Afina, Ebony, Hanna, Balyss, Dana, Crystal, Master, Meillarberyl, Moonlight, Finnegan
77 firre warrior/clerics
100 triune movanic devas
62 female students of the Graceful Blow
60 lillend
92 refugees from the burning aeropolis
100 Ysgardian Regulars of medium size
The vanguard will be the first to attack Elons Rapid and will move swiftly to take and hold various strongholds and strategic points around the city. This is the most dangerous role as they will be unsupported and isolated for the beginning of the battle, and so much of Aurora's elites will be concentrated here.
---
Before we begin, go ahead and describe your plans here and how you intend to tackle this. Who are you keeping close to you? Are you splitting up into sub groups or just one large army that goes from target to target?
We'll split into say 3 groups as follows:
Afina, Dana, Moonlight
25 firre, 33 movanic devas, 20 graceful blow, 20 lillend, 31 burning aeropolis, 33 ysgardian regulars
Ebony, Hanna, Crystal, Meillarberyl
26 firre, 34 movanic devas, 21 graceful blow, 20 lillend, 30 burning aeropolis, 34 ysgardian regulars
Balyss, Master, Finnegan
25 firre, 33 movanic devas, 20 graceful blow, 20 lillend, 31 burning aeropolis, 33 ysgardian regulars
So the idea is each group will blitz a strategic point - whether this is a garrison, a fortress, a major crossroads, a temple, or whatever. After killing/capturing the defenders they then hold that point against counterattacks until the main army represented by the Siege group expands its area of control to include that spot, at which point we'll pack up and go after the next one.
Aside from any majorly important point (like say a theoretical temple/college of beautyseers) we'll prioritise targets that are close to where our main force is fighting both to blunt counterattacks before they can hit our main force and so less time is spent guarding a point before we can be relieved by the main force reaching us.
Chaos.
What else is war? The city below you is blighted, dark and miserable. The smell of brimstone and shit is unmistakable, the worst of Hell and a city crammed together. Your forces streak out as you have a target: Highbeauty Temple, the focus of the Dreamseers.
Are you attacking from street level, above or below?
[18:47] <@Ebiris> roll 1d8+10 fenrir heroes feast
[18:47] <Rei-chan> Ebiris rolled : 1d8+10 fenrir heroes feast --> [ 1d8=5 ]{15}
[18:47] <@Ebiris> roll 1d8+10 garm heroes feast
[18:47] <Rei-chan> Ebiris rolled : 1d8+10 garm heroes feast --> [ 1d8=7 ]{17}
Afina casts Call the Wild Hound twice before the battle and has her two dogs take full advantage of Aurora's facilities before the battle. She also uses Spell Enhancer on her Glaciante's Spiteful Ward for a +2 bonus on CL.They're among the first to leave Aurora, those that can flying out the gates, those that can't simply leaping down under the power of feather fall spells to land on the benighted streets below. While about half her force is capable of flight, including Dana and Moonlight at her flanks as well as the two bear-sized hounds of golden fur and burning eyes that she has rushing out ahead of her, the other half is restricted to the ground. Immediately she casts haste on herself, Moonlight, Dana, the two hounds (who are called Fenrir and Garm, albeit not much for conversation), and a score of ysgardian soldiers as they begin rushing down the streets towards their target. Some still remain airborne to keep an eye out for trouble and simply to keep from having everyone bogged up together, but they try and restrict their flight below the rooftops so as to not present too tempting a target for long ranged spellfire.
CL 25 haste cast thereAs they advance her two hunting hounds issue forth baying howls that instill dread in all who hear them, but not the hardy warriors of Aurora, fortified by heroes feasts as they are.
The dogs are both doing their hunters howl.
DC 28 will save or shaken for one minute for all who hear it within a 120 foot radius. Anything that saves can't be affected by that dog's howl.
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), haste (CL 25), shield (CL 25)
AC 96, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 6/9/9/9/8/9/8/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+17/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
One quick question: Are you leading at the front or more from the middle/rear?
[spoiler]
Dana
HP: 344+15/344
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Haste (CL25)
Bonuses: Immunity to fear and poison, +1 morale attack rolls and will saves, +1 attack rolls, ref saves, +1 attack on full attack.
Negative Conditions:
Resources Used: Power Points: 282/282
Moonlight
HP: 432+11/432
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: Immunity to fear and poison, +1 morale attack rolls and will saves, +1 attack rolls, ref saves, +1 attack on full attack.
Negative Conditions:
Resources Used:
At the front.
You rush the temple gates as the hound howls. It's iron gates surrounding a large inner yard, where works of art and fountains can be seen. Yet as the gates are thrown open by Dana's kick, 100ft away the doors to the temple proper open. Out they come - humans, elves and other mortals armed with weapons and armor. From the rear you hear, "Crush them! Crush anyone who opposes Lord Semyaza!"
Init. As all of you are at the head of things, you'll have a large impact on the battle.
[spoiler]
Dana
HP: 344+15/344
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Haste (CL25)
Bonuses: Immunity to fear and poison, +1 morale attack rolls and will saves, +1 attack rolls, ref saves, +1 attack on full attack.
Negative Conditions:
Resources Used: Power Points: 282/282
Moonlight
HP: 432+11/432
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: Immunity to fear and poison, +1 morale attack rolls and will saves, +1 attack rolls, ref saves, +1 attack on full attack.
Negative Conditions:
Resources Used:
[/quote]
[19:58] <@Ebiris> roll 1d20+30 Afina init
[19:58] <Rei-chan> Ebiris rolled : 1d20+30 Afina init --> [ 1d20=13 ]{43}
[19:58] <@Ebiris> roll 1d20+15 Fenrir init
[19:58] <Rei-chan> Ebiris rolled : 1d20+15 Fenrir init --> [ 1d20=1 ]{16}
[19:58] <@Ebiris> roll 1d20+15 Garm init
[19:58] <Rei-chan> Ebiris rolled : 1d20+15 Garm init --> [ 1d20=16 ]{31}
> roll 1d20+5 Dana
<Rei-chan> Sunshine_Ko rolled : 1d20+5 Dana --> [ 1d20=8 ]{13}
> roll 1d20+7 Moonlight
<Rei-chan> Sunshine_Ko rolled : 1d20+7 Moonlight --> [ 1d20=18 ]{25}
> roll 1d20+3 dreamseer forces
<Rei-chan> Sunshine_Ko rolled : 1d20+3 dreamseer forces --> [ 1d20=10 ]{13}
> roll 1d20+5 Aurora forces
<Rei-chan> Sunshine_Ko rolled : 1d20+5 Aurora forces --> [ 1d20=19 ]{24}
Init is Afina (43) > Garm (31) > Moonlight (25) > Aurora Forces (24) > Fenrir (16) > Dana = Dreamseer Forces (13)
Naturally. Open Afina.
"Semyaza dies today! Surrender or die with him!" Afina's sickeningly cute voice shouts over the uproar.
Afina and her dogs will hold a little to see what response her generous offer gets.
Do you have any ranks in Intimidate?
Quick note for Afina: Check nagging since Surraruthru dropped a ton of tapestry spells on you.
not only does she lack ranks, she's so small and cute she takes a penalty!
Adding in Tapestry spells. Afina waives elemental body because it's a big appearance change and she's rather not have that confusing things while she's leading troops
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), haste (CL 25), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 6/9/9/9/8/9/8/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+17/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
No check then, even with a modifier for having an army at your back, you just aren't making the DC.
The troops ignores that, while the voice from the rear - yo ucan't see with all the troops in the way - calls, "Crush them! No mercy!"
Chance to act and take your held action.
At the lack of response, Afina acts in brutal style to show them the error of their ways, flying upwards before a rush of frigid air blasts out over the onrushing defenders of devil-kind!
[18:23] <@Ebiris> roll 1d20+25 cone of cold sla
[18:23] <Serith> Ebiris roll for Serith < 35 > [d20=10]
[18:23] <@Ebiris> roll 15d6
[18:23] <Serith> Ebiris roll for Serith < 52 > [d6=1,3,2,2,4,4,2,4,6,6,3,6,6,1,2]
DC 30 reflex halfOn the back of that, Garm howls and flies over the disarrayed forces towards the one giving them orders, mercilessly savaging the one who says there's to be no mercy!
[18:25] <@Ebiris> roll 1d20+39 Garm attack
[18:25] <Serith> Ebiris roll for Serith < 41 > [d20=2]
[18:25] <@Ebiris> roll 2d6+25+10d6
[18:25] <Serith> Ebiris roll for Serith < 65 > [d6=1,3,5,4,5,3,6,1,1,1,6,4]
He'll accept any AoOs taken en route, mobility gives him AC 47 vs them. Bite applies dimensional anchor for one round as an Su.
DC 28 will or shaken from the howl
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), haste (CL 25), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 6/9/9/9/8/9/8/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+17/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
> roll 1d20+10
<Serith> Sunshine_Ko roll for Serith < 15 > [d20=5]
> roll 1d20+21
> roll 1d20+21
> roll 1d20+21
<Serith> Sunshine_Ko roll for Serith < 34 > [d20=13]
<Serith> Sunshine_Ko roll for Serith < 37 > [d20=16]
<Serith> Sunshine_Ko roll for Serith < 41 > [d20=20]
> roll 1d20+21 crit?
<Serith> Sunshine_Ko roll for Serith < 29 > [d20=8]
> roll 1d8+12+1d6+1d6
<Serith> Sunshine_Ko roll for Serith < 28 > [d8=6][d6=4,6]
28 damage to Garm.
Cold slams the front lines and freezes a few warriors solid, another having a grazed arm turn frosty white from the momentary contact. As Garm rushes over, a upthrust spear stabs his belly, but he races ahead. In the back is a single erinyes, a glowing blue shield appearing as he charges the green skinned, blacked haired creature. Not that nor the chain armor he wears stops Garm from biting his left arm off, a scream as blood gushes out from the wound.
> roll 1d20+14 Will
<Serith> Sunshine_Ko roll for Serith < 24 > [d20=10]
> roll 1d20+16 Will
<Serith> Sunshine_Ko roll for Serith < 21 > [d20=5]
Fear erupts through the troops as...
Is Fenrir doing anything?
He'll join the fray as well, but he's after Moonlight and the Aurora forces
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), haste (CL 25), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 6/9/9/9/8/9/8/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 359/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
Init is Afina (43) > Garm (31) > Moonlight (25) > Aurora Forces (24) > Fenrir (16) > Dana = Dreamseer Forces (13)
Naturally. My mistake.
As Moonlight charges into the fray, meeting the enemy line head on, 'Afina,' Tepen sends, 'If you notice the sky darkening, understand it is a diabolical plot. If devils start to come from above, take a defensive position. Sylica is preparing a counter-action.'
> roll 1d20+33 (+2 charge, -10 PA)
<Serith> Sunshine_Ko roll for Serith < 51 > [d20=18]
> roll 1d10+41+2d6
<Serith> Sunshine_Ko roll for Serith < 56 > [d10=4][d6=5,6]
Moonlight's charge hits a half frozen soldier in the chest, caving his chest in and knocking him back into his fellow soldiers. The rest of the forces close in, your vanguard rushing in. Already softened the line doesn't hold at all, generally collapsing and opening the way. The erinyes is still up as well as a handful of soldiers, as...
Fenrir.
[spoiler]
Dana
HP: 344+15/344
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Haste (CL25)
Bonuses: Immunity to fear and poison, +1 morale attack rolls and will saves, +1 attack rolls, ref saves, +1 attack on full attack.
Negative Conditions:
Resources Used: Power Points: 282/282
Moonlight
HP: 432+11/432
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: Immunity to fear and poison, +1 morale attack rolls and will saves, +1 attack rolls, ref saves, +1 attack on full attack.
Negative Conditions:
Resources Used:
Rushing in after his fellow hunting hound, Fenrir puts a stop to that erinyes business with a thorough chomping!
[19:07] <Ebiris> roll 1d20+30 Fenrir attack -9pa
[19:07] <Serith> Ebiris roll for Serith < 48 > [d20=18]
[19:08] <Ebiris> roll 2d6+25+18+10d6
[19:08] <Serith> Ebiris roll for Serith < 75 > [d6=1,4,6,2,1,1,5,3,4,1,1,3]
With his foes wounded and distracted, Fenrir has no difficulty rushing over them and to the erinyes. He grabs its other arm and tears it off, the creature crumbling away to black sand. Dana strides in, "You fuckholes going to fight us or surrender?" she demands.
> roll 1d20+20 (-2 shaken)
<Serith> Sunshine_Ko roll for Serith < 23 > [d20=3]
The remaining soldiers throw down their arms, "Surrender! Mercy!"
Free act.
"Moonlight, arrange a perimeter," Afina commands. "Fenris, Garm, with her. We need to keep any counterattacks from bothering us until we link up with the rest. All of you, weapons down and over there," she gestures for the surrendering forces to group up in one corner. "Who's in charge here?"
Then telepathically she sends to Tepen, 'Is there more to it than just clouds? I can clear the sky up readily enough.' But if Sylica has a proper countermeasure in the works she can just as well save her effort.
'It's more. Semyaza is causing a large scale manipulation of the weather and channeling Hell itself. Sylica has a remedy prepared,' Tepen says.
Well even if there's a remedy she has means to fix things in her own immediate area, and manifests her own ability to control the weather.
Using spell enhancer to boost my control weather SLA to CL 27 and commanding the weather within a two mile radius to be bright and sunny, takes ten minutes for changes to fully manifest barring interferenceIn the meantime while she waits on one of their new prisoners spilling some details, just how big is this temple anyway? Just a big open worship chamber with nothing more than the defenders they already beat, or a sprawling complex they'll have to go room by room through?
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), haste (CL 25), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26), control weather (CL 27)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 6/9/9/9/7/9/8/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+4/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
Rules corner time: RAW, spell enhancer isn't clear about affecting SLAs. It simply says the next spell you cast. I'd normally construe that to say that it means spells and not spell-like abilities, which are two different types of things. So RAW I think it's meant to only affect spells and probably RAI as well. That all being said, I have no real problem with it being used to boost SLAs, so whatever. I'll add a houserule about it after this post.
In any case, make a CL check, Afina. Something's obviously in the offing here and resistance is evident.
[18:16] <@Ebiris> roll 1d20+27
[18:16] <Rei-chan> Ebiris rolled : 1d20+27 --> [ 1d20=15 ]{42}
The sky is sluggish, resisting. You manage to slowly part the cloud cover, but it's hard. It should work, but slowly and grudgingly, you think.
As interrogations happen and soldiers go to hold the door - brief ones really, due to the nature of it, you get a message from Tepen.
'Afina, this message is going to all Aurora officers. Canderella is dead. An unknown force tore her apart, the assailant was not seen except for a rippling in the air described as stretching. If you see this, send word immediately and assume a defensive pose. It has means to defeat typical sensory abilities, due to the fact it penetrating our blocking force, killed her and escaped. More information will follow as we obtain it, it does not seem to be tied to the sky issue.'
Afina shares a look with Moonlight and Dana after hearing that. "We need to find someone high up and get them to spill their guts as to what their trump card is."
Hopefully Canderella's well in Talos's Realm.
'I'm clearing the skies above us, there's resistance but nothing I can't overcome,' she sends back to Tepen.
In the meantime yeah, what's left of this place? Have they taken it entirely or are they just holding the perimeter with unknown resistance waiting deeper within?
Dana smiles. "About fucking time, a future corpse worth pissing on."
Meanwhile you're in the front antechamber - there's more within. Moonlight runs over from an interrogation, "There's several twisting halls here, a short maze that leads to the center. They're focused there for the defense and the maze is trapped. It's also small enough to make an army attack slow. My opinion, the three of us go take care of it personally while the army holds this and fans out a bit."
"Yes," Afina agrees with Moonlight's tactical appraisal. "Garm, Fenrir, you two stay here as well to ensure the perimeter remains secure. Both of you howl in quick succession if there's trouble that requires my intervention, I'll hear you," she says, her two hunting hounds starting to prowl the perimeter as their forces take up defensive positions.
"Did you get enough information for us to safely avoid the traps?"
"It's all spelltraps," Moonlight says, "Fireballs, cold blasts, lightning bolts. Being magically resistant on your level will all but make you immune."
"Easy enough. Directions through the maze?"
"All left turns," Moonlight says, "I suggest you lead on and trigger all the spells."
"Alright lets go then," Afina refreshes her haste spell on herself, Moonlight, Dana, the dogs, and a score of burning aeropolis monks before she leads the way inside at a fast clip.
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), haste (CL 25), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26), control weather (CL 27)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 6/9/9/8/7/9/8/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+4/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
To be clear based on your haste line, you're hasting all of them but it's just the three of you going ahead? Also, formation here?
Yeah, the others are just getting hasted because I can hit lots of targets so why not. Formation is Afina--30ft--Dana/Moonlight.
Ahead are dark, narrow passages with minimal lightning. Twisting, curving halls with lots of connections and passages to choose from. You barely make it 10ft in before...
> roll 1d20+9 Miko
<Rei-chan> Kotono rolled : 1d20+9 Miko --> [ 1d20=6 ]{15}
A fireball explodes over you. It doesn't even touch you, fizzling all around your body. Whew. From behind Dana calls, "Feel that one or was it just a fucking love tap?"
"Didn't even feel warm," Afina replies, not bothering to waste her time looking for traps and just flying along at a good clip taking every left turn as it becomes available.
As you say that, you get a message, 'To all officers: The unknown threat that killed Canderella has tentatively been identified as an assassin devil, also known as a dogai. If you need a refresher on dogai lore, send me a message and it will be provided. It has abilities above that of normal dogai.'
Chance to reply to that then we'll resolve maze-running adventures.
"I'm familiar. They rely on invisibility too much, but you could say the same of pixies. Stay sharp both of you," she calls back to Moonlight and Dana, intending to take seriously anything that could kill Canderella so swiftly.
"Got it," Moonlight calls, as you race along.
> roll 1d20 20 fishing Rei
<Rei-chan> Kotono rolled : 1d20 0 fishing Rei --> [ 1d20=6 ]{6}
> roll 1d20 20 fishing Rei
<Rei-chan> Kotono rolled : 1d20 0 fishing Rei --> [ 1d20=12 ]{12}
> roll 1d20 20 fishing Rei
<Rei-chan> Kotono rolled : 1d20 0 fishing Rei --> [ 1d20=17 ]{17}
You dodge and endure. A few spheres of acid and cold are weaved around as you lead the way. The maze is a death trap that dares not touch you. You come to a heavy iron door, unmoving and solid. This looks like it. In fact, "That's it," Moonlight says, "Ready to bust some heads?"
"Absolutely," Afina says, a green ray of disintegration lancing out from her fingertip to unmake the door that dares to stand in her way!
[20:33] <@Ebiris> roll 1d20+47 ranged touch disintegrate Rei
[20:33] <Rei-chan> Ebiris rolled : 1d20+47 ranged touch disintegrate Rei --> [ 1d20=15 ]{62}
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), haste (CL 25), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26), control weather (CL 27)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 6/9/9/8/7/9/7/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+4/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
The door crumbles before you. Within is a chamber full of candles. Hundreds of them on the walls, on individual candleholders or on tables about. About this space are erinyes hovering in the air over sitting mortals, who seem to be asleep. Lines of green light pulse from mortal to mortal, making the candlelight flicker green.
"They come..." A dozen voices whisper at once. "They come!"
[20:58] <@Ebiris> roll 1d20+30 this is where we roll initiative Rei
[20:58] <Rei-chan> Ebiris rolled : 1d20+30 this is where we roll initiative Rei --> [ 1d20=7 ]{37}
> roll 1d20+7 Moonlight
<Serith> Kotono roll for Serith < 25 > [d20=18]
> roll 1d20+5 Dana
<Serith> Kotono roll for Serith < 9 > [d20=4]
> roll 1d20+9 baddies
<Serith> Kotono roll for Serith < 10 > [d20=1]
Init is Afina (37) > Moonlight (25) > Devils and Dreamers (10) > Dana (9)
Open Afina.
They sure have a lot of powerful arcana going on here given all the glowy lights. A word of power escapes Afina's lips...
Using spell enhancer boosted disjunction aimed at the middle of the room, 40 foot radius burst. How many dispel checks are needed?And suddenly their magic don't work so good no more. In the wake of that she flies into the room and calls out, "Surrender or die!" sounding no less adorable than the last time she made such a demand.
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), haste (CL 25), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26), control weather (CL 27)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 6/9/9/8/6/9/7/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+4/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
32 checks, please.
[17:15] <@Ebiris> roll 8#1d20+27
[17:15] <Rei-chan> Ebiris rolled : 8#1d20+27 --> [ 1d20=15 ]{42}, [ 1d20=12 ]{39}, [ 1d20=4 ]{31}, [ 1d20=6 ]{33}, [ 1d20=4 ]{31}, [ 1d20=4 ]{31}, [ 1d20=18 ]{45}, [ 1d20=14 ]{41}
[17:15] <@Ebiris> roll 8#1d20+27
[17:15] <Rei-chan> Ebiris rolled : 8#1d20+27 --> [ 1d20=20 ]{47}, [ 1d20=3 ]{30}, [ 1d20=19 ]{46}, [ 1d20=5 ]{32}, [ 1d20=7 ]{34}, [ 1d20=9 ]{36}, [ 1d20=15 ]{42}, [ 1d20=7 ]{34}
[17:15] <@Ebiris> roll 8#1d20+27
[17:15] <Rei-chan> Ebiris rolled : 8#1d20+27 --> [ 1d20=16 ]{43}, [ 1d20=13 ]{40}, [ 1d20=6 ]{33}, [ 1d20=6 ]{33}, [ 1d20=6 ]{33}, [ 1d20=3 ]{30}, [ 1d20=2 ]{29}, [ 1d20=11 ]{38}
[17:15] <@Ebiris> roll 8#1d20+27
[17:15] <Rei-chan> Ebiris rolled : 8#1d20+27 --> [ 1d20=7 ]{34}, [ 1d20=18 ]{45}, [ 1d20=1 ]{28}, [ 1d20=9 ]{36}, [ 1d20=13 ]{40}, [ 1d20=14 ]{41}, [ 1d20=5 ]{32}, [ 1d20=4 ]{31}
Magic crumbles all around you. Spell fire erupts into the air as dozens of incantations are ruined, erinyes knocked back violently and the dreamers screaming as their eyes fly wide open. Even as reality wavers like jelly, they do not submit and instead...
Moonlight.
"Fine," Moonlight tosses her hair back, before almost casually charging ahead, moving in a blur as her mace seeks the head of an erinyes.
> roll 1d20+33 (+2 charge, +2 magic bane, +1 heroes feast, +1 haste, +10 smite, -24 PA)
<Rei-chan> Kotono rolled : 1d20+33 (+2 charge, +2 magic bane, +1 heroes feast, +1 haste, +10 smite, -24 PA) --> [ 1d20=3 ]{36}
> roll 1d10+93+2d6+2d6
<Rei-chan> Kotono rolled : 1d10+93+2d6+2d6 --> [ 1d10=1 2d6=8 2d6=8 ]{110}
The sound of bone breaking and brain splattering is heard the closest erinyes is smote by Moonlight's mace. With their magic down, not a single defense stops her attack. After the blow the erinyes crumples up and then vanishes, slain. "That's what's happening to all of you if you don't surrender! There's enough of Lathander's power for everyone!"
Together, the devils and dreamers draw their power in and...nothing seems to happen.
Mind blank stopped some fuckery. Dana's up.
Dana crosses her arms and gives them a glower, "Last chance, asswipes."
> roll 1d20+41 (+8 circumstance) Dana Intimidate
<Rei-chan> Kotono rolled : 1d20+41 (+8 circumstance) Dana Intimidate --> [ 1d20=13 ]{54}
> roll 1d20+25
<Rei-chan> Kotono rolled : 1d20+25 --> [ 1d20=8 ]{33}
Chaos erupts. Some of the dreamers roll aside and call, "Mercy!" Not a single erinyes does, though some start to move against the dreamers as...
Go.
[spoiler]
Dana
HP: 344+15/344
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Haste (CL25)
Bonuses: Immunity to fear and poison, +1 morale attack rolls and will saves, +1 attack rolls, ref saves, +1 attack on full attack.
Negative Conditions:
Resources Used: Power Points: 282/282
Moonlight
HP: 432+11/432
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: Immunity to fear and poison, +1 morale attack rolls and will saves, +1 attack rolls, ref saves, +1 attack on full attack.
Negative Conditions:
Resources Used: 1 smite
"So be it," Afina says as lightning erupts from her fingers, crackling and streaking between the erinyes and resistant dreamers while leaving those who fall down or call for mercy untouched. Then she flies back towards the door, just to stay mobile.
[17:48] <@Ebiris> roll 1d20+25 chain lightning SR
[17:48] <Rei-chan> Ebiris rolled : 1d20+25 chain lightning SR --> [ 1d20=17 ]{42}
[17:48] <@Ebiris> roll 20d6 DC 31 ref half
[17:48] <Rei-chan> Ebiris rolled : 20d6 DC 31 ref half --> [ 20d6=70 ]{70}
Primary target is a random erinyes, secondary targets (20 of them) all take 35 damage DC 31 ref half.
> roll 1d20+15
<Rei-chan> Kotono rolled : 1d20+15 --> [ 1d20=1 ]{16}
Lightning blasts everyone - dreamers convulse and erinyes are shocked, both crying out. The spellfire is fading from the air as Moonlight grunts, "Really? Well, alright," she says, swinging her mace and wading into it.
> roll 1d20+40 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA)
<Rei-chan> Kotono rolled : 1d20+40 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA) --> [ 1d20=3 ]{43}
> roll 1d20+40 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA)
<Rei-chan> Kotono rolled : 1d20+40 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA) --> [ 1d20=20 ]{60}
> roll 1d20+40 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA) crit
<Rei-chan> Kotono rolled : 1d20+40 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA) crit --> [ 1d20=7 ]{47}
> roll 1d20+35 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA) crit
<Rei-chan> Kotono rolled : 1d20+35 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA) crit --> [ 1d20=4 ]{39}
> roll 1d20+30 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA) crit
<Rei-chan> Kotono rolled : 1d20+30 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA) crit --> [ 1d20=5 ]{35}
> roll 1d20+25 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA) crit
<Rei-chan> Kotono rolled : 1d20+25 (+2 magic bane, +1 heroes feast, +1 haste, -5 PA) crit --> [ 1d20=4 ]{29}
> roll 1d10+33+4d6+2d6+2d6
> roll 1d10+33+4d6+2d6+2d6
<Rei-chan> Kotono rolled : 1d10+33+4d6+2d6+2d6 --> [ 1d10=2 4d6=12 2d6=8 2d6=8 ]{63}
> roll 1d10+33+4d6+2d6+2d6
<Rei-chan> Kotono rolled : 1d10+33+4d6+2d6+2d6 --> [ 1d10=2 4d6=11 2d6=10 2d6=9 ]{65}
<Rei-chan> Kotono rolled : 1d10+33+4d6+2d6+2d6 --> [ 1d10=7 4d6=17 2d6=8 2d6=7 ]{72}
> roll 3d10+99+4d6+2d6+2d6 crit
<Rei-chan> Kotono rolled : 3d10+99+4d6+2d6+2d6 crit --> [ 3d10=23 4d6=10 2d6=10 2d6=9 ]{151}
Devils and dreamers alike fall before Moonlight. She batters through them grimly, more and more falling with cracked heads broken bodies. Much of the erinyes contingent is wiped out and the remainder - vanish, gone. Teleportation, most likely.
The surviving dreamers beg for mercy and surrender, the resistance broken.
Opening up with a dispel largely neutered this battle. They had some nasty stuff set up, but you waded right in and short circuited it.
Free act.
She would've liked to capture an erinyes, but if these dreamers were used like she suspects they might have valuable information regardless. "Alright, all of you on your feet and over there," she says, getting them to bunch up. "There's a paragon dogai running loose in this city, I want to know who's holding its leash."
You get stares from the dreamers, one saying hesitantly, "It's a cute pixie?" in complete disbelief.
"Hold on, I have this," Dana stomps forward. "Stop shitting around or else! You're damn right she's a cute pixie, and she'll be the last fucking thing you see if you don't start helping us!"
> roll 1d20+38 (+5 circumstancial) Dana intimidate
<Rei-chan> Kotono rolled : 1d20+38 (+5 circumstancial) Dana intimidate --> [ 1d20=12 ]{50}
> roll 1d20+23 (-2 shaken)
<Rei-chan> Kotono rolled : 1d20+23 (-2 shaken) --> [ 1d20=11 ]{34}
"W-we don't know entirely," A middle aged man says shakily, "Only that the hidden killer is coming and to avoid it, because he has free reign to kill any he desires."
"I know," A young woman says, "B-but I want a guarantee of safety first."
"Fine, you have it," Afina says to the young woman without hesitating. "Anyone who harms a hair on your head will answer to me, now start talking."
"It's Lord Belial," The young woman says quickly, "I hear Archduke Semyaza won his favor and attentions. Yes, he's come for the invaders."
> roll 1d20+34 Moonlight sense motive
<Serith> Kotono roll for Serith < 43 > [d20=9]
As is standard, if this is a bluff, any relevant Bluff check his hidden.
"Nice story. Shame it's not true," Moonlight says, "You think you can fool someone who's touched the sun?"
"I am very close to rescinding my protection," Afina says warningly, unimpressed by such stalling.
"Fine, it's Lady Fierna," The dreamer snaps, "She's making her own plays."
> roll 1d20+34 Moonlight sense motive
<Serith> Kotono roll for Serith < 46 > [d20=12]
"Also a lie," Moonlight cuts her off, "You're just trying to save your own skin."
"If you're just going to name every arch-devil you can remember we can stop this now," Afina says, unimpressed. "Whatever consequences a collaborator is due after this, you'll face them without my protection. Now all of you start moving, I'm putting you outside with our other prisoners," she instructs, giving a sharp gesture towards the disintegrated door.
To Tepen she sends, 'Highbeauty temple is ours, though several erinyes teleported away and may cause trouble later. We have a lot of prisoners for processing. Any idea when our main forces will reach here?'
A glare from Dana shuts her up. As Moonlight and Dana leads them out, "Hey 'fina, going to look around or are we saving that shit for afterwords?"
'Understood. Congratulations,' Tepen sends. 'The main forces have provoked a large contingent, that battle is going well. Barring the unknown dogai agent, all operations are proceeding well. The collaborators are simply not a match for our officers, nor are most of the devils here. There have been a few cornugons but nothing stronger. We're expecting stronger counter attacks as Semyaza rallies his - hold on. Something's about to happen outside, I must go. It's in our favor.'
"It'll be a bit before our front lines catch up so there's time to have a proper look," Afina answers as they chivvy their captives out. "Once we have these outside and if we're not hard pressed I'll take some soldiers and do a search."
So plan is to take them out, deal with them and then search as time permits?
Just want to be clear before we begin today.
Yes, unless we're being hard pressed by counterattacks Afina will leave Dana and Moonlight to handle the defence/guard watch while she takes a handful of soldiers for heavy lifting and goes through the temple for anything of tactical value. She's not really concerned with looting shinies but having all the stuff in one spot under guard so teleporting devils can't sneak in and out to arm themselves is a good idea.
As you head out and reach the door out, you hear the sound of a trumpet. A beautiful sound, clear as crystal. A moment later bright sunlight spills in from outside, the gloom you see ahead completely dispelled.
"I like it," Moonlight smiles, "Someone's up to something good."
Well hopefully her clearing the clouds helped this. "A good omen," she agrees, though she doesn't stand around to gawk when they have prisoners to sort out and a defensive line to maintain. "Had any notable pushes come at you?" she asks one of the leading Firre.
"Not at the moment, ma'am," The firre reports, a quick salute. "Intelligence indicates that we've done well at splintering the enemy forces. We're able to hit them in too many places at once."
"Good," she says. "Dana, Moonlight? You two stay here and make sure nothing challenges us. Watch out for illusory diversions," she suggests before pointing at three strong looking soldiers. "You three, with me. We're going to have a look through this place for anything pertinent and I might need help carrying things."
She'll have a fairly brisk search through the temple for intelligence and magic items. No real care for valuables since we're not looting the place.
[16:25] <@Ebiris> roll 1d20+47 search
[16:25] <Rei-chan> Ebiris rolled : 1d20+47 search --> [ 1d20=6 ]{53}
Are the others supposed to be aiding?
No, they're there to carry heavy things for me
You get lucky fairly soon. A side room, locked. That's no impediment to you and within looks to be lots of correspondence. Much of it's in Infernal, too. You could take a look and read some of it if you like.
She has a quick skim through the more recent entries for anything that might be tactically relevant while instructing her helping hands to start boxing up the rest of it.
Most of it looks to be bookkeeping. There's a few orders and commands mixed in - including one for 'possible outside interference'. The command simply says to prepare and that matters will be resolved by direct Hellish action and reinforcements from the sky. Should things go wrong, they are to fortify in position in the downstairs basement and protect the Dreamfont there.
did we descend any stairs en route to the centre room we found those Erinyes in?
No.
"Seems we might have missed some after all," Afina says to her companions, handing over the recent orders to be boxed up with the rest.
Taking advantage of the telepathic link she sends to Dana, 'Dana, ask our prisoners about the Dreamfont in the downstairs basement, I think there's a third line of defence we missed.'
'On it,' Dana sends back.
> roll 1d20+33
<Rei-chan> Koaway rolled : 1d20+33 --> [ 1d20=3 ]{36}
'Yeah, sounds like it. Cockmunches are trying to play it off, but they're not hiding it well. They know what the fuck it is.'
'I'm coming back now, find out where it is and what's likely to be there beyond the erinyes that teleported away before,' Afina sends. "Lets take these back outside, I'll probably need Dana and Moonlight to come with me to find this Dreamfont of theirs," she says to the soldiers with her, leading them back out.
Easy enough to do. Dana's done with them by the time you're back, "It's hidden in a dead end path," Dana says, "Trapped, but what the hell do you expect. Probably where the erinyes teleported to, if they didn't go back to Hell to be cocksheathes for barbazu."
"If it's the same calibre as the other traps it's nothing for us to worry about. Everyone here keep holding down the fort - Dana and Moonlight with me, lets go clear them out," she says, heading off to find this dead end secret passage.
Afina will fly 30 feet ahead like before and rely on SR/dodging to tank whatever traps fire.
> roll 1d20 20 fishing vs Afina's AC
<Rei-chan> Koaway rolled : 1d20 0 fishing vs Afina's AC --> [ 1d20=17 ]{17}
> roll 1d20 20 fishing vs Afina's AC
<Rei-chan> Koaway rolled : 1d20 0 fishing vs Afina's AC --> [ 1d20=12 ]{12}
It's more things that crumble against your spell resistance or that you smoothly sidestep. When you reach the dead end, Dana gestures, "Somewhere around here. Should be a push-in stone."
Search check, +10 circumstance bonus.
[16:56] <@Ebiris> roll 1d20+57 search
[16:56] <Rei-chan> Ebiris rolled : 1d20+57 search --> [ 1d20=4 ]{61}
Yep, one hidden switch. The wall slides away to reveal a stairway that goes into darkness.
"Lets go, same as last time," Afina says, leading the way down and accepting any traps triggered on herself.
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26), control weather (CL 27)
AC 97, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 6/9/9/8/6/9/7/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+4/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
The three of you descend down. No traps this time, thankfully. A long stairway leads to a dank, large basement. Off the center of the room is an inset pool, where half a dozen erinyes kneel with their eyes closed. The pool swirls with colors, ever-changing. A few more erinyes are standing guard, who call, "The intruders have reached this far. Exterminate them!"
Init.
[17:58] <@Ebiris> roll 1d20+32 init
[17:58] <Rei-chan> Ebiris rolled : 1d20+32 init --> [ 1d20=8 ]{40}
> roll 1d20+5 Dana
<Rei-chan> Koaway rolled : 1d20+5 Dana --> [ 1d20=1 ]{6}
> roll 1d20+7 Moonlight
<Rei-chan> Koaway rolled : 1d20+7 Moonlight --> [ 1d20=13 ]{20}
> roll 1d20+9 erinyes
<Rei-chan> Koaway rolled : 1d20+9 erinyes --> [ 1d20=8 ]{17}
Init is Afina (40) > Moonlight (20) > Erniyes (17) > Dana (6)
Go.
Hasting herself and her allies out of habit, Afina flies into the room and above the pool where she ends up in the midst of the erinyes before fire blossoms all around here. She doesn't even waste her breath asking for surrender at this point.
[18:17] <@Ebiris> roll 1d20+29 searing greater fireburst SR Rei
[18:17] <Rei-chan> Ebiris rolled : 1d20+29 searing greater fireburst SR Rei --> [ 1d20=1 ]{30}
[18:17] <@Ebiris> roll 24d10 searing greater fireburst, DC 33 ref half Rei
[18:17] <Rei-chan> Ebiris rolled : 24d10 searing greater fireburst, DC 33 ref half Rei --> [ 24d10=142 ]{142}
Ignores all resistance or immunity to fire damage
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26), control weather (CL 27)
AC 97, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 6/9/9/7/6/9/6/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+4/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
Within range of the flames hitting the pool?
Yes, it's a 15 foot radius burst and I assume that's in three dimensions. She has no qualms about burning it up.
> roll 1d20+10 special sav efor the pool
<Rei-chan> Koaway rolled : 1d20+10 special sav efor the pool --> [ 1d20=14 ]{24}
Oh boy.
> roll 1d20+10 special sav efor the pool
<Rei-chan> Koaway rolled : 1d20+10 special sav efor the pool --> [ 1d20=14 ]{24}
> roll 1d20+8 erinyes (most of them aren't dodging due to using the pool, so the relative ref save here is really boned)
<Rei-chan> Koaway rolled : 1d20+8 erinyes (most of them aren't dodging due to using the pool, so the relative ref save here is really boned) --> [ 1d20=2 ]{10}
Hm. Turns out introducing searing flames into this Dreamfont gets a reaction. The pool bursts into steam as suddenly...
Will saves, all. Except all of you have mind blank so you're safe.
> roll 1d20+15 erinyes will
<Rei-chan> Koaway rolled : 1d20+15 erinyes will --> [ 1d20=2 ]{17}
Reality shatters around the three of you like glass and slowly reassembles from nothingness. The erinyes all lie there, open eyes and mouths locked in a silent scream. They aren't moving. The pool's now bone dry, water splashed everywhere over the room.
"The fuck?" Dana says, wiping water off her face.
Free act.
"Don't plug your brain into a fragile magical construct. We saw much the same upstairs," Afina says, looking around. "Let me check there's no secret passages or anything else of interest here," she says, ignoring the braindead devils and having a look around the chamber.
[19:05] <@Ebiris> roll 1d20+47 search
[19:05] <Rei-chan> Ebiris rolled : 1d20+47 search --> [ 1d20=4 ]{51}
You find a hidden panel on the bottom of the now empty pool.
Afina opens it up!
Within lies a big green gemstone. It's the size of a human's fist and sheds a faint light that illuminates the recess it rests in.
Probably more than just a pretty bauble, Afina casts detect magic and studies it to see what role it has as an arcane focus.
[19:53] <@Ebiris> roll 1d20+47 spellcraft
[19:53] <Rei-chan> Ebiris rolled : 1d20+47 spellcraft --> [ 1d20=14 ]{61}Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26), control weather (CL 27)
AC 97, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear
Spell charges: 5/9/9/7/6/9/6/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+4/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
It is. It radiates strong magic and is the focus for the pool. It ensures the stability of the Dreamfont and allows others to safely go into it. It also allows more to go into it safely.
"Specialised for dream magic, not much immediate use to us but we'll deny it to the enemy," Afina says, passing the gem off to Moonlight since it's too awkwardly sized for her to easily carry. "Hopefully that's the last of them, lets go back out and make sure everything's still stable then I can resume searching the place."
As you do, 'Afina,' Tepen says, 'We have evidence that Hiwa and Hiya are planned to appear in this city. Hell at least seems somewhat cognizant that an attack was coming to this city.'
'Well at least we've taken out their diviners,' Afina says, that leak now plugged. 'Let me know if they're sighted, I can be on location immediately.'
'Understood. We're progressing well, most objectives are taken or under siege. If all goes well we'll leave a force here soon and be able to move on, though the assassin is a concern, as is that.' Tepen says.
'Noted,' she says, heading back out and assuming the situation remains under control she'll resume her search through the temple with some helping hands.
You continue to search. You soon come on an armory. Several magical arms and armor are here, left sitting instead of being used. A few wands and staves as well, joined by a reserve of potions.
"Grab it all up," Afina instructs the soldiers with her. "Don't worry about using any of it, we can take inventory after the battle. Everyone will get their fair share."
A loud thunderclap gets your attention, then another. So loud that it's almost deafening, even all the way inside.
"Outside, move!" Afina barks, hasting her soldiers and rushing out without waiting for them to match her pace. This sounds a lot more important than some minor magical items!
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26), control weather (CL 27), haste (CL 25)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear, 50% miss chance, freedom of movement
Spell charges: 5/9/9/6/6/9/6/8/7/7/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+4/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), haste (CL 25)
AC 43, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +39 (2d6+25) +10d6 skirmish, dimensional anchor
As you run out, 'Afina, the twins have arrived,' Tepen sends, 'They're heading up towards the sun.'
The Sun, as in the thing way way way high up beyond the sky?
'I'm on my way out, as soon as I get a visual I'll intercept,' she answers tersely, continuing in a rush since once she's outside she'll probably see them well enough to target.
You reach outside. As you do, you get a message. 'Afina,' Tepen says, 'Sylica has sent a request for help. The sun up there is not the sun, but an angel with power over the sun. Her name is Latha and she is nearly defenseless shining light on all of Benfal. They request a squad to go up and drive off or slay Semyaza's spawn.'
Can I see the titans from here? How far are they and how long does it look like it'll take them to reach the sun?
Not from here right now, no.
'Can't see the twins from my vantage, heading directly to Latha and will intercept,' she sends curtly to Tepen.
"Moonlight, you're in command till I get back. Dana, hounds, with me. Move it!" she barks cutely, opening a gate to the astral plane and flying through, and immediately opening another one back to Benfal next to the fake sun so they can get on the scene in the least time possible. Be better if she could just teleport, but everyone has their strengths and weaknesses, and this workaround serves even if it's inefficient.
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26), control weather (CL 27), haste (CL 25)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear, 50% miss chance, freedom of movement
Spell charges: 5/9/9/6/6/9/6/8/7/5/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7)
AC 42, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+4/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7)
AC 42, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +38 (2d6+25) +10d6 skirmish, dimensional anchor
"All fucking right," Dana cracks her knuckles as she follows with you.
The silence of the AStral is oppressive as you try and open a gate to the sun. Unfortunately, nothing happens.
Afina isn't coarse by nature but she's very tempted to swear now. 'Tepen, I can't open a gate to Latha's location. Is the interdiction on our side, and how far does it reach if you know?'
'Our side,' Tepen sends to you, 'Otherwise devils would teleport directly to Latha. They're currently about 4000 feet up, just outside of the anti teleportation zone and rising.'
Afina opens a gate to directly below the fake sun and 4000 feet above the ground!
Afina: 287+20/287, glaciante's spiteful ward (CL 27 attached to epic mage armour), heroes feast (CL 20), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7), epic mage armour (CL 25), moment of prescience (CL 25), see invisibility (CL 25), greater heroism (CL 25), interplanar telepathic bond (CL 24), shield (CL 25), magic tattoo (CL 26), magic tattoo (CL 26), energy absorption (CL 26), stupendous dragonskin (CL 26), seira's agility (CL 26), seira's strength (CL 26), seira's mind (CL 26), mind blank (CL 27), stoneskin (CL 26), spell turning (CL 26), control weather (CL 27), haste (CL 25)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, fear, 50% miss chance, freedom of movement
Spell charges: 5/9/9/6/6/9/6/8/7/4/7/2
Fenrir: 370+15/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7)
AC 42, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Garm: 370+4/370, heroes feast (CL 20), greater mage armour (CL 7), mind blank (CL 17), fortunate fate (CL 15), planar tolerance (CL 7)
AC 42, spell resistance 25, freedom of movement, immunity to electricity, exhaustion, mind affecting, fatigue, fear, poison
Attack: +38 (2d6+25) +10d6 skirmish, dimensional anchor
You, Dana and the wolves are going into a new thread. This one is locked.