll for Serith < 62 > [d20=13]
<Serith> Iddy roll for Serith < 55 > [d20=13]
<Serith> Iddy roll for Serith < 54 > [d20=17]
<Serith> Iddy roll for Serith < 66 > [d20=19]
<Serith> Iddy roll for Serith < 64 > [d20=17]
<Serith> Iddy roll for Serith < 56 > [d20=9]
> roll 1d20+28+17+7 Flailing Stirkes
> roll 1d20+28+17+7 Flailing Stirkes
<Serith> Iddy roll for Serith < 55 > [d20=3]
<Serith> Iddy roll for Serith < 66 > [d20=14]
> roll 1d20+23+17+7+11 Crit Bite
<Serith> Iddy roll for Serith < 59 > [d20=1]
> roll 7#3d8+10+2d6 (Unarmed)
> roll 1d6+10 (Bite)
> roll 2#1d4+10 (Claw)
<Serith> Iddy roll for Serith < 35, 25, 29, 24, 32, 34, 31 >
<Serith> Iddy roll for Serith < 12 > [d6=2]
<Serith> Iddy roll for Serith < 14, 14 >Surraruthru
HP: 344/344+5(Temp)
AC: 78 = 38+20+4 (Deflection)+12(Moore)+4(sacred)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 29, +4 to Attack Rolls
Active: Epic Mage Armor (CL 25), Mindblank (CL 28), Fortunate Fate (CL15), Planar Tolerance (CL7), Moment of Prescience (CL 25), Energy Absorption (CL 28), Celestial Valor (CL 25)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Water Breathing, Magic Tattoo (+1 Luck to Attack), Magic Tattoo (+2 Competence to Attack), Mighty Wallop (Greater), Heroes' Feast (+1 Morale to Attack Rolls & Will Saves, Immunity to Fear, 1d8+1 Temp. HP.)
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
You rip and tear further as you smash through a hunk of green ice, the ascend continuing. You rip further into the thing, tentacles lashing you futilely. You sidestep another as you rip more flesh, having to abandon the hole you made and make another. Hunks of it are missing from your work and Finnegan's, strange blood and acid pouring. Nonetheless it's still going as Finnegan leaps aside, dodging half a dozen tentacles and plunging his spear down.
> roll 1d20+60 (+1 aura, +3 heroics +1 luck, +2 competence, +6 sacred, +20 Moore, -20 PA)
<Serith> Zombie_Ko roll for Serith < 65 > [d20=5]
> roll 1d20+55 (+1 aura, +3 heroics +1 luck, +2 competence, +6 sacred, +20 Moore, -20 PA)
<Serith> Zombie_Ko roll for Serith < 64 > [d20=9]
> OOC: Taking 10 on his third attack for 60 total.
> roll 1d20+50 (+1 aura, +3 heroics +1 luck, +2 competence, +6 sacred, +20 Moore, -20 PA, +5 weapon supremacy)
<Serith> Zombie_Ko roll for Serith < 56 > [d20=6]
> roll 1d8+87+3d6+1d6
> roll 1d8+87+3d6+1d6
> roll 1d8+87+3d6+1d6
> roll 1d8+87+3d6+1d6
<Serith> Zombie_Ko roll for Serith < 100 > [d8=1][d6=3,6,2,1]
<Serith> Zombie_Ko roll for Serith < 104 > [d8=2][d6=5,3,5,2]
<Serith> Zombie_Ko roll for Serith < 99 > [d8=1][d6=5,2,1,3]
<Serith> Zombie_Ko roll for Serith < 103 > [d8=1][d6=2,6,3,4]
Finnegan is a blur as he stabs over and over again. More blood begins to pour out with each wound, as suddenly it stops rising. For a single, crystal clear moment all is still. Then the tentacles go still and the beast begins to fall - fast! You're plunging down even faster than you went up, out of the clouds in a split second.
Free act, y'all. Under extremely specific time limits here due to the falling, so bear that in mind.
Surraruthru takes to the air, descending along with the corpse...
"Let's see where this lands!" Moore says as he pulls off from it to fly above it and follow it as best he can, casting a Haste spell on the himself and the others so they can try and keep up with it falling!
That is, of course, presuming this isn't part of that weird place he was in earlier where you can't fly...
Finnegan follows. All of you get up and off a few thousand feet above the ground. Far below you see the beast slam in like a meteor, a massive crater made that destroys the passage down. It lies in the center, twitches once and then ceases to move.
As you stand there and take it in, a platform with a portal on it appears.
"Should we check it for loot?"
"Where? Inside of it?" Finnegan remarks, "I don't see it wearing fancy jewelry or useful magic trinkets."
"...I think we're being asked politely." Moore says with a gesture at the portal, which he flies over to. "Let's not keep our host waiting, it would be unsightly. I have a feeling if there is anything down there we'll end up with it in some form."
"Who knows what it ate, but yes, portal."
Surraruthru fies towards the portal.
The party goes through the portal. You stand in a room of glittering well. All around you in a 50ft radius are great heaps of gold and platinum coins. Just heaps of them. From beyond to 100ft around are ingots of precious metals, gems, works of art and jewelry, just laying about. At the end of that are the walls, where weapons and shields of magnificent make hang.
You have one suddenly, overwhelming instinct - you barely have time in here, perhaps a several seconds. Hurry before you never see this place again.
Act, y'all. You have one round's actions, use it wisely.
Surraruthru begins chanting a spell, hoping to buy more time.
Time Stop, CL 25
<IronDragoon> roll 1d4+1 Time Stop
<Serith> IronDragoon roll for Serith < 3 > [d4=2]
He's pretty sure this won't work, but he's willing to try it anyway -- Moore clicks his boots together to see if time itself stops to give him just an extra moment...!
Boots of Temporal Acceleration
Timestop, right? How long?
2 rounds.
The moment the two of you invoke your powers...
Fortitude saves x 3, y'all. Both of you. Three of them. Good luck.
[23:04] <Nephrite> roll 3#1d20+41+4 (+4 celestial valor) mettle
[23:04] <Serith> Nephrite roll for Serith < 46, 63, 52 >
[23:04] <Nephrite> oh, er
[23:04] <Nephrite> hmm
[23:05] <Nephrite> No I guess it's fine nevermind
That first one is a 1 it looks like. Unfortunate, but so it goes.
<Serith> IronDragoon roll for Serith < 37, 40, 42 >
You three feel a trio of crushing magic slam into you as your time stop takes effect.
1st save: Paralysis. Both of you failed are are now paralyzed, note if you are immune.
2nd save: Stunning: Both of you made this save.
3rd save: Dazed: Both of you made this save.
I'm not sure if Cloud Dancer's mask would make him immune to that if it was a mind-affecting version (I doubt it, but hey)
Well, I guess I'll be paralyzed until I'm not and try to scoop up gems into my haversack if I can.
What's the mask do?
This mask grants the wearer immunity to mind-affecting abilities, immunity to effects that cause negative emotions (such as fear, despair and so forth) and grants true seeing (caster level 30th) at all times.
I have immunity to magic paralysis.
Doesn't help you here, Moore.
Surraruthru's latest point is on target, however.
In his timestop, Moore is paralyzed and cannot move.
In his timestop, Surraruthru shakes it off and can move.
Two rounds of being paralyzed, in case you can figure out anything helpful to do here, Moore.
Three rounds for you to act, Surraruthru. Go ahead.
Moore will simply try and will his anarch powers to help Surru and Finnegan -- being selfish hasn't served him at all thus far.
It doesn't matter, but he's just trying to exert some amount of influence to give them more time here.
[23:20] <Nephrite> roll 1d20+5 anarch check
[23:20] <Serith> Nephrite roll for Serith < 6 > [d20=1]
I guess if he has two rounds he could try again on the next one.
The one makes the first check academic, but remember you can't affect other creatures inside of a timestop, nor attended objects that aren't already on you.
You can try on round two, sure. Go for it.
What kind of items are we talking about here?
Which items?
The stuff on the walls.
Weapons and shields of all sorts. All sorts of weapons, all sorts of shields.
Technically speaking I'm not affecting the creatures, just the actual realm itself! It's totally different!
[23:25] <Nephrite> roll 1d20+5 anarch check
[23:25] <Serith> Nephrite roll for Serith < 16 > [d20=11]
Surraruthru flies towards the weapons and shoves three of them into his pack, then darts towards the nearest pile of gems in desperate hope!
Roll 3d100, Surraruthru.
> roll 3d100
<Serith> Iddy roll for Serith < 215 > [d100=86,80,49]
> roll 1d20+30 slaad isn't playing around
<Serith> Zombie_Ko roll for Serith < 37 > [d20=7]
Moore musters his will in time stop, but it is brutally crushed, any changes interdicted.
Meanwhile Surraruthru graps three weapons - a mace, a greatsword and a greataxe. He dives for the gems and manages to scoop a few in as time resumes. You see Finnegan sprint forward, reaching the treasures and grabbing a few - and then you're back in front of Aurora, floating in the Deep Ethereal. Floating in the air in front of you is a wrapped scroll.
Free act. You're no longer paralyzed, Moore. Loot updated.
Moore smiles. He'll have to learn to be a bit stronger next time. Moore reaches out to touch the scroll and inwardly thanks the dungeonmaster for the opportunity.
He didn't really learn much about his anarch abilities while he was there, though...
He does open the scroll up to see if it's another invitation, which he guesses it is.
Surraruthru flies forward with Moore, heading towards the scroll and Aurora.
It is a fancy scroll that reads the following: An interesting effort, even if you are not the expected company. As such, an emergency backup was used. Fascinating, we may send you an another invitation in the future.
Moore can't help but laugh. An emergency backup indeed.
He thanks the slaad again inwardly and heads inside with Surru.
It's time to identify this stuff!!!!!
"Hmm. I'd be willing to visit the dungeon again."
This topic is done. Once Jaela's is done we'll do level ups and the move onto new topics. To loot.