Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Balmuria 3: Planar Suikoden => Border City of Balmuria => Post-Gaming => Topic started by: Anastasia on January 16, 2017, 12:03:19 PM

Title: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 16, 2017, 12:03:19 PM
Tryll, Surraruthru, Bubbles
Shredstorm
77 courre scouts
50 earth elementals of medium size
50 water elementals of medium size
12 earth elementals of large size
50 phase spiders of large size
46 mineral quasi-elementals

While the vanguard attacks in force at devil strongholds, the infiltrators will attack from below using a mixture of earth movement abilities and aquatic movement through the city sewers so as to cut off hidden lines of reinforcement and supply while undermining structures that the vanguard are having trouble dislodging. Predominantly made of those with special movement modes.

Okay. Surraruthru and Tryll, anything to add to this before we begin? Yours is fairly straightforward, just a chance to speak up to add any notes or clarifications before we begin.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 16, 2017, 01:04:14 PM
I've nothing to add.

Spoiler: ShowHide
Tryll
HP: 246
AC: 47
Touch AC: 30
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26)
Passive Effects: Incorporeal, Hide Mind
PP: 648

Calleigh
HP: 123
AC: 49
Touch AC: 27
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion

Psicrystal
HP: 123
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 16, 2017, 02:14:27 PM
Cool, waiting for Iddy, shouldn't be too terribly long.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 16, 2017, 02:24:28 PM
No notes, but haven't had a chance to redo my spells due to work. I get off early-ish tonight, so I'll do it then, but until then, I don't have anything to really add, other than asking what the sq. milage of the city/underground is and the relation of our entry point to the big targets.

Speaking of, did anyone ever figure out a priority target list? Like what areas/buildings we want to gain control of the fastest? Also, we need to figure out some kind of long range comms for talking to the other groups in case they need reinforcements or we need to redeploy in response to an unexpected threat.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 16, 2017, 02:44:39 PM
We'll wait on spells, since this is a situation where it may well matter.

It's several compact, messy miles of tunnels, roughly.

Priority targets will largely be taken care of by NPCs and directing due to the way PC rolls worked out, so don't worry too much about it, more on that as needed.

Telepathic bond is being used to connect basically everyone as needed, so that handles that.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 16, 2017, 03:32:30 PM
So basically just pick targets of opportunity and be stealthy. Gotcha.

If possible, we'd like to send a few water elementals hiding in the waters and/or earth elementals hiding in the walls out to scout the tunnels. We want to make sure they don't have civilians down there doing whatever before we wreck the place.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 16, 2017, 03:53:21 PM
Easily enough done and will be factored in.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 16, 2017, 07:26:28 PM
Cool, I can connect up to 9 additional individuals to the Tapestry. Tyrll, Calleigh, and bubbles are 3, unless the Tyrll/Calleigh combo counts as 1. 7 others, likely PCs in case we have to come together for a big battle. Which 7 is up to whoever wants them.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 16, 2017, 07:53:54 PM
For the sake of expedience, let's include Jaela, Afina, Moore, and one other. Preferably someone tanky, like Hanna.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 16, 2017, 08:26:38 PM
Casting these before we leave Aurora, so everyone connected to the tapestry gains them, the minutes/level duration spells will be cast last in order to make them extend the longest, listed at the end:

Create Magic Tattoo, CL 26, Duration 24 hours
+1 Luck Bonus on Attack Rolls

Create Magic Tattoo, CL 26, Duration 24 hours
+2 Competence bonus on Attack Rolls

Energy Absorption, CL 26, Duration 26 hours/expended
Spoiler: ShowHide
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. For instance, if a red dragon breathes fire on the subject for 87 points of damage, he could decide as an immediate action to absorb the effect, thus healing 43 points of damage instead of taking any damage. Hit points in excess of the subject's normal maximum are lost. Taking advantage of this function ends the duration of the spell.


Elemental Body, CL 26, Duration 26 hours
Spoiler: ShowHide

You can transform your body into a particular type of elemental substance. You and your possessions appear to be made of that element, though in the same general shape and size as your normal appearance.
ou have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water dominant planes. You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet. Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose.
Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a —1 penalty on attack rolls and damage rolls against you).
Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.
Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).
Water: Water: Swim at your normal speed, water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), drench (you can use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level).
The elemental body spell has the descriptor of the element you choose. So, if you choose a body of fire, elemental body is a fire spell.



Surraruthru's Stupendous Dragonskin, CL 26, Duration 26 hours
Grants you a +10 armor bonus to armor class and damage reduction 10/magic.

Agility of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Dexterity.

Strength of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Strength.

Mind of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Intelligence.

Mind Blank, CL 26, Duration 24 hours

Spoiler: ShowHide
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.


Stoneskin, CL 26, Duration 260 minutes
Subject gains DR 10/adamantine up to 150 points.

Spell Turning, CL 26, Duration 260 Minutes

Spoiler: ShowHide
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.


Additionally, the below are pre-loaded into the Tapestry for activation as Quiescent Weaving:
Resist Energy, CL 26, Duration 260 Minutes. (4 castings)
Subject gains energy resistance to: Acid, Electricity, Fire, Sonic of 30 points.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 16, 2017, 08:34:21 PM
These spells are personal buffs for Surraruthru:

Moment of Precscience, CL 26, Duration 26 hours/discharged
This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn if needed.

Superior Mighty Wallop, CL 26, Duration 24 hours
As greater mighty wallop, except the bludgeoning melee weapon damage increases by four size categories.

Epic Mage Armor, CL 26, Duration 26 hours
This spell is identical to mage armor, except that it grants a +20 armor bonus to armor class.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 16, 2017, 10:20:28 PM
Cool. Okay, are your spells all in order?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 16, 2017, 10:22:16 PM
Unless has any special requests for buffs or spells, yep.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 16, 2017, 10:43:35 PM
The waters are cold and dark.

You proceed in an underground river, towards the sewer accesses and in. Earth elementals glide in the earth around as you approach the entrance - an old metal grate, rusted and affixed. It's a large, circular opening with gaps for water to flow through. The smell of mold and the sewers comes from it, a rich miasma that does nothing for your sense of smell or mood.

"Well darlings, it's time to earn our pay," Bubbles says as she swims through the waves with unnatural ease, moving through it as easily as an air elemental travels through the air. "We get in here and we can get to business."

Go ahead and set yourselves up.

[spoiler]

Bubbles
HP: 279+13/279
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Create Magic Tattoo (CL26), Create Magic Tattoo (CL26), Energy Absorption (CL26), Elemental Body (CL26), Surraruthru's Stupendous Dragonskin (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26), Stoneskin (CL26), Spell Turning (CL26)
Bonuses: +1 morale attack rolls, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, resistance 10 to all elements, +10 armor bonus to armor class, damage reduction 10/magic, water mastery, drench, +4 insight Dex, Str, Int, damage reduction 10/adamantine
Negative Conditions:
Resources Used:
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 16, 2017, 10:55:08 PM
Surraruthru swims through the water next to Bubbles, sliding through it and dipping under as easily as Bubbles and a bit more naturally; he is a Fairy Dragon, after all. He sniffs the air a bit, the Adaptation effect on his necklace protecting him from the foul air.

"I can only imagine that there will be only the most foul and disgusting devils down here. The retching inducing kind. But yes, let us get to it. Shall we have the elementals erode away the earth around the grate?"

How big are the gaps in the bars here? Can Surraruthru slip through them?

Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 16, 2017, 11:02:04 PM
The gaps are a little over a foot wide. Swimming and elongated you should be able to, but most bigger things couldn't.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 16, 2017, 11:03:21 PM
Alright, I'll wait for Yuth or Bubbles to have the elementals grind away the earth holding it in place.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 17, 2017, 12:01:36 AM
Calleigh approaches over Bubbles' left shoulder, trailing Tryll-mist. She has had hands on her hips and a cute frown on her face. "Well, this is super duper gross. Ugh. Ew! Noooope!"

With a soft pop, her tiny form is replaced by an equally-tiny ball of soft light. "There! That's better. No more nose!"

To the group, Tryll's placid and watery tones fill their minds, 'Quite. Let's proceed, then.'

To the elementals, 'Quietly, if you would?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 17, 2017, 12:08:11 AM
The grate is taken down with a mix of earth adn water elementals. The rusted thing nearly falls apart as it's put aside, dropped into the waters as a gush of debris-filled water his the stream.

"Alright everyone!" Bubbles says, "I'm in contact with Aurora and our best maps of this. We go ahead and then begin to split up to clear out locations."

In your minds Bubbles sends, 'The vanguard and siege units are doing well so far, but it's early. Diabolical resistance hasn't kicked in full yet.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 17, 2017, 12:11:19 AM
'They will, soon. I can't imagine this us anything other than an attempt to lure us in. Let us go further and see what we run into.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 17, 2017, 12:15:28 AM
Quick question, where are Tryll'n'Surraruthru relative to the army? On point, in the middle, in the back or something else?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 17, 2017, 12:16:40 AM
I'd be in the middle.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 17, 2017, 12:18:01 AM
Might wanna be in the middle. We can coordinate better. None of us are dedicated front-liners. 
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 17, 2017, 12:21:21 AM
Okay, who's your frontliner then?

Bubbles will join you in the middle.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 17, 2017, 12:22:36 AM
I'd probably be the closest of the four of us to a front liner.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 17, 2017, 12:24:15 AM
Earth and water elementals in the front pls. Remember they scoutin'.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 17, 2017, 12:32:43 AM
The group proceeds into the tunnel - really just a large sewer full of unpleasant water and dark. Fortunately darkvision and your own light sources are both sufficient to see - about 100ft down you can see a barricade. Raised wooden platforms just out of the water, the way blocked by wooden debris. Here several barbazu stand as well as several mortal archers and a single erinyes. Perhaps two dozen enemies in all, arrows already flying at the water elementals.

The water elementals surge ahead, while earth elementals begin to poke out of the walls. Courre scouts fall back and fling magic missiles, while phase spiders climb the walls and cautiously approach.

Chance to act or give commands. If you're going to directly join the battle we'll do init.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 17, 2017, 12:57:03 AM
Surraruthru calls on his innate power as a Faerie Dragon and breathes false life into the barricade, pulling the boards and nails of the platforms into the battle by having them harass, attack, and tangle up the devils and archers, hopefully distracting them and keeping them off balance.

Animate Object, CL 25, Duration 25 rounds
Animate 25 small objects, 2 small = 1 Medium, 4 Small = 1 Large, 8 Small = 1 Large, 16 Small = 1 Garganutan, 32 Small = 1 Clossal.

Intent is to animate the platforms in their entirety, and if there are small objects left over, the nails and such as flying darts.


Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 17, 2017, 01:09:49 AM
Calleigh is manifesting psionics! Psicrown activate, form of...

With a squishy nouse, a massive form assembles itself from the air and charges down the tunnel toward the barricade!

It's an astral construct! It's charging, it's got Pounce, and it's ready to ruin everyone's day! Hurray!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 17, 2017, 02:00:39 PM
Those count as direct action, so let's do init.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 17, 2017, 02:15:44 PM
> roll 1d20+15 Init
<Serith> Iddy roll for Serith < 25 > [d20=10]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 17, 2017, 02:25:45 PM
Waiting on Yuth's init, but in the meantime...

'Be advised,' Tepen's voice in both of your minds, 'The skies are darkening. This shouldn't impact your side of things, but if you end up above ground and see devils coming from the skies, take a defensive posture. Sylica has a counter in the works.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 17, 2017, 02:43:22 PM
Tryll
[blockquote]Rolled 1d20+6 : 19 + 6, total 25[/blockquote]

Calleigh
[blockquote]Rolled 1d20+7 : 3 + 7, total 10[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 17, 2017, 02:44:26 PM
'Noted.' Tryll replies to Tepen.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 17, 2017, 02:52:26 PM
> roll 1d20+15 Bubbles
<Serith> Sunshine_Ko roll for Serith < 33 > [d20=18]
> roll 1d20+5 Aurora Forces
<Serith> Sunshine_Ko roll for Serith < 13 > [d20=8]
> roll 1d20+6 devils
<Serith> Sunshine_Ko roll for Serith < 20 > [d20=14]

Init is Bubbles (33) > Surraruthru = Tryll (25) > Devils (20) > Aurora Forces (13) > Calleigh (10)

Bubbles'll hold a sec. Go ahead and go, S'n'T.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 17, 2017, 03:03:17 PM
An explosion of sound bursts from within the infernal ranks!

Manifesting Ataxia
PP cost: 25
-6 attack rolls, ability rolls, skill checks. 1d4 Dexterity damage
DC Fort 33 halves above.

SR Roll: [blockquote]Rolled 1d20+26 : 1 + 26, total 27[/blockquote]Dex Damage Roll: [blockquote]Rolled 1d4 : 3, total 3[/blockquote]d100 roll for those that fail: [blockquote]Rolled 1d100 : 21, total 21[/blockquote]1-25 Blindness
26-50 Deafness
51-75 Nauseated
76-90 Stunned
91-100 Paralyzed

Spoiler: ShowHide
Tryll
HP: 246/246
AC: 47
Touch AC: 30
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26)
Passive Effects: Incorporeal, Hide Mind
PP: 623

Calleigh
HP: 123/123
AC: 49
Touch AC: 27
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion

Psicrystal
HP: 123/123
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 17, 2017, 03:19:34 PM
> roll 1d20+13
<Serith> Sunshine_Ko roll for Serith < 20 > [d20=7]

Success, will resolve it and Surraruthru's at the same time.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 17, 2017, 04:55:05 PM
Just going to C/P my previous. Actions haven't changed, I don't know how big the platforms are, so not sure how many of the 25 small objects it'll take to animate them


Surraruthru calls on his innate power as a Faerie Dragon and breathes false life into the barricade, pulling the boards and nails of the platforms into the battle by having them harass, attack, and tangle up the devils and archers, hopefully distracting them and keeping them off balance.

Animate Object, CL 25, Duration 25 rounds
Animate 25 small objects, 2 small = 1 Medium, 4 Small = 1 Large, 8 Small = 1 Large, 16 Small = 1 Garganutan, 32 Small = 1 Clossal.

Intent is to animate the platforms in their entirety, and if there are small objects left over, the nails and such as flying darts.


Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 18, 2017, 02:31:21 PM
It happens at once - a sound hits the enemies hard, leaving them moaning and blinded. At the same time their platform comes to life, attacking and battering them. Like this Aurora's forces slam into them, taking them with minimal losses indeed. No fatalities that you see, only a few wounds as your actions make the skirmish into a rout.

Free act. Y'all way dominated a simple encounter and the troops took care of the rest. Well done.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 18, 2017, 02:54:37 PM
"Moving on!" Calleigh says.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 18, 2017, 03:01:50 PM
As Calleigh says that, both Tryll and Surraruthru get the following message from Tepen.

'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.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 18, 2017, 03:09:26 PM
"Aw no! Not Candy!" Calleigh complains.

'Let's proceed. The sooner we secure the area, the sooner we can go topside and assist there.' Tryll says to the assembled soldiers.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 18, 2017, 03:21:20 PM
'It'll be coming for the officers. An assassin for sure. Hopefully we can help Canderella after all this is over, and nothing more sinister is targeting her soul. Let's flush these tunnels out and help turn the tide above.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 18, 2017, 03:36:26 PM
Manifesting True Seeing

'Let's move on then.' Tryll replies.

Spoiler: ShowHide
Tryll
HP: 246/246
AC: 47
Touch AC: 30
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26), True Seeing (CL 26)
Passive Effects: Incorporeal, Hide Mind
PP: 623

Calleigh
HP: 123/123
AC: 49
Touch AC: 27
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26), True Seeing (CL 26)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion

Psicrystal
HP: 123/123
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25), True Seeing (CL 26)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 18, 2017, 03:45:57 PM
Ahead you soon come to an intersection, with Bubbles pausing, "Hmmmm...alright, time to start splitting up. We'll need three groups," she says, "Dearies, do you have opinions on how we do this?"

Determine who goes where, in other words. Or if y'all wanna be together or leading different parts of the infiltrators solo.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 18, 2017, 04:06:49 PM
'I recommend against splitting the party. Bad things happen, yes? Let's divide our forces into threes. We can place an air elemental in charge of one group and a water elemental in charge of another.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 18, 2017, 04:40:34 PM
Quick note for Yuth: Iddy's home from work early due to sickness. He nyquiled out and is sleeping, he might be awhile.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 18, 2017, 04:44:39 PM
I saw! I might go home too. This nonsense with clenching half my face all day is not gonna fly.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 18, 2017, 07:17:46 PM
Considering Canderella just died as part of a group, I don't think splitting up is really the wisest choice. That said, I dunno who we would put in charge.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 18, 2017, 09:18:26 PM
Up to y'all IC, so discuss it.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 18, 2017, 09:20:03 PM
'I agree. Tryll, can you maintain a telepathic link between them and us so they can report and update us?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 18, 2017, 10:42:59 PM
Feel free to respond IC to my statement, Iddward.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 18, 2017, 11:21:34 PM
I sorta did, but let me clarify.

'That works. Send them off to scout things out and we'll respond in force where they need back up.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 19, 2017, 01:02:07 PM
As you talk, a message comes from Tepen.  '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.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 19, 2017, 01:25:24 PM
'Fun. If it strikes, I hope our defenses are able to withstand its initial strike. Either way, we best continue.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 19, 2017, 03:28:21 PM
Let's move on then?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 19, 2017, 10:25:48 PM
Okay, your forces are as follows:

Tryll, Surraruthru, Bubbles
Shredstorm
77 courre scouts
50 earth elementals of medium size
50 water elementals of medium size
12 earth elementals of large size
50 phase spiders of large size
46 mineral quasi-elementals

How are you splitting them? Don't need too many details here, just a rough idea's fine.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 19, 2017, 11:49:40 PM
I propose this:

Team 1: Tryll, Surraruthru, Bubbles, 17 Courre, 10 Earth - Med, 10 Water - Med, 10 Phase Spider, 10 Mineral
Team 2: 30 Courre, 20 Earth - Med, 20 Water - Med, 6 Earth - Large, 20 Phase Spider, 18 Mineral
Team 3: 30 Courre, 20 Earth - Med, 20 Water - Med, 6 Earth - Large, 20 Phase Spider, 18 Mineral

That leaves us with Team 1 being 60 bodies and Team 2 & 3 108 bodies each. Tryll and Surraruthru are pretty significant force multipliers, so even though we're 60 bodes, we're probably stronger than the others. We're also going to be the primary reaction force for the other two groups, so we need to be a bit smaller and faster than the others.

For team 1, I figure the Earth elementals will be the slowest of us, so they can serve as our rear guard and primary battering ram. The water elementals will serve as containment forces, using blasts of water to knock people around and flooding to restrict movement. The Phase Spiders will be our harassment forces and our route cut-offs. The Minerals I'm not really sure about; I haven't really messed with them or know what they're capable of. I figure our standard combat tactic will be to use the water elementals and phase spiders as our scouts and herders. Corral people up and let the Minerals and Earths be our stone fist, with the phase spiders as our teleport around and catch the runners and fast response line reinforcements.

Teams 2 & 3, I imagine working basically the same way but with less flexibility. The Earths will serve the same purpose, but the Larges will allow for more containment/channelizing via things like stone walls and collapsing tunnels.

Input, feedback, suggestions? I'm not really sure where to put Shredstorm.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 20, 2017, 12:00:05 AM
I don't think we'll need the shredstorm in our group. Too much Blam. I'd say send it with team 2. The rest looks good.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 20, 2017, 12:00:20 AM
Second post of tactics:

To be honest, meta-gaming tactical knowledge applying, tunnels/sewers are a f'n death trap. I would straight up have the Earth and Mineral Elementals create sharp rocks or obsidian shards and the like and the water elementals create geysers to feed them into and turn the entire tunnel into a giant sandblaster type of effect with the Earth and Mineral elementals closing off tunnels either with walls, boulders, or by collapsing them to keep them locked into the geyser path, with the Phase Spiders and Courres running as scouts and clean up. Realistically, that would basically shred literally everything down there, but I dunno how much of that realism you want to apply as just handwaved logic or if you want to let us have what amounts to an I-win tactic.

It essentially turns all three teams into a much larger Shredstorm effect.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 20, 2017, 12:01:17 AM
I'm Donald Trump, and I approve of this message.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 20, 2017, 12:10:40 AM
That what you going with then?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 20, 2017, 12:11:31 AM
Looks like it.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 20, 2017, 02:02:58 AM
Yep
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 20, 2017, 03:01:28 PM
Team 1: Tryll, Surraruthru, Bubbles, 17 Courre, 10 Earth - Med, 10 Water - Med, 10 Phase Spider, 10 Mineral
Team 2: 30 Courre, 20 Earth - Med, 20 Water - Med, 6 Earth - Large, 20 Phase Spider, 18 Mineral
Team 3: 30 Courre, 20 Earth - Med, 20 Water - Med, 6 Earth - Large, 20 Phase Spider, 18 Mineral

Okay then.


As the teams split up, "We're going this way," Bubbles points straight ahead. "We'll be clearing out various cubbies and hopefully dealing with all of this. Shall we?"

Decide who is on point and have that person make a Spot check.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 20, 2017, 05:35:12 PM
My mod is 32. Iddy's is 36. Bubbles is 33. Iddy, you wanna roll it?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 20, 2017, 06:51:39 PM
> roll 1d20+36 Spot
<Serith> Iddy roll for Serith < 46 > [d20=10]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 20, 2017, 10:48:15 PM
Surraruthru leads his group ahead, Tryll and Bubbles right behind him. The army moves in good speed as best you can, coming to a turn ahead with the water moving faster. A little courre comes up from the water and turns corporeal, "Sir," she says, cutesy voice a contrast to the darkness of the sewer, "There's devils ahead! The ones with the big beards and one huuuge hammer! It was like as big as one of those full sized angels, like Hanna."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 20, 2017, 10:52:47 PM
"Thank you, good work. Earth Elementals forward as advanced guard, phase spiders to corral them, and then start the geysers and shards. Earth Elementals, trap them with walls so they can't escape. Tryll? Calieigh? Bubbles? Other suggestions?"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 21, 2017, 01:13:09 PM
'Let them come to us, through the grinder.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 21, 2017, 01:15:04 PM
Surraruthru nods.

'Courre and Phase Spiders, see if you can draw them to us. Elementals, be ready if they can and hit the devils as soon as they're clear. If they don't follow, we'll go to them.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 21, 2017, 01:16:29 PM
"Aye aye!" The courre says, bobbing in the air before going off to do that.

"Do you think it'll be enough to wound a greater devil?" Bubbles asks, curiously. "I do think it's a good idea though, dearies."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 21, 2017, 01:17:25 PM
'If not, we will explain in detail why it should have stayed home.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 21, 2017, 01:19:29 PM
"It'll be enough to slow them down. The water should, at least. It may not kill them, but it'll make them angry and deprive them of allies. The three of us are certainly enough to beat them on their own. The other teams have numbers and the larger elementals. If they can beat them, they can certainly isolate and immobilize them. Sink them into the ground, turn it to stone, or wall them in and fill it with water to drown them, or collapse the tunnel, or any number of things."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 21, 2017, 01:24:37 PM
Sure enough, soon enough courre come up and phase through the roof, as a foursome of bearded devils come around the corner, splashing through the water and charging ahead.

"NOW!" Bubbles commands, as hunks of the wall and water work together. They go right at the barbazu...

> roll 1d20+9 Ref
<Serith> Kotono roll for Serith < 11 > [d20=2]


Who fail to dodge at all. They are hit by the rocky slurry, knocked over and cut all over. Phase spiders come in and surround them, spitting webs at them and corraling them in. From there the elementals close in, a brutal and quick job finished. None of the four devils survive.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 21, 2017, 01:26:45 PM
"Ha!" the small ball of light that is Calleigh crows.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 21, 2017, 01:30:47 PM
"Excellent work, all. Courre, well done. Being bait is never easy. Let's check them over for anything useful and move on."

Checking for loot and on the off-chance a copy of some kind of orders or important intel is around.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 21, 2017, 01:32:15 PM
"Wait, they mentioned one with a hammer," Bubbles says, "I didn't see one like that."

Meanwhile the soldiers dutifully loot: four barbazu glaives, a pair of bracers and a rolled up scroll.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 21, 2017, 01:34:10 PM
"Phase Spiders and Courre, find that one with a hammer. He's likely reporting our tactics, which means he's the leader. He could be calling for reinforcements. Let's find him and shred him."

After saying so, Surraruthru inspects the scroll, suspicious of magical traps.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 21, 2017, 01:36:04 PM
"Aye aye!" A courre calls as they go off.

Search check on the scroll.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 21, 2017, 01:36:55 PM
Take 10 for 40?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 21, 2017, 01:39:35 PM
The scroll is not trapped.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 21, 2017, 01:41:47 PM
Surraruthru opens it to see what it is.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 21, 2017, 01:44:02 PM
Quick check on what languages you read.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 21, 2017, 01:47:54 PM
Languages: Common, Draconic, Abyssal, Celestial, Infernal
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 21, 2017, 01:51:06 PM
It's written in Infernal.

'Fulnar may have chaotic sympathies. Watch.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 21, 2017, 01:53:17 PM
Surraruthru sends to Tepen, 'Just found a scroll on some bearded devils. Reads: Fulnar may have chaotic sympathies. Watch.'

After doing so, he gives the scroll to Bubbles to read and show Calleigh, before starting after the Courre slowly, not wanting to stay static for too long.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 21, 2017, 01:55:15 PM
Tryll has True Seeing active, to see if there is anything hidden!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 21, 2017, 01:56:46 PM
Surraruthru does too.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 21, 2017, 01:56:58 PM
'Understood. That sounds like internal communications, but it's been noted in case we capture a Fulnar.'

Tryll sees there's nothing hidden on the scroll...check that. Invisible and tiny, there's a faint sigil on the corner of the scroll. You'd have to examine it closer.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 21, 2017, 02:02:10 PM
Examination occurs!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 21, 2017, 10:26:35 PM
It's a tiny sigil of a green eye.

K:P can be made here.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 21, 2017, 11:25:41 PM
> roll 1d20+27 K:P/Absentee Yuth
<Serith> Iddy roll for Serith < 28 > [d20=1]

Should have taken 10
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 21, 2017, 11:32:15 PM
You aren't sure what the sigil is, but you can tell it must be obscure or unusual.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 22, 2017, 05:22:22 PM
'I have no idea what this is.' Tryll says calmly. 'Let's move forward.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 22, 2017, 05:23:49 PM
"No idea what, what is?" Surraruthru asks as he peeks over to the scroll.

Take 10 for 50 on K:P. Like I should have done for Yuth in the first place >.>
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 23, 2017, 11:36:24 AM
It is a known sigil of the Order of the Fly, the Lord of the Seventh's intelligence service. When applied like this, it usually has something to do with tracking or watching the holder of the scroll. It make be a fake out to make the diligent thinkt hey're being watched that way when they aren't, or a double fake out to make them think they're not being watched because they're supposed to think they're watched, when in fact they are watched, or...well, you get the idea. Devils overcomplicate things like that.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 23, 2017, 12:05:29 PM
Surraruthru relates this to Tryll, Bubbles, and Tepen.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 23, 2017, 01:50:52 PM
'Understood,' Tepen says, 'I'll make a note of it.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 23, 2017, 02:33:30 PM
'Well. Nothing for it but to move on.' Tryll passes it off to an earth elemental with instructions to destroy the note.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 23, 2017, 02:42:07 PM
The army moves ahead. Ahead you can see it - 90ft ahead is another metal grate. Several barbazu are in front of it, defending it. At the head of them is a big, broad, red skinned creature with horns. It has a rather oversized hammer in hand and looks unamused to see them, "Men," it snarls in Infernal, "They will not advance past us!"

As he says that, the waters begin to stir and move. Water elementals rise from it - medium and large ones, and not yours. A few dozen, "GO!"

Okay, up to you on how to handle the army here. It's a fairly small scale battle, so give commands and do as you wish. I'll start resolving (and call for init as needed) after that.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 23, 2017, 02:50:32 PM
Overwhelming force. Elementals at the forefront, courre in the back. We will support as needed.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 23, 2017, 03:16:25 PM
Water grinder technique again?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 23, 2017, 03:20:06 PM
It's a good starter!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 23, 2017, 03:26:13 PM
Sounds good. Locked in? Just need a yes/no from one of you.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 23, 2017, 03:27:15 PM
Yep
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 23, 2017, 03:49:23 PM
Your forces advance, doing exactly that. A few water elementals reach your line before it can begin, trading blows with the front line. Then the storm starts, buffeting the elementals with stone chips and mauling the barbazu. The hammer-devil, whatever he is, is hardly phased by it. A few scuffs and cuts but he stands tall. He then gestures, two of your front line elementals bursting apart from the inside by jagged spears of obsidian.

Tryll and Surraruthru, feel free to add your actions here to influence the battle how you please.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 23, 2017, 03:59:06 PM
Surraruthru responds to the hammer-devil's actions by beginning to chant a spell himself, calling on some of his most powerful magic!

Queen's Displeasure, CL 26, No SR/Save, Instantaneous Duration, Target: Hammer Devil
A blade of pure force shimmers to life in an instant, slashing the target wide open in a bloody display of wrath. This blade makes a single melee attack with an attack bonus equal to the caster's caster level + main spellcasting stat ability modifier + 10; the blade threatens a critical hit on a 17-20 and deals double damage on a successful critical hit. A successful hit deals 1d8 damage per caster level (maximum 30d8). Due to being made of force, this blade can strike ethereal and ghostly creatures.

> roll 1d20+10+26+11 Queen's Displeasure Attack
> roll 28d8 Damage
<Serith> Iddy roll for Serith < 64 > [d20=17]
<Serith> Iddy roll for Serith < 130 > [d8=4,2,3,2,8,1,7,1,6,7,3,5,2,6,7,5,3,5,1,8,7,7,1,6,8,8,3,4]


Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 23, 2017, 04:02:46 PM
> roll 1d20+10+26+11 Queen's Displeasure Attack Crit Confirm
<Serith> Iddy roll for Serith < 54 > [d20=7]

> roll 56d8 damage
<Serith> Iddy roll for Serith < 241 > [56d8=241]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 23, 2017, 04:03:08 PM
Holding until after Surru's action is resolved, waiting to see if other action is needed.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 23, 2017, 04:12:14 PM
Your slash cuts through the hammer devil, cutting him in half perfectly. He dies and doesn't vanish - he's cut in half so of course he's dead. He just bleeds out into the water, as the water elementals are driven back.

Tryll? You're firmly in control but it's not over yet.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 23, 2017, 05:00:52 PM
What else is still standing?

'Beware that devil's corpse!' Tryll sends to the group. 'Dead outsiders vanish unless something prevents it.'

Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 24, 2017, 11:27:06 AM
Just some of the water elementals.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 24, 2017, 01:29:58 PM
Will hold and allow the elementals to mop each other up then.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 24, 2017, 01:52:05 PM
It's a short, ugly little brawl. You lose a few elementals and a single courre (a lucky shot with some rock caught and hurled back), but the last of the elementals are put down. No sign of the hammer devil regenerating, either. Of course, he is cut in half.

Free act.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 24, 2017, 02:03:18 PM
Can I roll to identify what type of devil it is?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 24, 2017, 02:47:07 PM
Let the examinations begin!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 24, 2017, 10:32:52 PM
K:P you two.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 24, 2017, 10:36:21 PM
Take 10 for 50.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 24, 2017, 10:44:30 PM
It's not a typical devil. Two possibilities:

1. It's a half fiend of some sort. Those have variance with how they appear.

2. It's a unique devil. Most are usually powerful, but there are the occasional exception.

As it's not fading away and nor do you see signs of regeneration, it's mostly likely a half fiend.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 24, 2017, 10:47:44 PM
"A half fiend, likely. I'll look it over for anything useful, but unless we want to do something with it, let's just find a way to get rid of the body. Otherwise, make sure we bring the fallen Courre with us. They should be honored and buried as is appropriate."

Saying so, Surraruthru goes over to the body and checks it over.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 24, 2017, 10:49:03 PM
'Courre are outsiders as well. In most cases, their deaths will not leave a corpse.' Tryll replies.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 24, 2017, 10:51:41 PM
"Correct," Bubbles says, "She'll reform in Arborea or whatever her home plane is."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 24, 2017, 10:51:47 PM
"Then check for personal effects. If there's anything left, we're taking it."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 24, 2017, 10:54:10 PM
'I will destroy the corpse once it is stripped of valuables.'

Meanwhile, Calleigh zips over to rifle through the devil's pockets.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 24, 2017, 10:57:23 PM
Quick note, I'm not loot posting this, as it'll be in the summaries due to length. It's a big army operation, so loot will be handled at a higher level than usual.

He has the following on him

- A greathammer.
- A handful of gold coins with a beautiful face on it.
- A glass bottle with dark green liquid within.
- A wrapped, wet scroll.
- A gold ring.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 24, 2017, 11:00:20 PM
Calleigh quickly stuffs the goods into her bag of holding before returning to incorporeality.

As soon as everyone is clear, a thin green line appears between Tryll's misty form and the devil's.

Disintegrate
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 24, 2017, 11:01:40 PM
Quick to hit roll, you only miss on a 1.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 24, 2017, 11:08:30 PM
[blockquote]Rolled 1d20 : 11, total 11[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 24, 2017, 11:11:51 PM
One less body. That's all sorted out.

Meanwhile, earth elementals check the grate, which has hinges and can be swung open easily enough.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 24, 2017, 11:13:58 PM
"Let's check over that scroll it had on it as we go, but we need to keep moving. Who knows what else will be down here."

'Tepen, we've cleared another group and are continuing. How's the assassin situation going?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 24, 2017, 11:21:41 PM
'No sign of it yet,' Tepen says.

The scroll is damaged by the water. It looks difficult to read on top of being in Infernal.

Spot check if you're attempting to read it and you know Infernal.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 12:42:06 PM
I do know Infernal. Take 10 for 46?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 12:52:13 PM
Some of it's just too badly damage,d but you're able to puzzle out some fragments.

'...the red path...'

'...ensure that the way is prepared for Hiw...'

'...ord is baleful awa...'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 25, 2017, 12:55:39 PM
Tryll attempts to repair the damage to the scroll with a sorcerous spell of Mending!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 01:11:43 PM
Mending RAW only repairs breaks and tears, not this sort of damage. However I feel this is reasonable so I'll allow it.

The scroll reads as follows.

Prepare for the red path to be traveled. Ensure that the way is prepared for Hiwa and Hiya, for they will come to smite the enemy by command of destiny. Defend the way and retreat to the Water Keep if you must, the password is baleful awakening.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 25, 2017, 01:13:36 PM
'Tepen. We have found a scroll with information that may be relevant. It reads as follows: Prepare for the red path to be traveled. Ensure that the way is prepared for Hiwa and Hiya, for they will come to smite the enemy by command of destiny. Defend the way and retreat to the Water Keep if you must, the password is baleful awakening.' Tryll shares. 'Please disburse information as needed.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 01:53:01 PM
'Understood,' Tepen replies, 'Please be advised that Hiya and Hiwa are high priority targets of extreme strength. Only officers should engage them.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 02:13:34 PM
To Tepen, Surraruthru sends, 'What do we know about Hiya and Hiwa? What should we watch for?'

To his force, he sends, 'Let's keep moving. We need to secure these tunnels so we can go top-side and help.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 02:27:26 PM
'They're children of Semyaza and a sorceress, exceedingly powerful tyrants. Repeat, do not let the common troops engage them,' Tepen replies.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 02:29:12 PM
Surraruthru passes this to the underground troops, with orders to fall back and report only if they see anything that might be these two, and continues through the tunnels, searching.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 02:56:58 PM
> roll 1d100
<Rei-chan> Koaway rolled : 1d100 --> [ 1d100=48 ]{48}


Your army continues on. As you go past the grate, your scout courre quickly come flying back, "TIDAL WAVE!" they cry, "INCOMING!"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 25, 2017, 02:58:24 PM
Tryll crafts a wall of ectoplasm in the tunnel ahead of the group!

Spoiler: ShowHide
Tryll
HP: 246/246
AC: 47
Touch AC: 30
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26), True Seeing (CL 26)
Passive Effects: Incorporeal, Hide Mind
PP: 605
Spells Expended: Mending

Calleigh
HP: 123/123
AC: 49
Touch AC: 27
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26), True Seeing (CL 26)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion

Psicrystal
HP: 123/123
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25), True Seeing (CL 26)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 02:59:38 PM
"Everyone take cover or into the ground, water elementals try to control it, Earth elementals be ready to make another wall or divert it if it fails!"

Surraruthru braces behind the Ectoplasm wall.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 03:17:07 PM
That the power's name, Tryll?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 25, 2017, 03:28:57 PM
Wall of Ectoplasm. Same as it says on the box.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 03:46:14 PM
Orders are followed and the wall of ectoplasm goes up.

"It doesn't listen," One of the water elementals cries as it comes into view. A massive surge of water, filling the entire tunnel, "Magic is controlling it." It's coming towards the wall of ectoplasm fast.

You have a chance for any further actions if you want, it's coming fast but you know it's coming.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 03:52:47 PM
Can I get a spellcraft check to get a guess at spell level for a dispel?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 04:00:20 PM
Sure, but that will take up your action here, so someone else would need to dispel.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 04:08:14 PM
Bah.

Surraruthru calls on his magic, beginning to cast is magical might against the oncoming wave!

Dispel Magic, Greater, CL 31, CL goes up +1/+2 vs. Evil/Subtype. No Save/SR.

> roll 1d20+20 Dispel
<Rei-chan> Iddy rolled : 1d20+20 Dispel --> [ 1d20=17 ]{37}
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 04:13:58 PM
The tidal wave sputters out and breaks apart. A lot of water comes your way, but it's disorganized now, just a gush. Much of it goes backwards as well, and what does hits your wall of ectoplasm. It holds, a few droplets getting through but nothing serious. Slowly the water level drops ahead, a quiet cheer going up from the courre.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 04:15:28 PM
'They had the same idea as us, at least on a basic level. But if they're flooding the tunnels, then they're getting desperate. It would restrict their own mobility. Let's keep pushing. Scouts, excellent job.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 04:23:26 PM
"Put the water elementals up front, so we can keep a line if we're hit. They won't drown and can probably hold their place, loves," Bubbles says.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 04:24:29 PM
Surraruthru keeps going, ordering the shuffle in lines that Bubbles suggested with a nod to her for the suggestion.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 04:42:25 PM
Easy enough to do and you barely et 100ft before the courre come running back, "Another wave!"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 25, 2017, 04:44:37 PM
Another wall.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 04:45:44 PM
Surraruthru takes cover behind the wall, deciding that expending more magic on this type of tactic may not be the wisest choice; he needs to save some dispels for when they find whatever is doing it after all.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 04:50:20 PM
As it happens, there is a distant but loud thunderclap, then another. It's enough to shake the wave a good deal, some of it coming apart from the boom.

"What was THAT?!" Bubbles looks around as many soldiers do the same. "Elementals, worry about getting a second wall up!" she cals.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 04:53:03 PM
'Well, it was either very good or very bad. Until Tepen tells us otherwise, we keeping going, however. Courre, some of you fall back to watch the rear. Whatever that was, we don't want it catching us from behind.'

Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 05:00:12 PM
Meanwhile the remaining water hits the barrier. It holds, slowly starting to level off again. Another wall of ectoplasm, another hold.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 25, 2017, 05:01:26 PM
'Interesting.' Tryll remarks, examining the area with Detect Psionics. To Tepen, he sends, 'Tepen, did you just hear a short series of very loud thunderclaps?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 05:02:51 PM
'Earth Elementals, a few of you go into the walls and scout ahead. We need a location on whatever is causing these waves. Water Elementals, do you think a few of you could swim through the next wave back to the source to help scout for it?'

Turning to Tryll and Calleigh, Surraruthru sends, 'How much longer can you keep the walls going to counter the waves? Should we have the Earth Elementals take over with walls of stone or something?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 25, 2017, 05:13:29 PM
'Longer than it will take to clear these sewers, though I may not be good for much else. We need to find the one creating the floods.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 25, 2017, 11:18:38 PM
'Yes,' Tepen sends back to Tryll. 'Hiwa and Hiya have appeared in the skies. For now proceed, more information will be coming shortly.'

Tryll doesn't detect any magic beyond the fading magic around the waves, broken with each one that's stopped.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 25, 2017, 11:22:08 PM
'If they're out then we'll need to conserve our strength as much as possible. Keep your walls ready, but let the Earth and Mineral Elementals do most of the breaking work with earth and walls.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 26, 2017, 12:32:20 AM
'Yes. Let's proceed.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 26, 2017, 01:37:15 PM
You proceed on - and not far before a scout comes back, "There's a big pool ahead and another wave's coming! They're coming from there and starting to get faster!" The courre says.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 26, 2017, 01:43:39 PM
'Any creatures around, or just a pool that produces waves?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 26, 2017, 02:12:25 PM
"T-there's something big in the center! Big and wet," The courre says, "Really big!"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 26, 2017, 02:15:26 PM
'Ideas? Elementals first, forming small walls as cover positions with water elementals trying to disrupt the waves while Tryll and I aim for whatever's at the center? Bubbles in charge of the Courre and Elementals while we focus?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 26, 2017, 02:17:33 PM
"If it's one creature causing it, a small group could go smash it," Bubbles suggests. "Rather than trying to get an army through this."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 26, 2017, 02:43:33 PM
'What forces are you suggesting, then?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 26, 2017, 02:45:26 PM
'Let's deal with it then.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 26, 2017, 02:59:17 PM
As you talk, a salient problem comes - another wave, as the courre scouts said.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 26, 2017, 03:24:04 PM
Wall of Ectoplasm.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 26, 2017, 03:37:36 PM
Done. Another wall and some elemental support holds that up, further taxing Tryll's reserves. But it works. After that, "Well then, dearies," Bubbles says, "How about the three of us go ahead and deal with this, as you suggested?"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 26, 2017, 03:52:04 PM
'Let's do it.'

With that, Surraruthru surges forward with the others!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 26, 2017, 03:54:44 PM
Tryll breezes forward, Calleigh keeping pace.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 26, 2017, 04:00:24 PM
Movement speeds, y'all? Will matter here. Swim speed in particular.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 26, 2017, 04:02:00 PM
Elemental Body: Water grants a swim speed equal to normal movement speed.

Surraruthru is at 100 ft. Swim Speed currently.


Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 26, 2017, 04:10:06 PM
Grab Tryll's as well since Yuth doesn't seem to be here right this sec.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 26, 2017, 04:12:07 PM
For Tryll: Speed: Fly 60ft, Good maneuverability

For Calleigh: Speed:   20 ft., Fly 60 ft. (perfect)
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 26, 2017, 07:07:54 PM
If that's a physical effect, I'm incorporeal as a reminder. So is Calleigh. If it's not, we can phase into the walls to avoid it.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 26, 2017, 10:47:46 PM
That will do nicely, Tryll and Calleigh.

The four of you approach - and as you can just see a chamber ahead, another tidal wave comes from it, roaring towards the four of you.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 26, 2017, 11:57:13 PM
What do I think my chances of just diving through it is? Alternately, can I see/target the chamber/pool of water that's the origin?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 12:13:00 AM
Spot check for that due to the conditions and the short time you got a glimpse.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 27, 2017, 12:16:59 AM
> roll 1d20+36 Spot
<Serith> Iddy roll for Serith < 43 > [d20=7]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 12:30:21 AM
You get a glimpse of something big, ugly and scaly standing amid the pool, the waters supporting it unnaturally. But that's all you see as the tidal wave comes at you.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 27, 2017, 01:17:43 AM
Tryll throws up another wall ahead of the group to quickly intercept the wave, so the group does not need to slow.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 27, 2017, 01:19:23 AM
As Surraruthru takes cover behind the wall, he sends to Tryll and the others, 'Something big and scaly is in the middle of that. I'm going to try and get to it and rip it apart.'

Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 02:12:25 PM
The wall holds - barely. It strains against the water, the way ahead completely flooded as the wall holds the wave in check. From the looks of it as you approach, it won't hold terribly much longer.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 27, 2017, 02:17:25 PM
Surraruthru waits for a low point in the wave and fires off a spell at the creature, hoping to disrupt it and rouse it from it's position!

Orb of Force, CL 26, no Save/SR.
> roll 1d20+38 Touch Attack
<Serith> Iddy roll for Serith < 50 > [d20=12]
> roll 10d6 Damage
<Serith> Iddy roll for Serith < 30 > [d6=4,3,3,6,2,5,2,3,1,1]


Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 02:24:06 PM
There's a wall of ectoplasm in the way, though it doesn't look like it'll hold much longer. For the moment that complicates your plan, Surraruthru.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 27, 2017, 02:25:02 PM
I failed to really describe it well, I guess, but since the wall is fading/failing, once it drops out, I'll launch it then.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 02:31:48 PM
That's cool. Tryll has a chance to react, let's wait on that since it matters here.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 27, 2017, 02:39:12 PM
Tryll will hold another wall in reserve, in case the water does not lower as it comes. I'm assuming that the big lizard dude won't continue to send waves once we start punching him in the throat.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 03:20:22 PM
"Incoming!" Bubbles calls, diving into the unpleasant waters and swimming. The wall collapses and waters come.

I'm going to rule the wave gives 20% miss chance from firing through it.

> roll 1d100 vs 20
<Serith> Kotono roll for Serith < 42 > [d100=42]

It didn't come through, good for you.


Water gushes ahead as Surraruthru fires, the result lost as the wave comes on him. He just can't see what happened, but he thinks itw as a good shot. Then another wall comes up, this one checking the waves once more.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 27, 2017, 03:30:44 PM
'Calleigh, if you would.' Tryll says.

"Yep!" Calleigh darts forward and vanished into the stone wall. She slides upward until she's inside the ceiling of the tunnel and starts looking for pockets of air near the center chamber.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 03:38:31 PM
There is one - looks like a higher up tunnel, half full of water but with air in the upper half of it.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 27, 2017, 03:40:50 PM
That is where Calleigh goes. She peeks out and looks around, being very sneaky.

I'm assuming the parable about people not looking up applies here. Do I need to roll a Hide check, or am I safe?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 03:45:35 PM
No one's immediately around in that upper tunnel, so no need.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 27, 2017, 03:50:02 PM
This is not the chamber where the waves are coming from? Cause that's where she was headed.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 04:18:08 PM
Oh, I thought you were going well above it. There's some space in the roof there, yes, it arches up a bit. Not much but a bit.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 27, 2017, 04:29:46 PM
Alright then.

Calleigh eases her way out of the stonework carefully, and looks around.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 10:37:10 PM
Below is a great, scaly creature. It's large as Hanna and gathers water to it, a great mass of it preparing to surge ahead towards the army. This room's about 50ft in diameter and the water looks deep. Ledges line the walls, where collaborators stand, bows at the ready.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 27, 2017, 10:49:16 PM
Calleigh focuses, and a very large form abruptly does not appear in between two of the collaborators. It immediately sets about cheerfully trying to turn them into paste.

It's a huge astral construct. It's naturally invisible and has blindsight. Keep in mind he's invisible and therefore ignores dex bonuses and such unless they can see him!

[blockquote]Rolled 1d20+28 : 9 + 28, total 37[/blockquote][blockquote]Rolled 1d20+28 : 9 + 28, total 37[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 10:54:36 PM
Both hit. Note something of that size will be noticed, simply because of displaced water and space limits. Okay with that?

Well, that and clawing two people apart. Y'know, little things.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 27, 2017, 10:58:52 PM
It's fine. Next one won't need to be invisible. This is just to sow panic and discord.

[blockquote]Rolled 2d6+16 : 1, 1 + 16, total 18[/blockquote][blockquote]Rolled 2d6+16 : 2, 1 + 16, total 19[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 27, 2017, 10:59:14 PM
wow
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 27, 2017, 11:07:17 PM
As this happens, another wave gushes up and flies towards the walled off party, which they can see coming. Meanwhile two collaborators are attacked from nowhere, stunned and un even dodging as they're ripped into.

Init here. Party is 40ft down the tunnel with a wall 10ft ahead of them. Enemy is 60ft away in total.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 27, 2017, 11:15:17 PM
> roll 1d20+15 Init
<Serith> Iddy roll for Serith < 30 > [d20=15]


Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 28, 2017, 12:07:46 AM
[21:07] <Yu> roll 1d20+7 Calleigh, though I would argue that she's not flatfooted as she got herself a surprise round
[21:07] <Serith> Yu roll for Serith < 9 >12 [d20=2]
[21:07] <Yu> roll 1d20+6 Tryll
[21:07] <Serith> Yu roll for Serith < 23 >12 [d20=17]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 28, 2017, 12:12:39 AM
> roll 1d20+15 Bubbles init
<Serith> Kotono roll for Serith < 18 > [d20=3]
> roll 1d20+4 collaborators init
<Serith> Kotono roll for Serith < 14 > [d20=10]
> roll 1d20+7 waver thrower init
<Serith> Kotono roll for Serith < 17 > [d20=10]

Init is Surraruthru (30) > Tryll (23) > Bubbles (18) > Wave Thrower (17) > Collaborators (14) > Calleigh (9)
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 28, 2017, 12:17:36 AM
'Alright, let's drop the wall and get in there. Once the wall comes down, I'll barrage the room before we rush it. Sound good?'

Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 28, 2017, 12:20:44 AM
Okay, who are you talking to and are you doing anything except chatting?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 28, 2017, 12:21:49 AM
To Tryll, and probably holding action to coordinate the wall dropping.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 28, 2017, 12:28:36 AM
In response, the wall discorporates, allowing the team through.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 28, 2017, 12:29:33 AM
Okay, that'll be your turn's action. Anything else you're doing on it, Tryll?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 28, 2017, 12:38:45 AM
Repositioning, I guess. Move action to hide my bulk in the wall.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 28, 2017, 12:39:20 AM
Surraruthru casts a spell as soon as the wall comes down, raining magical destruction on the room!

Seira's Unicorn Apocalypse, CL 26, No Save/SR
Area of Effect will be dropped so that Calliegh and friendlies are out of it. Need numbers for how many damage rolls I need to make.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 28, 2017, 12:40:53 AM
Nine.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 28, 2017, 12:41:59 AM
> roll 9#1d8+24
<Serith> Iddy roll for Serith < 30, 30, 28, 26, 31, 30, 26, 28, 28 >

I still have move action, yeah? If so I'll swim into the room so I can engage the scaly thing next round as a full-round attack.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 28, 2017, 12:47:28 AM
You forgot your ranged touch attack roll for the spell. You only need one, it applies universally.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 28, 2017, 12:49:18 AM
> roll 1d20+38+6 Ranged Touch Attack
<Serith> Iddy roll for Serith < 51 > [d20=7]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 28, 2017, 12:55:52 AM
Also make a 1d20+11 CMB check, read the text of unicorn arrow for more information.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 28, 2017, 01:00:18 AM
> roll 1d20+11 CMB
<Serith> Iddy roll for Serith < 24 > [d20=13]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 28, 2017, 01:06:08 AM
Init is Surraruthru (30) > Tryll (23) > Bubbles (18) > Wave Thrower (17) > Collaborators (14) > Calleigh (9)

Collaborators are hit and knocked into the water, a great din of curses and misery. The creature at the center of this is merely knocked a bit, bloodied but not seriously impacted. No, just a bit of blood from a shallow chest wound, as suddenly the waters begin to sizzle and steam.

The creature roars in fury as...

All those in the water and who aren't incorporeal need to make a Fortitude save unless they're immune to fire. Where were you standing, Surraruthru?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 28, 2017, 01:10:31 AM
Well, I followed the barrage in, so I guess I'm right in front of it. Also activating my Headband of Conscious Effort in place of Fort Save.

> roll 1d20+53 Concentration/Fort
<Serith> Iddy roll for Serith < 54 > [d20=1]

Good timing on using that.


Spoiler: ShowHide
Surraruthru
HP: 347/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 30, 2017, 02:24:33 PM
RAW I'm not sure it helps with a natural 1 on a save, but I'm going to give it to you this time and do my homework later, as I'd rather not slow things down any more over a rules question.

> roll 1d20+22 Bubbles Fort
<Rei-chan> Kotono rolled : 1d20+22 Bubbles Fort --> [ 1d20=15 ]{37}


> roll 15d6 fire damage
<Rei-chan> Kotono rolled : 15d6 fire damage --> [ 15d6=63 ]{63}

Both Surru and Bubbles halve this.[/i]

The waters boil all over, as the collaborators look around in vain for a target, confused.

Calleigh, go.

[spoiler]

Bubbles
HP: 271/279
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Create Magic Tattoo (CL26), Create Magic Tattoo (CL26), Energy Absorption (CL26), Elemental Body (CL26), Surraruthru's Stupendous Dragonskin (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26), Stoneskin (CL26), Spell Turning (CL26)
Bonuses: +1 morale attack rolls, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, resistance 10 to all elements, +10 armor bonus to armor class, damage reduction 10/magic, water mastery, drench, +4 insight Dex, Str, Int, damage reduction 10/adamantine
Negative Conditions:
Resources Used:
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 30, 2017, 02:29:15 PM
Does the 10 Fire Resist from Resist Energy knock another 10 off of that after it's halved?

Spoiler: ShowHide
Surraruthru
HP: 294/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 30, 2017, 02:30:06 PM
Yes, resistance applies after the saving throw reduction.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 30, 2017, 02:52:53 PM
Electing not to give her position away, Calleigh concentrates. Behind the scaled lizard monster, a gargantuan shape bursts into being, displacing the water and laying into the creature at the center of the chamber.

Astral Construct: Extra Deflection, Extra Attack, Muscle

[blockquote]Rolled 1d20+30 : 17 + 30, total 47[/blockquote][blockquote]Rolled 1d20+30 : 7 + 30, total 37[/blockquote][blockquote]Rolled 1d20+24 : 3 + 24, total 27[/blockquote]

Meanwhile, the other construct continues to batter the collaborators.

No dex bonus applies against this set unless they can see invis.
[blockquote]Rolled 1d20+28 : 16 + 28, total 44[/blockquote][blockquote]Rolled 1d20+28 : 20 + 28, total 48[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 30, 2017, 02:53:26 PM
Crit confirm
[blockquote]Rolled 1d20+28 : 14 + 28, total 42[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 30, 2017, 02:55:44 PM
All hit except the 27. Damage.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 30, 2017, 03:03:25 PM
New Construct
[blockquote]Rolled 2d6+18 : 3, 1 + 18, total 22[/blockquote][blockquote]Rolled 2d6+18 : 4, 1 + 18, total 23[/blockquote]

Old Construct
[blockquote]Rolled 2d6+16 : 4, 2 + 16, total 22[/blockquote][blockquote]Rolled 4d6+32 : 3, 1, 3, 1 + 32, total 40[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 30, 2017, 03:28:24 PM
Work complete, Calleigh phases back into the ceiling and returns to Tryll.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 30, 2017, 03:43:56 PM
The constructs tear into the collaborators, mauling and wounding them. One falls, chest pierced and heart gushing blood. Amid all this are cries of pain and shock, then...

Init is Surraruthru (30) > Tryll (23) > Bubbles (18) > Wave Thrower (17) > Collaborators (14) > Calleigh (9)

Go Iddy.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 30, 2017, 06:23:26 PM
Just to be clear, I did use my move action last round to get into melee range of the creature in the center. You didn't roll any AoOs, so I just wanna be clear that I am in melee range for a full round attack, correct?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 30, 2017, 10:44:34 PM
Yes, I forgot to describe it in the bustle, but yes. Go ahead and I'll describe it and your full attack at once.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 30, 2017, 10:58:12 PM
Surraruthru looks at the scaly beast in front of him, through the wavering of water with irritation before launching himself at it, full of dragon rage and violence!

> roll 1d6 Flailing Strikes
<Serith> Iddy roll for Serith < 2 > [d6=2]

> roll 1d20+38+6 Unarmed
> roll 1d20+35+6 Unarmed
> roll 1d20+28+6 Unarmed
> roll 1d20+23+6 Unarmed
> roll 1d20+28+6 Bite
> roll 1d20+28+6 Claw
> roll 1d20+28+6 Claw
<Serith> Iddy roll for Serith < 57 > [d20=13]
<Serith> Iddy roll for Serith < 54 > [d20=13]
<Serith> Iddy roll for Serith < 42 > [d20=8]
<Serith> Iddy roll for Serith < 49 > [d20=20]
<Serith> Iddy roll for Serith < 52 > [d20=18]
<Serith> Iddy roll for Serith < 47 > [d20=13]
<Serith> Iddy roll for Serith < 36 > [d20=2]

> roll 1d20+23+6 Unarmed Crit Confirm
<Serith> Iddy roll for Serith < 46 > [d20=17]

> roll 1d20+38+6 Flailing Strikes
> roll 1d20+38+6 Flailing Strikes
<Serith> Iddy roll for Serith < 57 > [d20=13]
<Serith> Iddy roll for Serith < 49 > [d20=5]

> roll 5#6d10+15+2+1d6 (Unarmed)
> roll 1d6+15+2+1d6 (Bite)
> roll 2#1d4+15+2+1d6 (Claw)
<Serith> Iddy roll for Serith < 43, 59, 57, 54, 58 >
<Serith> Iddy roll for Serith < 24 > [d6=1,6]
<Serith> Iddy roll for Serith < 27, 21 >

> roll 12d10+15+2+1d6 Unarmed Crit
<Serith> Iddy roll for Serith < 92 > [d10=9,5,5,7,7,10,5,7,10,4,3,1][d6=2]

Additionally the target gets -1 Con per successful hit.


Spoiler: ShowHide
Surraruthru
HP: 294/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Magic Tattoos (x2) CL 26, Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 30, 2017, 11:02:35 PM
How far into the water are you? Treading water, just touching it, fully in or what?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 30, 2017, 11:07:31 PM
I didn't really think about it, with waves or whatever. I just kinda went into the room to go face to face with whatever it is. If we're talking just mechanics, then enough to qualify for the +1 from Elemental Body. Fluff-wise, it would depend on how full the waves are making the room? I'd try to keep from hindering myself as much as possible, but I dunno if that really applies since I have a 100 ft swim speed and the Improved Swim feat from the Arcanaloth's Ring.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 30, 2017, 11:08:58 PM
Just make a Swim check then.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 30, 2017, 11:13:49 PM
I have a racial swim speed, so taking 10 for a total of 35, with the +2 from Str buff via spells.

Also, Elemental Body: Water adds +1 damage if both in water, so that's another +9 damage. Not that it's a world shattering amount.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 30, 2017, 11:29:05 PM
Are you under freedom of movement or the like?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 30, 2017, 11:32:28 PM
Not that I know of? The Faerie Dragon entry for Water Breathing says I can freely use abilities underwater, if that applies.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 31, 2017, 01:58:22 PM
You lunge and latch onto the creature through the waves, tearing and biting away at it. You manage more than a few successful strikes, bloodying it as you brawl. It's tough, skin like steel and not going down easily, even as waves splash all around you.

Init is Surraruthru (30) > Tryll (23) > Bubbles (18) > Wave Thrower (17) > Collaborators (14) > Calleigh (9)

Tryll.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 31, 2017, 02:46:43 PM
Purple-black lightning lances out from Tryll's position to strike the creature!

Stygian Bolt, Twinned & Augmented
PP Cost: 25
SR Roll
[blockquote]Rolled 1d20+27 : 16 + 27, total 43[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 31, 2017, 02:49:05 PM
Negative levels inflicted, Reflex DC 26 for each bolt
[blockquote]Rolled 3d4 : 4, 3, 1, total 8[/blockquote][blockquote]Rolled 3d4 : 2, 3, 1, total 6[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 31, 2017, 03:34:31 PM
> roll 1d20+15
<Serith> Kotono roll for Serith < 16 > [d20=1]
> roll 1d20+7 (-8 negative levels)
<Serith> Kotono roll for Serith < 18 > [d20=11]


Well, that takes care of that. The creature withers away to nothingness as negative levels bombard it, too many and it is reduced to dust. The few remaining collaborators throw down their bows, "Surrender! Surrender!"

Victo-

"THERE IS NO ESCAPE FROM THIS FATE!"

The ground rumbles and breaks open, all the water here flash boiling in a second, so fast that it's simply gone before the heat does anything more than mildly bother you. A ragged cleft opens up, brimstone and hellfire erupting from it. A creature emerges from it, crawling out of the depths. It is a pit fiend writ large, overwhelming and powering. It carries no weapon, but wears a glittering black pentagram on a chain around its neck.

"YOUR SOULS ARE MINE, AURORA!"

A Nessian Pit Fiend stands before you, towering over Surraruthru and Bubbles.

New battle, new init.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 31, 2017, 03:43:27 PM
Tryll[blockquote]Rolled 1d20+6 : 10 + 6, total 16[/blockquote]
Calleigh[blockquote]Rolled 1d20+7 : 3 + 7, total 10[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 31, 2017, 03:45:32 PM
Roll init for the constructs?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 31, 2017, 03:55:49 PM
Please do, yes.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on January 31, 2017, 04:03:26 PM
Construct 1[blockquote]Rolled 1d20 : 8, total 8[/blockquote]
Construct 2[blockquote]Rolled 1d20 : 3, total 3[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 31, 2017, 06:21:31 PM
> roll 1d20+15 Init
<Serith> Iddy roll for Serith < 17 > [d20=2]


Spoiler: ShowHide
Surraruthru
HP: 294/347, Speed: 100 ft, 140 ft fly, 100 ft swim.
AC: 64 = 38+20(EMA)+4(Deflection)+2(Stat)
Touch AC: 21, Flat Footed: 24, SR: 35, CMB: 29, CMD: 45
Init: +13, Touch Atk: 38, ATK: 38/35/28/23
Active: DR 10/magic, 10/adamantine, +2 Init, +5 ATK, +2 AC, Resistance 10 Acid/Cold/Elec/Sonic, Immunity to poison/sleep/paralysis/stunning/crits/flanking, +1 ATK in water, Drench
Passive: Magic Tattoos (x2) CL 26, Improved Evasion, Diamond Body, True Seeing, Detect Magic, Energy Absorption CL 26, Elemental Body: Water CL 26, Agility of the Dragon Princess CL 26, Strength of the Dragon Princess CL 26, Mind of the Dragon Princess CL 26, Mind Blank CL 26, Stoneskin CL 26 (260 min), Spell Turning CL 26 (260 min), Moment of Prescience CL 26, Superior Mighty Wallop CL 26, Epic Mage Armor CL 26
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.

Magic Items
Gauntlets of Fell the Greatest Foe: +1d6 damage to target for every size category larger than you it is
Boots of Swift Passage: 20-foot teleportation as a move action 5/day.
Headband of Conscious Effort +15: +15 Competence bonus to Concentration checks, 1/day make a Concentration check in place of Fort save.
Wounding Amulet of Natural Attacks and Adaptation +8: +8 to Natural Attacks (Bite, Claw, Claw), all attacks deal 1 Constitution Damage, immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 31, 2017, 10:40:16 PM
> roll 1d20+15 Bubbles
<Serith> Kotono roll for Serith < 19 > [d20=4]
> roll 1d20+17 Nessian
<Serith> Kotono roll for Serith < 35 > [d20=18]

Init is Nessian (35) > Bubbles (19) > Surraruthru (17) > Tryll (16) > Calleigh (10) > Construct 1 (8) > Construct 2 (3)
With an errant gesture, the Nessian points a single finger-claw at Surraruthru.

You're getting dispelled. Have any defenses against it? If not, list the spells your under and the caster level.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 31, 2017, 10:41:55 PM
Can I counter his dispel? If he's casting or SLA'ing, shouldn't I get an AoO? Though you didn't say anything about distances here. But yes, I do have Spell Turning active at CL 29.

Create Magic Tattoo, CL 26
Create Magic Tattoo, CL 26
Energy Absorption, CL 29
Elemental Body, CL 26
Surraruthru's Stupendous Dragonskin, CL 29
Agility of the Dragon Princess, CL 26
Strength of the Dragon Princess, CL 26
Mind of the Dragon Princess, CL 26
Mind Blank, CL 29
Stoneskin, CL 29
Spell Turning, CL 29
Moment of Precscience, CL 26
Superior Mighty Wallop, CL 26
Epic Mage Armor, CL 26
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on January 31, 2017, 11:14:41 PM
You're currently flatfooted, so unless you have a counter you can use while being so, no. Let me know if you do.

No, he makes a Concentration check he auto passes, so I don't bother to roll it. Same reason I don't ask y'all for routine Concentration checks.

He's about 10ft from you at most, he came right up through the ground.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on January 31, 2017, 11:15:53 PM
Gotcha. Spell Turning would kick in, then. There's supposed to be some roll for it done secretly or something, I think.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 01:07:08 PM
Unfortunately, it's of a higher level than spell turning can reflect. So that means it is only partly turned instead. It's an 11th level spell and you got a 10 on your spell turning result, so it's mostly turned. After doing the math, that means .09 of the spell got through, or a 9% chance it succeeds anyway. So on a 1-9 you're hit and a 10+ the Nessian is affected.

> roll 1d100
<Serith> Kotono roll for Serith < 4 > [d100=4]

Brutal luck, man.

> roll 14#1d20+37 dispellin'
<Serith> Kotono roll for Serith < 43, 42, 53, 53, 49, 40, 43, 46, 44, 57, 53, 44, 42, 48 >

I know you have a lot of abjuration powers, do you have anything that specifically makes spells harder to dispel than the sheer CL?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 02, 2017, 01:09:50 PM
Nope
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 01:18:21 PM
All of your spells are shredded. Ow.

Surraruthru's magic collapses in a massive burst of spellfire, scorching the walls and ground around you. The Nessian growls low once your defenses are down, before the fury of the elements explodes around you.

Ref save, Surraruthru.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 02, 2017, 01:21:11 PM
> roll 1d20+29 ref
<Serith> Iddy roll for Serith < 35 > [d20=6]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 01:58:14 PM
You dodge a spell you know well - Hellball. You dodge the four elements left unchecked, diving to the side in a graceful roll. As you do, you see the stray spellfire gush into the Nessian, a bright glow surrounding his body. It seems more, presence overpowering the room.

"Shit," Bubbles hisses. In your mind you hear, 'Get out of there, Surraruthru. I can trap it in there and give it some friends to play with.'

Bubbles holds. Surrurathru.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 02, 2017, 02:03:44 PM
Surraruthru does so, moving back to a safer distance before casting a spell at the Pit Fiend himself!

Two can play that game.
Reaving Dispel, CL 33, No Save/SR.
Need the number of dispel roll to make.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 02:09:14 PM
20.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 02, 2017, 02:25:43 PM
> roll 20#1d20+20 Reaving Dispel
<Serith> Iddy roll for Serith < 39, 37, 27, 34, 36, 32, 31, 34, 23, 24, 26, 31, 21, 33, 35, 29, 26, 37, 34, 32 >

> roll 20#1d20+37 Spellcraft
<Serith> Iddy roll for Serith < 40, 53, 39, 51, 39, 53, 54, 47, 38, 45, 53, 41, 53, 49, 48, 39, 39, 48, 52, 49 >
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 02:34:41 PM
You get the following spells:

Mind Blank (CL20), Freedom of Movement (CL20), Superior Resistance (CL20), See Invisibility (CL20), True Seeing (CL20), Death Ward (CL20), Bear's Endurance (CL20), Owl's Wisdom (CL20), Eagle's Splendor (CL20), Barkskin (CL20), Greater Mage Armor (CL20)

Taking them all?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 02, 2017, 02:36:30 PM
Dispeling Bear's Endurance, Owl's Wisdom, and Eagle's Splendor. They don't stack with my equipment. Taking everything else.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 02:48:55 PM
Also, and this is 100% my fault since I forgot to say this then, moving away from the Nessian provokes an AoO. You okay with that?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 02, 2017, 02:50:46 PM
Well, considering it, I'll use my Boots of Swift Passage to teleport 20-feet back towards Bubbles. I can do that, right? Uses a Move action.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 02:59:25 PM
That'll do it.

As spellfire collapses around the Nessian, Bubbles glares and points. Thick fog surrounds it all over, filling the entire room.

'Hopefully,' Bubbles sends, 'The two water elementals in there wiill take care of it.'

Fog trap. Pasting here for reference.

Fog Trap
Conjuration (Creation, Summoning) [Water]
Level: Drd 11, Sor/Wiz 11, Water 11
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Fog spreads in 100ft radius, 100ft high
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell creates a fog similar to solid fog but greatly enhanced. The fog has all the properties of solid fog.

Additionally, when you cast this spell, you summon two elder water elementals within the fog. They appear in the fog wherever you wish and cannot leave it. However, they are immune to all of the effects of the fog and may move normally within it, plus they enjoy a +10 bonus to attack rolls and armor class. The elementals are able to move through the fog as if it were underwater terrain and it counts as touching water for the elemental's water mastery special ability.

> roll 1d20+36
> roll 1d20+36
<Serith> Kotono roll for Serith < 43 > [d20=7]
<Serith> Kotono roll for Serith < 38 > [d20=2]

Okay, none of you can see into the fog, but safe to say Bubbles has the elementals attacking in there.

Also todo: Add a bit more to that spell, it's missing a few notes about the elementals doing your will and all that. That's the intent but it lost those parts somewhere in revision.

Init is Nessian (35) > Surraruthru (17) > Bubbles = Elementals (16.1) > Tryll (16) > Calleigh (10) > Construct 1 (8) > Construct 2 (3)

Go Tryll.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 02, 2017, 03:04:34 PM
Can True Seeing pierce that fog?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 03:09:21 PM
It does not. I freely admit Bubbles didn't think that aspect of her plan through, she panicked a bit since crap, that's a powerful enemy.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 02, 2017, 03:34:25 PM
That's fine. Blindsight is a thing.

Another huge construct appears outside the fog, pressing its way in unerringly toward the the devil.

Astral Construct, duplicate of most recent construct. It can seeeeee.
PP Cost: 17


Calleigh wisely stays inside the walls where it is safe. Tryll positions himself so that Bubbles & Surraruthru are within 20 feet.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 03:43:16 PM
Can it move freely in the fog? Solid fog for reference.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 02, 2017, 03:50:36 PM
Nope, but it knows where it's going.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 11:00:24 PM
Just to be clear that means it only makes 5ft of progress.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 02, 2017, 11:30:53 PM
I know what it means  I'm not about to blow away the mist.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 02, 2017, 11:42:05 PM
Okay, fair enough, just wanted to make sure.

Init is Nessian (35) > Surraruthru (17) > Bubbles = Elementals (16.1) > Tryll (16) > Calleigh (10) > Construct 1 (8) > Construct 2 (3)


As Tryll and Calleigh prepare, a roar comes from the solid fog. It shakes everything in a violent earthquake, flaming red runes covering the walls and spreading like pox over healthy skin. "I WILL NOT BE CONTAINED!"

> roll 1d20
<Serith> Kotono roll for Serith < 5 > [d20=5]
> OOC: +37 for a total of 42.


The fog trap shudders once before exploding into sparks of hellfire, scorching the ground and walls the fog covers. The Nessian glows with power and points at Surraruthru and Bubbles, a twisted word of power erupting from his mouth. The Dark Speech, Surraruthru realizes a split second before...

Fortitude save, Bubbles and Surraruthru.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 02, 2017, 11:43:14 PM
> roll 1d20+28 Fort
<Serith> Iddy roll for Serith < 37 > [d20=9]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 12:16:38 AM
So I guess the constructs that are within spitting distance of the Nessian aren't allowed a turn? That's cool.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 12:18:18 AM
Were they holding? I mean, before he dispelled the fog, they couldn't do a whole lot anyway and I thought you said they did that. That isn't there on review, so did you want them do anything or to hold?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 12:19:30 AM
At no point did I ever state that they were holding.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 12:20:22 AM
Okay then, my mistake. What did you want them to do?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 01:22:13 AM
The first construct has been advised to turn and head toward the center of the chamber, and will proceed at the appropriate 5 ft pace. The second construct will wail on the devil somewhat blindly.

Rolling miss chances at 20%


[blockquote]Rolled 1d100 : 89, total 89[/blockquote][blockquote]Rolled 1d100 : 5, total 5[/blockquote][blockquote]Rolled 1d100 : 10, total 10[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 01:31:01 AM
Made one, so make the attack roll for the one that beat miss chance?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 01:32:03 AM
[blockquote]Rolled 1d20+28 : 5 + 28, total 33[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 02:02:28 PM
Swing and a miss, so onto a Fort save for Bubbles.

> roll 1d20+22 Bubbles
<Serith> Kotono roll for Serith < 30 > [d20=8]

200 vile damage. Surraruthru halves it but Bubbles does not. Track vile damage since it can only be healed in specific situations.


The assault of unholy power comes in a blast of sheer might, your bodies cracking and bleeding all over. It's like you're eggs tapped against the side of a bowl, cracks spreading all over you from your fronts. You hear Bubbles cry in agony as you're checked back hard, as...

Init is Nessian (35) > Surraruthru (17) > Bubbles = Elementals (16.1) > Tryll (16) > Calleigh (10) > Construct 1 (8) > Construct 2 (3)

Go Surru.

[spoiler]

Bubbles
HP: 71/279 (200 vile)
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Create Magic Tattoo (CL26), Create Magic Tattoo (CL26), Energy Absorption (CL26), Elemental Body (CL26), Surraruthru's Stupendous Dragonskin (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26), Stoneskin (CL26), Spell Turning (CL26)
Bonuses: +1 morale attack rolls, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, resistance 10 to all elements, +10 armor bonus to armor class, damage reduction 10/magic, water mastery, drench, +4 insight Dex, Str, Int, damage reduction 10/adamantine
Negative Conditions:
Resources Used: Fog trap
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 03, 2017, 02:06:13 PM
As a note:
Moderate School Esoterica (Ex): At 7th level, your long study of your chosen school leads to a breakthrough. You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell's level (unless otherwise noted).
Abjuration: 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.

Reaving Dispel that I cast last turn is an Abjuration spell of the 9th circle, and so I am protected for 8 more rounds.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 02:10:27 PM
Cool. No damage to you then. Your turn.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 03, 2017, 02:28:31 PM
Surraruthru gives the Pit Fiend a nasty smile as he begins chanting, calling on some of his most powerful magic!

Time Stop, CL 26.
> roll 1d4+1
<Serith> Iddy roll for Serith < 3 > [d4=2]

Round 1: Duelward, CL 229, Duration 29
Counter-spelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You also gain a +4 competence bonus on Spellcraft checks made to identify spells being cast.

Round 2: Wall of Force, CL 26, Sculpted.
Using this to box in the Fiend; if possible I'd like to leaving a couple small holes in it so we can lob more spells in, but small enough that we can step out of the path of whatever spill over from him escapes through it.

Round 3: Hallow, CL 25.
Using this on a point so that the centered 40 ft area covers the fiend and leaves a bit outside for Bubbles and us to dive into for healing.


Spoiler: ShowHide
Surraruthru
HP: 294/347
AC: 53 =38+4+5+6 (Def/Barkskin/GMA)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 37
Active: Mind Blank (CL20), Freedom of Movement (CL20), Superior Resistance +6 Saves (CL20), See Invisibility (CL20), True Seeing (CL20), Death Ward (CL20), Barkskin (CL20), Greater Mage Armor (CL20)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic
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.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 02:34:04 PM
All that last bit happened before I was checked in. Can I manifest Intellect Fortress as an immediate action to halve the damage to Bubbles?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 02:37:43 PM
Certainly, Yuth. I'll describe that once Iddy's done tinkering with his post.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 02:43:01 PM
Great! Thanks!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 02:57:48 PM
Surraruthru weaves spells around him, as Bubbles stirs. A glimmering field is momentarily visible, the worst of the blast having been deflected at the last moment. "THIS WILL AVAIL YOU NOTHING!" The Nessian bellows, as...

Init is Nessian (35) > Surraruthru (17) > Bubbles = Elementals (16.1) > Tryll (16) > Calleigh (10) > Construct 1 (8) > Construct 2 (3)

Bubbles stumbles into the holy ground, holding her injured body as her wounds heal.

Heal spell. Go Tryll'n'Calleigh combo platter.

[spoiler]

Bubbles
HP: 279/279
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Create Magic Tattoo (CL26), Create Magic Tattoo (CL26), Energy Absorption (CL26), Elemental Body (CL26), Surraruthru's Stupendous Dragonskin (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26), Stoneskin (CL26), Spell Turning (CL26)
Bonuses: +1 morale attack rolls, immunity to fear and poison, +1 luck attack rolls, +2 competence attack rolls, resistance 10 to all elements, +10 armor bonus to armor class, damage reduction 10/magic, water mastery, drench, +4 insight Dex, Str, Int, damage reduction 10/adamantine
Negative Conditions:
Resources Used: Fog trap, heal.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 03:06:01 PM
Details of interrupt round: Intellect Fortress manifested, augmented to last 4 additional rounds. PP cost: 11.

Oh the plight of the blaster who cannot see. Wait a sec. If we can't see him, how's he seeing us in order to slap around Surru and Bubbles with vile damage?


Spoiler: ShowHide
Tryll
HP: 246/246
AC: 47
Touch AC: 30
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26), True Seeing (CL 26)
Passive Effects: Incorporeal, Hide Mind
PP: 548
Spells Expended: Mending

Calleigh
HP: 123/123
AC: 49
Touch AC: 27
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 26), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Create Magic Tattoo (+1 luck bonus to attack rolls, CL 26), Create Magic Tattoo (+2 competence bonus to attack rolls, CL 26), Energy Absorption (CL 26), Elemental Body (CL 26), Surraruthru's Stupendous Dragonskin, (+10 armor bonus & DR 10/magic CL 26), Agility of the Dragon Princess (+4 insight to dexterity, CL 26), Strength of the Dragon Princess (+4 insight to strength, CL 26), Mind of the Dragon Princess (+4 insight to intelligence, CL 26), Stoneskin (DR 10/adamantine, CL 26), Spell Turning (CL 26), True Seeing (CL 26)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion

Psicrystal
HP: 123/123
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, Overchanneled, CL 26), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 25), True Seeing (CL 26)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 03:08:30 PM
He dispelled the fog trap, that's how. Apparently I wasn't clear enough since both you and Iddy missed that. He dispelled and then zapped both of 'em hard.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 03:38:46 PM
I missed that! Well then, time for misery!

Wind! From nowhere! Twin windstorms gyrating in opposite directions scream across the chamber, blasting the devil and buffeting him about!

Ranged touch attacks!
[blockquote]Rolled 1d20+21 : 12 + 21, total 33[/blockquote][blockquote]Rolled 1d20+21 : 12 + 21, total 33[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 03:39:12 PM
Also my uncle just died 20 minutes ago so I might be dodgy for a bit.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 03:41:11 PM
Of course, take as much time as you need.

Both hit.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 03:50:48 PM
Nyahahahahaha!

[blockquote]Rolled 8d6 : 4, 5, 3, 3, 6, 6, 3, 3, total 33[/blockquote][blockquote]Rolled 8d6 : 6, 3, 3, 2, 4, 5, 5, 2, total 30[/blockquote]

[blockquote]Rolled 20d6 : 3, 3, 1, 6, 2, 5, 3, 6, 5, 6, 2, 6, 1, 6, 4, 2, 3, 5, 2, 6, total 77[/blockquote][blockquote]Rolled 20d6 : 6, 5, 3, 5, 5, 2, 4, 5, 2, 2, 6, 3, 6, 2, 4, 2, 4, 5, 2, 5, total 78[/blockquote]

Twinned Tornado Blast
PP Cost: 27
21d6 wind damage for each blast. Two blasts. Reflex DC 33 halves the area damage.

After being dashed about, each creature that was affected finds itself situated in a new space 1d4 × 10 feet away from its original space in a random direction. Walls and other barriers can restrict this relocation; in such a case, the creature ends up adjacent to the barrier.


[blockquote]Rolled 1d4 : 3, total 3[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 03:57:07 PM
Calleigh pokes her head out of the wall, summons another construct 40 feet behind the Nessian's new position, then ducks back in.

Astral Construct
Pounce, Smite, Muscle, Extra Attack

Let's see if one hits! Lots of charging and flanking!


[blockquote]Rolled 1d20+34 : 1 + 34, total 35[/blockquote][blockquote]Rolled 1d20+34 : 5 + 34, total 39[/blockquote][blockquote]Rolled 1d20+29 : 1 + 29, total 30[/blockquote]

[blockquote]Rolled 1d20+32 : 9 + 32, total 41[/blockquote]

[blockquote]Rolled 1d20+32 : 2 + 32, total 34[/blockquote]

[blockquote]Rolled 1d20+30 : 2 + 30, total 32[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 04:04:05 PM
The Nessian is hit head on, blasted by the winds and thrown back a good 30ft. It lands in a heap as gale winds howl, whipping amid the chamber. He lands on the far end, a bit into a tunnel leading further into the sewers.

Meanwhile constructs rush the Nessian, but none are able to strike it. It's too strong, too fast. Blows are pushed away, parried.

As this happens, a portal opens by Surraruthru and Bubbles. Afina, Dana, Misalea and the two hounds come out from it.

Go ahead and react and roll init to join the battle.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 03, 2017, 04:06:10 PM
"Welcome! We've got him contained, but if you want to lock down his escape, please do!"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 03, 2017, 04:06:13 PM
"There it is, kill it!" Afina says, pointing at the Nessian. Everyone's alive and it looks battered, so maybe her intervention isn't even necessary. But better safe than sorry!

[20:05] <@Ebiris> roll 1d20+32 Afina init
[20:05] <Serith> Ebiris roll for Serith < 52 > [d20=20]
[20:05] <@Ebiris> roll 1d20+15 Garm init
[20:05] <Serith> Ebiris roll for Serith < 28 > [d20=13]
[20:05] <@Ebiris> roll 1d20+15 Fenrir init
[20:05] <Serith> Ebiris roll for Serith < 31 > [d20=16]


Spoiler: ShowHide

Afina: 239/287, 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), 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), scalding touch (CL 27, SR 45)
AC 93, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, freedom of movement, 50% miss chance
Spell charges: 5/8/9/5/1/9/6/5/0/0/1/1

Fenrir: 322/370, 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: 10/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 04:10:05 PM
> roll 1d20+5 Dana
<Serith> Kotono roll for Serith < 11 > [d20=6]

> roll 1d20+8 Misalea
<Serith> Kotono roll for Serith < 14 > [d20=6]

Init is Afina (52) > Nessian (35) > Fenrir (31) > Garm (28) > Surraruthru (17) > Bubbles = Elementals (16.1) > Tryll (16) > Misalea (14) > Dana (11) > Calleigh (10) > Construct 1 (8) > Construct 2 (3)

Go Afina.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 03, 2017, 04:16:34 PM
Nothing fancy this time, Afina hastes everyone here if they weren't already. Those astral constructs will probably benefit. And flies into touch the pit fiend with her burning hand!

See this post (http://www.soulriders.net/forum/index.php/topic,103938.msg1087598.html#msg1087598) for the scalding touch's SR roll, it beats 45. If that fails against the nessian let me know and I can change my second attack to a sword strike.

[20:15] <@Ebiris> roll 1d20+47 scalding touch melee touch
[20:15] <Serith> Ebiris roll for Serith < 58 > [d20=11]
[20:15] <@Ebiris> roll 1d20+42 scalding touch melee touch
[20:15] <Serith> Ebiris roll for Serith < 51 > [d20=9]
[20:16] <@Ebiris> roll 13d6+14+5d6+2d6 DC 36 fort or dazed 1 round, also -2 penalty to everything for 1 round if save fails
[20:16] <Serith> Ebiris roll for Serith < 69 > [d6=2,2,1,5,6,3,4,4,2,3,3,6,4,1,1,1,1,1,1,4]
[20:16] <@Ebiris> roll 13d6+14+5d6+2d6 DC 36 fort or dazed 1 round, also -2 penalty to everything for 1 round if save fails
[20:16] <Serith> Ebiris roll for Serith < 87 > [d6=1,2,4,6,5,4,1,1,1,4,5,5,6,1,5,6,1,4,5,6]

Fire damage ignores resistance/immunity.

Haste is CL 25 for everyone else.


Spoiler: ShowHide

Afina: 239/287, 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), 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), scalding touch (CL 27, SR 45)
AC 93, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, freedom of movement, 50% miss chance
Spell charges: 5/8/9/4/1/9/6/5/0/0/1/1
24 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 10/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 04:18:56 PM
Calleigh's head pokes out of the wall again. 'HI EVERYBODY!'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 05:53:16 PM
Getting through the holes in the wall of force is easy enough for Afina, so no comment there.

> roll 1d20+34 fort 1
> roll 1d20+34 fort 2
<Serith> Kotono roll for Serith < 46 > [d20=12]
<Serith> Kotono roll for Serith < 37 > [d20=3]


Afina moves like a breeze, dodging the larger creature and tapping it twice. It's enough to set it ablaze, fury crackling from it like a roaring flame. It points at Afina, "FEED ME!"

Will save.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 03, 2017, 05:55:05 PM
[21:54] <@Ebiris> roll 1d20+37 I have spell turning
[21:54] <Serith> Ebiris roll for Serith < 41 > [d20=4]

Also if it's a spell or sla my miss chance applies
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 06:01:52 PM
Note that Afina is outside Intellect Fortress range.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 06:05:06 PM
Noted to Yuth. Afina, it's a supernatural ability, unfortunately. You also failed the save.

> roll 4d6
<Serith> Kotono roll for Serith < 10 > [d6=1,3,4,2]

You lose 10 spell levels. You can pay for this however you please - 10 1st level spells, 1 9th and 1 1st level spell, whatever. Let me know what you're giving up. This is a temporary drain, not a permanent loss, to be clear. You'll get them back the next day as normal.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 03, 2017, 06:06:55 PM
8 1st level slots and 1 2nd level slot. This is the worst day.

Spoiler: ShowHide

Afina: 239/287, 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), 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), scalding touch (CL 27, SR 45)
AC 93, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, freedom of movement, 50% miss chance
Spell charges: 5/0/8/4/1/9/6/5/0/0/1/1
24 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 10/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 06:12:23 PM
The Nessian's wounds heal partially, cracks mending and vitality returning to it. "USELESS!" he points at Afina.

You're getting dispelled. Any defense besides spell turning?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 03, 2017, 06:14:04 PM
I have Duelward if not. Which means I can counter spell his dispel.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 03, 2017, 06:15:10 PM
Miss chance definitely applies to that. I also have Glaciante's spiteful ward, so if he successfully dispels my epic mage armour (which is what he should make the first check against) then he needs to make a DC 35 will save or take 4 points of ability drain to all stats and auto-fail every dispel check he makes from then on unless fixed via miracle or wish.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 06:17:56 PM
Okay, going to counter then, Iddy?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 03, 2017, 06:23:27 PM
I'll let Afina have her miss chance.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 06:41:25 PM
Okay, I'm going to rule spell turning applies before miss chance. I'll read up on it more later and see if this is covered anywhere official, but for now that's how I'm rolling with it.

Afina has 9 levels of spell turning and it's an 11th level spell, so...18% chance of it getting through, otherwise it is turned back on him.

> roll 1d100 1-18 Emopixie time
<Serith> Kotono roll for Serith < 46 > [d100=46]

Reeeeflected.

> roll 8#1d20+37
<Serith> Kotono roll for Serith < 45, 52, 43, 47, 51, 46, 51, 54 >


Magic collapses around the Nessian, a sound like a window breaking echoing through the halls as...

Init is Afina (52) > Nessian (35) > Fenrir (31) > Garm (28) > Surraruthru (17) > Bubbles = Elementals (16.1) > Tryll (16) > Misalea (14) > Dana (11) > Calleigh (10) > Construct 1 (8) > Construct 2 (3)

Wolves are up. Go.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 03, 2017, 06:43:59 PM
Fenrir and Garm both split off to come at the Nessian's flanks, fangs bared as they each take a bite before splitting back off again!

They have spring attack so no AoOs provoked.
[22:43] <@Ebiris> roll 1d20+41 Garm flanking
[22:43] <Serith> Ebiris roll for Serith < 60 > [d20=19]
[22:43] <@Ebiris> roll 1d20+41 Fenrir flanking
[22:43] <Serith> Ebiris roll for Serith < 55 > [d20=14]
[22:43] <@Ebiris> roll 2d6+25+10d6 and dimensional anchor Garm
[22:43] <Serith> Ebiris roll for Serith < 74 > [d6=3,4,4,5,3,3,2,6,4,6,3,6]
[22:43] <@Ebiris> roll 2d6+25+10d6 and dimensional anchor Fenrir
[22:43] <Serith> Ebiris roll for Serith < 66 > [d6=2,3,3,6,1,3,2,4,2,5,6,4]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 06:56:18 PM
Flanked and surrounded, the Nessian is bit twice. He grimaces and holds his ground as the wolves savage his legs, then...

Surru.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 03, 2017, 07:26:03 PM
Surraruthru begins casting again, mimicking his last spell!

Time Stop, CL 26.
> roll 1d4+1
<Serith> Iddy roll for Serith < 5 > [d4=4]

Round 1: Might of the Planetar, CL 26, Duration 26 rounds, Tapestry.
You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. You gain a slam attack that inflicts 2d8 + 1.5 times your Strength modifier. You gain the benefits of the blind-fight and power attack feats as well.

Round 2: Celestial Valor, CL 29, Duration 29 Minutes, 29 creatures targeted (Tryll, Calliegh, Surraruthru, Afina, Dana, Misalea, Bubbles, Fenrir, Garm, other non-named NPCs for the rest/Elementals)
+8 sacred bonus to saving throws against fear and any emotion based effect that would sap the will to fight, such as calm emotions or crushing despair. In addition, celestial valor grants a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws. Finally, any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets.

Round 3: Greater Heroism, CL 26, 26 minute duration, Tapestry.
+4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Round 4: Shield, CL 29, Duration 29 Minutes, Tapestry.
+4 shield bonus to AC.
Move: Activate Quiescent Weaving, releasing the four Resist Energy spells I preloaded for Resist 30 to Acid, Electricity, Fire, Sonic.

Round 5:
Standard: Pull out my Everfull Mug and drink a bit of clean water. That sewer put a foul taste in when I was swimming. Use the rest of it to wash scum off of my scales. Gotta look good, after all.
Move: Fly through one of the holes in the Wall of Force and land behind the Pit Fiend.


Spoiler: ShowHide
Surraruthru
HP: 294/347
AC: 68 =38+4+5+6+7+4+4 (Def/Barkskin/GMA/MoP/CV/Shield)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 37, ATK/Damage: +8, +2 extra attacks (Haste/Slam), +2d6 Holy Damage
Active: Mind Blank (CL20), Freedom of Movement (CL20), Superior Resistance +6 Saves (CL20), See Invisibility (CL20), True Seeing (CL20), Death Ward (CL20), Barkskin (CL20), Greater Mage Armor (CL20), Celestial Valor (CL29), Might of the Planetar (CL26)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic
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.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 07:30:03 PM
One fly in the ointment: You can't target other creatures with effects in timestop. The only exception is area effects that have a duration that exceed the time stop's duration. The tapestry doesn't allow you to apply spells to creatures that are an illegal target, it explicitly says this.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 03, 2017, 07:33:39 PM
I guess I'll just have the buffs for myself, then.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 07:43:29 PM
Init is Afina (52) > Nessian (35) > Fenrir (31) > Garm (28) > Surraruthru (17) > Bubbles > Tryll (16) > Misalea (14) > Dana (11) > Calleigh (10) > Construct 1 (8) > Construct 2 (3)

In a blink Surraruthru is there, across distance faster than any can follow. He's ready as Bubbles pauses and then...

Bubbles will hold and be the emergency mass heal-er. Tryll, go.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 08:01:22 PM
Twin strokes of black lightning arc from Tryll's mostly-invisible form.

Twinned Stygian Bolt. Rolling for SR.
[blockquote]Rolled 1d20+27 : 6 + 27, total 33[/blockquote][blockquote]Rolled 1d20+27 : 2 + 27, total 29[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 08:10:27 PM
No joy for that one. Anything else happening on your turn or is that it?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 08:30:17 PM
I can do swift actions at any point on my turn, yes?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 03, 2017, 10:36:54 PM
Yes.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 11:00:14 PM
Hot damn. Manifesting Temporal Acceleration for three rounds. Three electricity energy walls, intersecting with devil-face. They're non-solid walls, so they won't affect him until I come out of the acceleration. Which is now!

[blockquote]Rolled 2d6+20 : 6, 1 + 20, total 27[/blockquote][blockquote]Rolled 2d6+20 : 5, 3 + 20, total 28[/blockquote][blockquote]Rolled 2d6+20 : 6, 6 + 20, total 32[/blockquote]

Three reflex DC 25 saves will halve each of those.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 11:00:32 PM
Constructs in a bit. Headed home.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 03, 2017, 11:48:08 PM
Number 1
[blockquote]Rolled 1d20+35 : 1 + 35, total 36[/blockquote][blockquote]Rolled 1d20+35 : 19 + 35, total 54[/blockquote][blockquote]Rolled 1d20+35 : 3 + 35, total 38[/blockquote][blockquote]Rolled 1d20+30 : 5 + 30, total 35[/blockquote]

Number 2
[blockquote]Rolled 1d20+35 : 10 + 35, total 45[/blockquote][blockquote]Rolled 1d20+35 : 1 + 35, total 36[/blockquote][blockquote]Rolled 1d20+35 : 14 + 35, total 49[/blockquote]

Number 3
[blockquote]Rolled 1d20+33 : 13 + 33, total 46[/blockquote][blockquote]Rolled 1d20+33 : 14 + 33, total 47[/blockquote][blockquote]Rolled 1d20+33 : 14 + 33, total 47[/blockquote]

Number 4
[blockquote]Rolled 1d20+33 : 2 + 33, total 35[/blockquote][blockquote]Rolled 1d20+33 : 6 + 33, total 39[/blockquote][blockquote]Rolled 1d20+33 : 1 + 33, total 34[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 04, 2017, 12:10:43 AM
The 54 hits, roll damage.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 04, 2017, 12:36:06 AM
[21:35] <Serith> Yu roll for Serith < 24 > [d6=4,2]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 04, 2017, 12:45:11 AM
Also Calleigh will hold.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 06, 2017, 01:58:42 PM
Init is Afina (52) > Nessian (35) > Fenrir (31) > Garm (28) > Surraruthru (17) > Bubbles > Tryll (16) > Misalea (14) > Dana (11) > Calleigh (10) > Construct 1 (8) > Construct 2 (3)

The constructs and Calleigh went out of order, but no big deal since it's allies. Misalea and Dana are up.


Misalea raises her voice in song, inspiring her allies as she steps back.

Inspire courage+4 to all allies. Dana's up.

"Well, will you fucking look at this," she grins and brushes her hair back, "A target." She charges in towards his head, uncaring of the swipe he takes at her.

> roll 1d20+52
<Rei-chan> Space_Cat rolled : 1d20+52 --> [ 1d20=10 ]{62}

Whiff.


Dana's shield blocks it as she rushes in, claw held back as she thrusts her rapier into his scaly neck.

> roll 1d20+49 (+4 bardsong, +2 charge)
<Rei-chan> Space_Cat rolled : 1d20+49 (+4 bardsong, +2 charge) --> [ 1d20=8 ]{57}
> roll 1d6+25
<Rei-chan> Space_Cat rolled : 1d6+25 --> [ 1d6=2 ]{27}

It barely penetrates in, making a shallow wound as...

Afina time.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 06, 2017, 02:15:07 PM
Quite happy to remain in melee and make a target of herself, Afina gladly indulges the chance to exercise her wondrous scalding touch spell without it fizzling against the magic resistance of a meaningful opponent!

[18:13] <@Ebiris> roll 1d20+53 scalding touch
[18:13] <Rei-chan> Ebiris rolled : 1d20+53 scalding touch --> [ 1d20=10 ]{63}
[18:13] <@Ebiris> roll 1d20+53 scalding touch
[18:13] <Rei-chan> Ebiris rolled : 1d20+53 scalding touch --> [ 1d20=8 ]{61}
[18:13] <@Ebiris> roll 1d20+48 scalding touch
[18:13] <Rei-chan> Ebiris rolled : 1d20+48 scalding touch --> [ 1d20=16 ]{64}
[18:13] <@Ebiris> roll 1d20+43 scalding touch
[18:13] <Rei-chan> Ebiris rolled : 1d20+43 scalding touch --> [ 1d20=9 ]{52}
[18:13] <@Ebiris> roll 1d20+38 scalding touch
[18:13] <Rei-chan> Ebiris rolled : 1d20+38 scalding touch --> [ 1d20=1 ]{39}
[18:14] <@Ebiris> roll 13d6+14+4 DC 36 fort or dazed for 1 round, -2 to everything for 1 round if save failed
[18:14] <Rei-chan> Ebiris rolled : 13d6+14+4 DC 36 fort or dazed for 1 round, -2 to everything for 1 round if save failed --> [ 13d6=39 ]{57}
[18:14] <@Ebiris> roll 13d6+14+4 DC 36 fort or dazed for 1 round, -2 to everything for 1 round if save failed
[18:14] <Rei-chan> Ebiris rolled : 13d6+14+4 DC 36 fort or dazed for 1 round, -2 to everything for 1 round if save failed --> [ 13d6=48 ]{66}
[18:14] <@Ebiris> roll 13d6+14+4 DC 36 fort or dazed for 1 round, -2 to everything for 1 round if save failed
[18:14] <Rei-chan> Ebiris rolled : 13d6+14+4 DC 36 fort or dazed for 1 round, -2 to everything for 1 round if save failed --> [ 13d6=55 ]{73}
[18:14] <@Ebiris> roll 13d6+14+4 DC 36 fort or dazed for 1 round, -2 to everything for 1 round if save failed
[18:14] <Rei-chan> Ebiris rolled : 13d6+14+4 DC 36 fort or dazed for 1 round, -2 to everything for 1 round if save failed --> [ 13d6=47 ]{65}

Ignores resistance/immunity


Spoiler: ShowHide

Afina: 239/287, 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), 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), control weather (CL 27), haste (CL 25), scalding touch (CL 27, SR 45)
AC 93, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, freedom of movement, 50% miss chance
Spell charges: 5/0/8/4/1/9/6/5/0/0/1/1
20 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 10/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 06, 2017, 02:34:24 PM
> roll 4#1d20+31
<Serith> Space_Cat roll for Serith < 44, 48, 33, 41 >

Dazed for 1 round, so he's up next and loses his turn. Wolf time, go.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 06, 2017, 02:36:02 PM
Once more Fenrir and Garm rush in to take their pound of diabolic flesh before darting back away again!

[18:35] <@Ebiris> roll 1d20+41 Garm flanking
[18:35] <Serith> Ebiris roll for Serith < 58 > [d20=17]
[18:35] <@Ebiris> roll 1d20+41 Fenrirflanking
[18:35] <Serith> Ebiris roll for Serith < 47 > [d20=6]
[18:35] <@Ebiris> roll 2d6+25+10d6 and dimensional anchor for 1 round
[18:35] <Serith> Ebiris roll for Serith < 67 > [d6=5,4,2,4,2,5,1,5,4,6,2,2]
[18:35] <@Ebiris> roll 2d6+25+10d6 and dimensional anchor for 1 round
[18:35] <Serith> Ebiris roll for Serith < 56 > [d6=1,2,5,1,2,3,4,3,3,4,1,2]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 06, 2017, 02:38:02 PM
I'll resolve all of those along with Surraruthru's at the same time. You're up next so go, Surraruthru?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 06, 2017, 06:41:22 PM
Surraruthru pounces at the Pit Fiend, looking to take advantage of Afina's assault and stack hurt upon hurt!

Note: +8 to strike from Celestial Valor and Might of the Planetar.
> roll 1d6 Flailing Strikes
<Serith> Iddy roll for Serith < 5 > [d6=5]

> roll 1d20+38+8 Unarmed
> roll 1d20+35+8 Unarmed
> roll 1d20+28+8 Unarmed
> roll 1d20+23+8 Unarmed
<Serith> Iddy roll for Serith < 64 > [d20=18]
<Serith> Iddy roll for Serith < 49 > [d20=6]
<Serith> Iddy roll for Serith < 54 > [d20=18]
<Serith> Iddy roll for Serith < 46 > [d20=15]

> roll 1d20+28+8 Bite
> roll 1d20+28+8 Claw
> roll 1d20+28+8 Claw
> roll 1d20+38+8 Unarmed/Haste
> roll 1d20+38+8 Slam/Might of Planetar
<Serith> Iddy roll for Serith < 38 > [d20=2]
<Serith> Iddy roll for Serith < 46 > [d20=10]
<Serith> Iddy roll for Serith < 48 > [d20=12]
<Serith> Iddy roll for Serith < 56 > [d20=10]
<Serith> Iddy roll for Serith < 52 > [d20=6]

> roll 1d20+38+8 Flailing Strikes
> roll 1d20+38+8 Flailing Strikes
> roll 1d20+38+8 Flailing Strikes
> roll 1d20+38+8 Flailing Strikes
> roll 1d20+38+8 Flailing Strikes
<Serith> Iddy roll for Serith < 56 > [d20=10]
<Serith> Iddy roll for Serith < 49 > [d20=3]
<Serith> Iddy roll for Serith < 50 > [d20=4]
<Serith> Iddy roll for Serith < 53 > [d20=7]
<Serith> Iddy roll for Serith < 59 > [d20=13]

Unarmed Damage:
+1 Con Damage per Hit, last 2d6 on each hit is Holy Damage.
> roll 10#1d10+15+8+3d6 (Unarmed/Greatest Foe/Valor)
> roll 1d10+7+8+3d6 (Slam//Greatest Foe/Valor)
> roll 1d6+15+8+3d6 (Bite/Greatest Foe/Valor)
> roll 1d4+15+8+3d6 (Claw/Greatest Foe/Valor)
<Serith> Iddy roll for Serith < 41, 33, 39, 38, 49, 42, 35, 45, 34, 35 >
<Serith> Iddy roll for Serith < 35 > [d10=9][d6=5,2,4]
<Serith> Iddy roll for Serith < 38 > [d6=6,1,2,6]
<Serith> Iddy roll for Serith < 39 > [d4=3][d6=3,6,4]


Spoiler: ShowHide
Surraruthru
HP: 294/347
AC: 68 =38+4+5+6+7+4+4 (Def/Barkskin/GMA/MoP/CV/Shield)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 37, ATK/Damage: +8, +2 extra attacks (Haste/Slam), +2d6 Holy Damage
Active: Mind Blank (CL20), Freedom of Movement (CL20), Superior Resistance +6 Saves (CL20), See Invisibility (CL20), True Seeing (CL20), Death Ward (CL20), Barkskin (CL20), Greater Mage Armor (CL20), Celestial Valor (CL29), Might of the Planetar (CL26)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic
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.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 06, 2017, 11:05:34 PM
What do your weapons count as to overcome damage reduction?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 06, 2017, 11:08:32 PM
Ki Strike (Su): At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

I'm level 12, technically, but if the Monk's Belt adds to this, I'm 17.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 06, 2017, 11:15:34 PM
So noted.

Did you include the holy damage from valor for the unarmed strikes (but not the other natural weapons like the bite and claw due to the way monk unarmed strikes work)?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 06, 2017, 11:17:07 PM
I included it with everything.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 06, 2017, 11:19:35 PM
I mean the 2d6 for them counting as a holy weapon.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 06, 2017, 11:20:30 PM
I know. I included it on all the damage rolls.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 06, 2017, 11:24:14 PM
The wolves rip into the fiend's ankles, pulling him down further. This lets Surraruthru leap on, tearing at his fire-hot body and shredding scales and flesh. His enchanted body strikes again and again, blood pouring from its wounds.

Init is Afina (52) > Nessian (35) > Fenrir (31) > Garm (28) > Surraruthru (17) > Bubbles > Tryll (16) > Misalea (14) > Dana (11) > Calleigh (10) > Construct 1 (8) > Construct 2 (3)

Bubbles will hold in case a finishing blow or a mass heal is needed, she's not meleeing that thing. Tryll, go.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 12:19:38 AM
Black lightning again arcs from Tryll to the devil!

Beat SR:
<Serith> Yu roll for Serith < 43 > [d20=16]
<Serith> Yu roll for Serith < 38 > [d20=11]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 12:23:18 AM
First one gets through.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 12:29:33 AM
<Serith> Yu roll for Serith < 11 > [d4=4,4,3]

11 negative levels for devil boy.

Also, make three reflex DC 25 saves for half lightning damage!

<Serith> Yu roll for Serith < 31 > [d6=5,6]
<Serith> Yu roll for Serith < 29 > [d6=3,6]
<Serith> Yu roll for Serith < 26 > [d6=2,4]


Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 12:36:56 AM
> roll 1d20+30
> roll 1d20+30
> roll 1d20+30
<Serith> Space_Cat roll for Serith < 41 > [d20=11]
<Serith> Space_Cat roll for Serith < 43 > [d20=13]
<Serith> Space_Cat roll for Serith < 41 > [d20=11]


The lightning hits the devil hard, negative energy dessicating his form and making it grimace in agony, "I WILL NOT BE DEFEATED!"

Calleigh or constructs gonna add anything? I'll sort out Dana and Misalea after.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 01:42:47 AM
Smashy Smashy.

<Serith> Yu roll for Serith < 38 > [d20=2]
<Serith> Yu roll for Serith < 37 > [d20=1]
<Serith> Yu roll for Serith < 50 > [d20=19]

<Serith> Yu roll for Serith < 52 > [d20=16]
<Serith> Yu roll for Serith < 51 > [d20=15]
<Serith> Yu roll for Serith < 41 > [d20=10]

<Serith> Yu roll for Serith < 46 > [d20=14]
<Serith> Yu roll for Serith < 42 > [d20=10]

<Serith> Yu roll for Serith < 37 > [d20=5]
<Serith> Yu roll for Serith < 44 > [d20=12]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 11:28:28 AM
46 and above hit.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 01:16:43 PM
<Rei-chan> Yu rolled : 2d6+16+2 --> [ 2d6=8 ]{26}
<Rei-chan> Yu rolled : 2d6+16+2 --> [ 2d6=5 ]{23}
<Rei-chan> Yu rolled : 2d6+16+2 --> [ 2d6=3 ]{21}
<Rei-chan> Yu rolled : 2d6+16 --> [ 2d6=10 ]{26}
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 01:25:50 PM
Dazed and kneeling, the Nessian can't resist the assault from all around him. Blow after blow barely makes him bleed, but it's enough. The last one cracks him like glass, the figure shattering as a blast of hellfire-hot wind gusts through the chamber. When it's done, the only thing left is the black pentagram it wore and an iron ring, but lying on the ground.

Free act.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 01:27:05 PM
One of the constructs grabs the gear and takes it over to Calleigh, who flies out of the wall. She stuffs them into her bag and says, "What's next?"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 07, 2017, 01:29:17 PM
"We've mostly secured the city above ground," Afina answers. "This seems to be the last notable resistance." She flies over to Bubbles next, looking her over. "Are you alright? Tepen made it sound bad here," she says.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 01:32:31 PM
You're handling that stuff directly, Calleigh?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 01:33:15 PM
Well the constructs are.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 01:38:18 PM
Okay then.

Bubbles exhales, "Well love, I was rather shaken and the first actions went against it. Fortunately, we were capable of standing against it."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 07, 2017, 01:42:04 PM
"I'm glad," she smiles and gives Bubbles a quick hug around the side of her arm, careful to keep her scalding hand away. "Between that, those twins, and the murderous dogai I've been run fairly ragged myself. Do you want us to remain with your group for now or do you have things under control?"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 01:43:30 PM
"Oh, did you guys get the assassin!?" Calleigh asks, zipping over to Afina and Bubbles.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 07, 2017, 01:46:26 PM
"We did," she confirms, smiling at the smaller fairy. "He was just about to target Misalea when we managed to divert him. It was a hard fight but Jaela claimed his head."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 01:47:26 PM
"We have it under control, but I'd love to have you along, dear," Bubbles hugs you back when you hug her. "Oh, that's wonderful news."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 07, 2017, 01:50:04 PM
"Is there room for my dogs in the tunnels down here?" she asks of her grizzly-bear sized hunting hounds. "Oh, if you could heal Garm regardless that'd be nice. He played an important part in keeping the dogai from teleporting away and got badly disintegrated for it," she gestures to the one missing most of his starlight-shimmering fur.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 02:44:17 PM
Wait, who got hugged?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 07, 2017, 03:04:25 PM
Bubbles and Afina hugged each other.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 03:06:16 PM
You said "you" though!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 03:17:31 PM
Calleigh helpfully zaps the star-bear-dog with her wand of Cure Critical a few times.

[blockquote]Rolled 4d8+10 : 2, 6, 1, 5 + 10, total 24[/blockquote]
[blockquote]Rolled 4d8+10 : 5, 8, 4, 2 + 10, total 29[/blockquote]
[blockquote]Rolled 4d8+10 : 2, 6, 5, 6 + 10, total 29[/blockquote]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 07, 2017, 05:07:48 PM
Much obliged.

Spoiler: ShowHide

Afina: 239/287, 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), 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), control weather (CL 27), haste (CL 25), scalding touch (CL 27, SR 45)
AC 93, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, freedom of movement, 50% miss chance
Spell charges: 5/0/8/4/1/9/6/5/0/0/1/1
20 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 92/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 07, 2017, 05:22:45 PM
"We certainly won't refuse the help, but I think we've mainly got mopping up to do."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 07, 2017, 05:40:20 PM
"The other groups of elementals should be reaching here shortly. Ish. Maybe." Calleigh says.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 10:19:44 PM
"We should only have mopping up, unless there's more to it," Bubbles says, "That was the main resistance, I hope. As long as we have teleportation in case we're wrong, we can draw down our efforts here and let it be low intensity cleaning out, don't you think, dears?"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 07, 2017, 10:24:21 PM
"I agree. Those who need rest should return; if we pull our groups back together, we should have enough force to finish clearing these tunnels. We should also send some elementals to search for any hidden rooms, who knows what traps the devils could have put under the city."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 11:28:28 PM
As all of you talk, a courre comes from the far passage and hurries over, "Sirs! Ma'ams! We have a probleeeemmmmmmm!"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 07, 2017, 11:32:06 PM
"Unsurprising. What is it, and where is it?"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 11:37:46 PM
"Ahead!" The courre frantically bobs around, a female blushing and freaking, "There's an entire magical fortress down there made of water and stone and magic and lots of magic, and there's something going on with lots of guards down there!"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 07, 2017, 11:41:10 PM
"Well, let's get to it, then. Tyrll, can you coordinate the other elemental groups to meet us there? Hopefully my magic will be enough to counter whatever magic is going on there."

Saying so, Surraurthu follows after the Courre scout, letting the others do as their experience lets them, but sending to Tepen, 'One of our scouts has found, 'an entire magical fortress made of water and stone and lots of magic.' There's also something going on with lots of guards. Will send more when we reach it.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 07, 2017, 11:44:35 PM
'Understood. Good luck,' Tepen sends, and then to Afina, 'Will you be staying down there, General?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 08, 2017, 02:27:52 AM
"We'll stick together for the time being, at least until I know if this fort is going to be a bigger problem or not," Afina says, relaying the same to Tepen.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 08, 2017, 12:55:16 PM
The two groups we sent out, are they within range to speak to via telepathy?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 01:05:28 PM
Yes, as you all are running on telepathic bond setups. That works across the entire plane, Tryll. Going to do something here?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 08, 2017, 01:12:16 PM
'Status report?' Tryll sends to the two elemental/courre groups.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 01:22:07 PM
'We have found a devil base,' An earth elemental replies to you. 'We are holding position and defending ourselves for now, sir.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 08, 2017, 02:02:49 PM
"The other groups are reporting in, they're already at the base. Let's go!" Calleigh says.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 08, 2017, 02:04:38 PM
"This is your operation, we'll follow your lead," Afina says, rather than disrupt the chain of command on a mission she's just joining part the way through.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 08, 2017, 02:05:34 PM
"Okie dokie!" Calleigh says, zipping off.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 02:09:14 PM
You're lead deeper into the sewers, past crushed barricades and beyond the bodies of collaborators. You come around a narrow passage that connects to a much larger one sloping down. Several earth elementals are here, one lumbering forward, "The fortress is below, follow this path," it rumbles.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 08, 2017, 02:10:32 PM
Afina stays quiet to let Bubbles, Surraruthru, and Tryll take the lead on gathering information and preparing their assault. They've come this far without her after all.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 02:18:00 PM
"How do we want to approach this?" Bubbles asks, "Honey, I'm still well supplied with spells, so endurance isn't a concern for me."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 02:26:02 PM
"Stealth for now, until we can figure out what kind of magic is going on. I'll likely try to dispel whatever it is before a coordinated assault. Afina's better equipped to do that than I am."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 02:28:38 PM
"Stealth then. Dearie, could you take a peek for us?" Bubbles asks Afina. "You're good at sneaky."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 02:32:02 PM
"I can go with you as well. I'm likely not as good at stealth as you are, but I can hold my own and I'll need to see the magic myself."
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 08, 2017, 02:33:27 PM
"Alright, wait here and I'll be back shortly," Afina says, casting shadow form before she ghosts through the sewer tunnels to investigate!

[18:33] <@Ebiris> roll 1d20+60 hide Rei
[18:33] <Rei-chan> Ebiris rolled : 1d20+60 hide Rei --> [ 1d20=13 ]{73}
[18:33] <@Ebiris> roll 1d20+56 move silently Rei
[18:33] <Rei-chan> Ebiris rolled : 1d20+56 move silently Rei --> [ 1d20=10 ]{66}


Spoiler: ShowHide

Afina: 239/287, 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), 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), control weather (CL 27), scalding touch (CL 27, SR 45), shadow form (CL 25)
AC 97, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison
Spell charges: 5/0/8/4/1/8/6/5/0/0/1/1
20 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 92/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 02:34:58 PM
> roll 1d20+50 Hide
<Serith> Iddy roll for Serith < 68 > [d20=18]
> roll 1d20+49 Move Silently Serith
<Serith> Iddy roll for Serith < 53 > [d20=4]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 02:39:01 PM
The two of you sneak down. The tunnel has a slight water flow that goes down it, and soon you see it levels off and opens up into something. Something bigger. Downside, you don't see much cover from here, so sneaking ahead for a view will be tricky, as there's nothing to hide behind.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 08, 2017, 02:40:54 PM
Afina's shadow form grants her concealment so she's not overly worried about being in the open as she hugs the ceiling of the sewers while flying out to have a look down below.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 02:41:39 PM
Surraruthru uses his innate ability to turn invisible and similarly heads along the ceiling after Afina.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 02:56:07 PM
Both of you sneak ahead. Ahead you can see a large chasm in the earth filled with waters. A lake, dozens of tunnels dumping waters here. Ahead the waters swirl together adn are braided with large rocks, forming a small fortress atop the waters. It is manned by barbazu and hamatula, defense on the ready.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 05:18:37 PM
Surraruthru studies the formation from where he is, trying to discern the magics holding it together, looking for a weakness.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 09:58:05 PM
Spellcrafting with DM or something, I presume?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 10:24:08 PM
Exactly that. Take 10 for 47 Spellcraft, if needed.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 10:27:48 PM
There's overwhelming abjuration and conjuration around the castle. It's defended with powerful fields of force that render attacks against it worthless, unless they can destroy the fields of force first. The magic holding it together is even stronger and anchored to something within. What's worse, you can see that magic travel into the roof and the walls, like tendrils, slowly thickening and expanding.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 10:29:54 PM
Can I identify anything I can target with a dispel to try and unravel it, or cause it to implode or something? Basically, is there a primary magical support pillar thing that I can try to slap with a Superb Dispel to do serious damage?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 10:31:24 PM
No, you can tell it's somewhere inside and you'd have to get to that to do it. You could target some of the walls and create gaps in the defenses, though.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 10:32:11 PM
Can I tell an estimate on the walls CL, so I can judge what level of dispel to throw at it?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 10:34:13 PM
It's overwhelming magic, so it's a 10th+ level spell. So CL21+ logically.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 10:37:26 PM
Is the core magic dead center of the structure, or is there a wall I can bust through that appears to provide a shorter route? Also and I can tell what effects the tendrils are having or are doing?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 10:44:23 PM
It's somewhere inside. Walls and distance prevent you from telling any more precisely than that, at least from here.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 10:49:36 PM
Surraruthru sends so Afina, Tryll, and Bubbles, 'I can't tell what it's doing outside of its very strong abjuration and conjuration in play. The magic forming the walls is almost as strong as mine. I can probably dispel whatever is going on in the center of the fortress, but I'll have to get to it first so I can see what it's doing. I can punch through some of the walls easily enough; I have a couple of Disintegrate spells ready.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 10:51:43 PM
'That's far stronger than it should be. It suggests enemy action, dears,' Bubbles sends back. 'A particular enemy.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 10:53:03 PM
'Oh? Who do you think it is? That might give me a clue to what's going on and what the intent of the magic is.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 08, 2017, 10:55:45 PM
'Gathgorian, perhaps?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 10:57:29 PM
'I was thinking of the Duke of Destiny that vexes all of you,' Bubbles replies.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 08, 2017, 10:58:44 PM
'Taelfagn, then?' Tryll replies.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 10:59:47 PM
'That's his name, right? I'm still learning all of your enemies, and sugar, Aurora has some enemies to learn.' Bubbles sends back.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 08, 2017, 11:00:35 PM
'I think that's right. Too many devil names.' Tryll replies, 'Taelfagn and Gathgorian and so on and so on.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 11:01:17 PM
'Hm, that's concerning, yes. Let's give Tepen the heads up on that and have him task some reinforcements and maybe some dispel support.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 11:02:44 PM
'Agreed,' Bubbles sends, 'Well dearie, you're the talkative one, so go ahead.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 08, 2017, 11:04:12 PM
'Right you are. Tepen! We have located some sort of high-level underground stronghold. Large force barriers with lots of power behind them. Possibly a hideout for the Duke or some sort of hidden reserve force. Or possibly a repository for supplies. Who knows? Seems heavily defended, though.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 11:06:08 PM
'Understood. Jaela and Adrian are discussing the next phase of operations in the mean time. Are you planning on engaging now?' Tepen asks.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 11:09:05 PM
'I think you may want to task some reinforcements on standby just in case. I've got some powerful dispel magic ready, but there's a chance I may need help. I'm planning to punch some holes in the walls with Disintegrate, but I can't tell what's waiting inside or what the magic is actually doing. It's sending tendrils of magic up into the city. Or whatever we're under. Is there a significant structure above us?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 11:23:33 PM
'Where precisely are you?' Tepen asks. 'Possibly.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 11:26:13 PM
I am unsure how to describe location underground. Should I just suggest to use a scry spell or something?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 11:27:14 PM
Up to you there, since yeah, it's hard to tell relative to where you are above ground when you're underground like this.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 11:29:19 PM
'Unknown. You should probably use scrying to find out, if possible. There's no real points of reference down here.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 11:30:42 PM
'I suggest having one of your courre scouts or Calleigh go straight up and discern the matter directly,' Tepen says, 'They can pass through solid material.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 08, 2017, 11:41:26 PM
'Calleigh? Would you mind scouting above us?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 08, 2017, 11:45:14 PM
"We can do that!" Calleigh and Tryll fade out and phase into the wall!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 11:48:49 PM
Going straight up?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 08, 2017, 11:50:27 PM
Whatever wall or surface is closest.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 08, 2017, 11:57:03 PM
Calleigh and Tryll go up. A bit up and you go through a narrow sewer passage, adn above that you come out onto a street. On a glance it looks somewhere in the city. A few bodies are about and a small band of Aurora soldiers are marching down it. It's not on the outskirts, you can tell that much. Also wow, it got really bright out here. The sun's really shining.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 12:02:05 AM
Tryll provides this referential information to Tepen.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 12:05:39 AM
'Thank you. Could you fly up high enough and see where you are in more detail from a bird's eye view?' Tepen asks.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 12:13:55 AM
The pair rises into the sky, mostly unobtrusive.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 12:17:01 AM
You're roughly in the center of the city - well, a little south of it, but close enough.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 12:18:17 AM
'Just slightly south of center of the city, Tepen.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 12:20:14 AM
'That may raise the possibility,' Tepen replies, to all of you. 'Thank you, Tryll.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 12:20:54 AM
Tryll and Calleigh head back to the group!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 12:28:06 AM
The return is uneventful, 'Well then,' Bubbles says, 'What do we do now?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 12:46:31 AM
'Ready the assault unless anyone else has an idea?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 12:52:23 AM
'Well, we either assault the walls directly and hope to bring them down or find some way to get at the spell anchor and take that out.' Tryll offers. 'Are we certain that the fortress is defended on all sides, including above and below, by these walls of force?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 01:48:12 AM
'From what I can see, but I can't travel through stone.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:07:05 AM
'Then we shall go look.'

Phasing into the walls to look around at the ground underneath the fortress and the ceiling above it.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 11:14:10 AM
Belated but Afina would recast moment of prescience while they were on their way over here.

'Walls of force are no impediment to my slaughterstone behemoths,' Afina points out in the telepathic debate. 'Although they look bigger they can fit through any tunnels my hounds can fit through. One or two of them would destroy this fortress in moments.'

Spoiler: ShowHide

Afina: 239/287, 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), 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), control weather (CL 27), scalding touch (CL 27, SR 45), shadow form (CL 25), moment of prescience (CL 25)
AC 97, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison
Spell charges: 5/0/8/4/1/8/6/5/0/0/0/1
20 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 92/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 12:32:01 PM
'We can definitely do that, then, but I think we should be careful about destroying the thing outright. Who knows what kind of traps are on this. It could be that destroying or dispelling it is what triggers it. Use the behemoths to rip apart the walls, get in, and figure out what spell this is?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 12:37:08 PM
'In my experience destroying things is a good way of dealing with their traps with the least risk,' Afina points out. 'The time spent getting them down here is saved by having them handle the fortress quickly and decisively. If we're just pruning away the outer walls then disintegrate spells are just as good and I can do enough for our needs. I will point out that if you think Taelfagn is involved, spending an inordinate amount of time trying to puzzle out the devils' oh so clever traps is what let him take Lief and Muirfinn before. Better to dispel or destroy and move on.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 12:41:14 PM
Surraruthru shrugs to himself and responds, 'You're the General here and have the most experience dealing with the devils. If you think that's the best way to do it, then give the orders. All I wanted to point out is that whatever this is, it may be set up to trigger without something specific happening.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 12:46:50 PM
'Alright, I'm taking command,' she says since she sees no point pussyfooting around a point of diabolic fortification beneath their freshly taken city. 'Bubbles, have our aquatic forces prepare to move in on my signal. I'm going to puncture the outer walls and then raise the water level to flood the interior of the fortress. Devils aren't known for their swimming skills. Tryll, you take all our flight capable forces to take position above the fortress and attack exposed devils on its upper surface. Surraruthru and I will join our aquatic forces in purging the interior once the assault is underway.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 12:47:11 PM
'Healthy warniess is what's kept me in my state of pseudo-life for a very long time, Afina.' Tryll interjects. 'The dragon has a point. Something this well-defended likely has a surprise or two hidden, and I would hate to detonate some sort of bomb under the city we're in the process of liberating.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 12:52:08 PM
'If that's the case then all the more reason to excise these devils immediately. The surface of the city is ours and they have no reason not to employ scorched earth tactics on it if they possess the ability,' she points out. 'Everyone take positions.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 12:55:40 PM
Surraruthru mentally shrugs and slips into place, readying himself to go into the assault, but taking a moment to cast Spell Turning into the Tapestry again.

Note that everyone who had expired spell turning that's with us now has it again. Also, did anyone cap off our HP? I'm not hurt bad or anything, but I know Bubbles was tossing heals around.

Spoiler: ShowHide
Surraruthru
HP: 294/347
AC: 68 =38+4+5+6+7+4+4 (Def/Barkskin/GMA/MoP/CV/Shield)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 37, ATK/Damage: +8, +2 extra attacks (Haste/Slam), +2d6 Holy Damage
Active: Mind Blank (CL20), Freedom of Movement (CL20), Superior Resistance +6 Saves (CL20), See Invisibility (CL20), True Seeing (CL20), Death Ward (CL20), Barkskin (CL20), Greater Mage Armor (CL20), Celestial Valor (CL29), Might of the Planetar (CL26)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic
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.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 12:58:04 PM
Calleigh did some wand heals on one of my dogs but that's all that I saw mentioned.

Spoiler: ShowHide

Afina: 239/287, 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), 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), control weather (CL 27), scalding touch (CL 27, SR 45), shadow form (CL 25), moment of prescience (CL 25), spell turning (CL 26)
AC 97, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison
Spell charges: 5/0/8/4/1/8/6/5/0/0/0/1
20 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 92/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 01:05:05 PM
Tryll goes down and looks. It's solid ground, but it pulses with dull green light. The stone below is suffused with it.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:08:31 PM
Quick Spellcraft

<Serith> Yu roll for Serith < 59 > [d20=18]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 01:11:34 PM
Tryll can tell the light is a massive field of expanding magic that will destroy the the earth below and around in a great radius. Possibly city-sized. It also radiates overwhelming transmutation.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:13:56 PM
'Well! Good news bad news time, friends! First of all, the bad news: There is a very large explosive ward in here! It would likely level the city, or most of it, if triggered. The good news is that we have not yet triggered it and I may be able to dispel it.' Tryll sends back.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 01:15:39 PM
'Can you dispel it from where you are or do we have to be at the anchor?' Afina asks tersely. 'And can you tell if it's primed or needs time to charge up?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:16:55 PM
Tryll takes a very close look at the spell!

What is it exactly, what's it do, how long, etc. What do I need to do here?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 01:17:46 PM
You'd need to get it at whatever's anchoring it, the center. You can tell it's the same anchor point as the fortress spell, somewhere in there.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:18:38 PM
Can I trace it back to the source?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 01:19:23 PM
Somewhere in the fortress. You could follow it, sure.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:22:00 PM
'This could take a while. It's anchored somewhere. I'm going to try to find the anchor without setting it off and killing us all. I'll keep you posted.'

Time to start the investigation train.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 01:24:01 PM
'We'll wait for now, then. Everyone hold position, if Tryll gets in trouble we'll have to go in hard and fast,' Afina sends to the other officers down here. Then topside, 'Tepen, I don't know how much of that you got? Start recalling everyone back to Aurora, if we fail here we need to minimise casualties to our forces.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 01:38:44 PM
Tryll follows it. Through solid ground for a time until you hit something hard, something your ethereal form can't pass through. It pushes you back, solid as steel.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:40:43 PM
<Serith> Yu roll for Serith < 46 > [d20=5]

Spellcraft. Dafuq is it?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 01:42:27 PM
It's a ward against ethereal travelers, earth gliding and other means to pass through solid stone. It's well designed, inclusive and powerful. It does nothing to prevent solid material passing or magic, however.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:43:35 PM
So I could attempt to teleport through it to the other side?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 01:44:08 PM
You could.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:45:44 PM
Does it appear to be attached to the explosive ward? Is there anything here that would set off an alarm if I teleport that I can see?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 01:46:51 PM
It is not attached to that ward, though it's attached to the same thing the explosive ward is. You see no alarms or the like.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:49:51 PM
'I've encountered a barrier to non-corporeal travel. I'm going to attempt to circumvent it and teleport past it. It appears that it would let magic pass through. If I'm wrong, it was a pleasure knowing you all.' Tryll sends back to the group.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 01:51:07 PM
'Good luck,' Bubbles says, 'Darling, if you aren't sure it's safe, should you really do it?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 01:51:53 PM
'What happened to that healthy wariness?' Afina asks dryly.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 01:52:23 PM
'Should we coordinate an attempt to get to the anchor on our end as well?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:54:58 PM
'Well, from what I can see the ward prevents travel by means ethereal, earth-gliding, and the like. Physical and astral travel is unimpeded. I don't want to really do anything to bring it down as it's also attached to the anchor I'm looking for. The other option is to, well, leave.' Tryll replies. 'I can't not be incorporeal, or I'd just disintegrate a hole and stroll past.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 01:57:45 PM
'We'll give Tryll his shot,' Afina says. 'If we fail to hear from him afterwards or he gets into distress we'll attack in force as I outlined.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 01:59:36 PM
Without further ado, Tryll teleports forward!

Using Dimension Door to teleport to the other side of the ward.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:01:38 PM
You teleport across it. You're presumably across it, stuck in more stone and unable to see. So it worked, looks like.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:02:09 PM
'I am across, any new activity on your end?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 02:02:52 PM
Is there?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:04:06 PM
Nothing that you see.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 02:05:50 PM
'Not seeing any response from the guards visible from here,' Afina replies.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:06:59 PM
'Alright, proceeding.'

Moving toward the anchor.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:09:08 PM
You proceed onward, following it until you come up into a dimly lit room. The entire room is full concentric circles, one inside of the next. Nine in total, the last circle holding a black orb. Lines of magic as thick and solid as veins connect to it, pulsing and sucking black energy from the orb, which quickly tints green. A radiance of blue spellfire comes from the top of the orb, spreading all about the chamber. No one is in here besides yourself.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:11:48 PM
I'm assuming the spells all lead here?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:13:49 PM
Looks like it, but a Spellcraft check to analyze the situation is called for.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:15:24 PM
<Serith> Yu roll for Serith < 42 > [d20=1]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:21:15 PM
They all come here, alright. They flow right in.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:25:37 PM
'I've found the anchor.' Tryll sends, 'It's not good. Nine circles around it, each appearing to power some sort of ward. The anchor itself is a large black sphere.'

Can I tell if it all needs to be brought down at once, or can I pick and choose which part to break? What's the thing at the center? Sphere of Annihilation?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:26:29 PM
Make an K:A check.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 02:26:36 PM
'Can you dispel them all or do you need us to come in?' Afina asks.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:27:51 PM
Taking 10 for 49
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:31:06 PM
The sphere is charged with a tremendous amount of magical energy - or another energy source, like souls. It's powering all the magic here.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:32:03 PM
The rest of my questions? Can I tell?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:35:53 PM
You believe you'd need to target the sphere directly to take it all down at once. In fact, studying it, you note it looks like it's designed that way. It should be...easier than usual to dispel them all at once?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:37:32 PM
Sounds like it will explode once I dispel it. Any part of those circles a containment ward?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:38:34 PM
Make another Spellcraft check, and then a K:P check.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:40:23 PM
Taking tens, 51 on Psicraft, 37 on K:Planes
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:44:45 PM
Fuck.

The circles are a diagram of the Nine Hells. They all point inward to the smallest, innermost circle: Nessus. Studying carefully, you can see that there is a subtle, powerful magic woven into that circle. It's almost perfectly hidden by the sphere's magic and is a dimensional focus. If a great burst of magical energy engulfs it, along with an offering of souls, it will open a rift to Nessus itself. Such a burst of magical energy could well come from destroying the sphere nearby.

It would be a wound that poisons the world and spreads the world wide for the denizens of that infernal place to gush through. Hellfire would gush out like water and spread everywhere, while darkness would consume the sky. On a world already compromised by Hell, the results would be cataclysmic. The entire city could well be consumed by the rift.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:49:13 PM
'Uh, possibly. The anchor is ALSO trapped with another explosive. This one would instead open a portal directly to Nessus. And kill everything nearby. Also, it appears the central spehere is full of...souls? Yes. Possibly. The array here is a diagram of the Nine Hells. I'm working on it. I think the sphere needs to be removed without dispelling or destroying it. Or remove the souls.'

More studying! Can it be removed by physical or magical means such as telekinesis? How are the souls bound?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 02:51:44 PM
'Can you dimensionally anchor the portal?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 02:52:29 PM
You can tell the sphere can't be removed easily, it's bound directly to the magics there. Removing it would cause a catastrophic collapse, which would likely bring down all the spells and shatter the sphere, triggering the circle.

The souls are bound insight by mighty magic. Epic magic you're fairly sure, the entire sphere is a receptacle for a number. You can't say how many for certain, but probably 999 of them based on the magic and your planar knowledge.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 02:53:01 PM
'Secretus used a similar tactic. He engulfed the portal to his realm in a Sphere of Annihilation. If it is that spell, you may be able to control it and move it. There may be a lock or something on it that fights you, though.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:53:57 PM
'I don't normally have that ability. A wish-equivalent could create the effect, but it may put me out of commission for an inconveniently long period and it may not work.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 02:55:35 PM
'I can dimensionally anchor it, if need be. But yes, removing the souls should be a priority. They may even have been given to the devils from Secretus.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 02:58:28 PM
'Note that this may also set off the ward and destroy the sphere. The sphere needs to be removed or neutralized with as little magic as possible.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:02:18 PM
What IS the sphere? Is it a sphere of annihilation or a physical object?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 03:03:54 PM
The sphere is a physical object. It's made of glass, crystal or similar material, albeit tinted black.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 03:04:53 PM
'Tryll, can you safely disarm it all by yourself or not?' Afina asks. 'Passing questions back and forth when we can't see anything from here isn't helpful. We can attack and then study the problem together, since if you're on site you can at least prevent any devils from activating it during our assault.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:07:34 PM
'The sphere is a physical thing, appears to be made of glass, tinted black. The sphere is not movable from what I can see. We'll need to bring down the wards themselves, instead of targeting the sphere. Carefully. It may be wise if you joined me here. Extra eyes and minds would be helpful.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:09:03 PM
Any part of the wards here that could trigger from above the chamber? Like could they trigger the explosion from outside? Any way I can prevent it if so, or interrrupt the wards projecting upward so that, while the circles still exist down here, they would not still be providing power to the wards above?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 03:11:11 PM
One more Spellcraft.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:12:24 PM
Taking 10 for 51
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 03:16:28 PM
Yes, you think the entire thing could be triggered from above. More precisely, that's already happening from the looks of it. It's setting up as you speak.

You might, might, might be able to directly manipulate the entire thing with ample Spellcraft, magic and a bit of luck, but failure would likely be explosive. It is possible, however.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:17:48 PM
'Oh. It's activating. Right now. Before I've done anything.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:20:44 PM
'I'm going to try to prevent it from doing so. I may cause it to explode instead. But it's going to explode anyway. Nasty devils and their tricks. Good luck on not dying if I fail!'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 03:22:52 PM
'Then we go now, if there's no time do what you have to do,' Afina says, suddenly moving very fast. 'Attack!' she telepathically orders the officers!

7th level slot for 2 rounds of time stop.
round 1: disintegrate outer wall of force of fortress wall
round 2: disintegrate inner wall of force of fortress wall
real time: use control water SLA to raise water level outside fortress by the breach I just made to flood its interior
[19:21] <@Ebiris> roll 1d20 disintegrate 1 check
[19:21] <Serith> Ebiris roll for Serith < 5 > [d20=5]
[19:21] <@Ebiris> roll 1d20 disintegrate 1 check
[19:21] <Serith> Ebiris roll for Serith < 14 > [d20=14]

Control water raises the water level by 50 feet, so should be enough to flood the place pretty good.


Spoiler: ShowHide

Afina: 239/287, 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), 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), control weather (CL 27), scalding touch (CL 27, SR 45), shadow form (CL 25), moment of prescience (CL 25), spell turning (CL 26)
AC 97, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison
Spell charges: 5/0/8/4/1/8/4/4/0/0/0/1
20 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 92/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:24:16 PM
Righto, what are my rolls, Ko?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 03:25:34 PM
Make two Spellcraft checks. Good luck, Yuth.

Let me resolve this before Afina, in case things go explosively, one way or another.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:35:44 PM
Right, let's get this out of the way. Reality Revision for Moment of Prescience.

<Serith> Yu roll for Serith < 62 >[d20=19]

<Serith> Yu roll for Serith < 79 >[d20=11]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 03:37:24 PM
You can't use moment of prescience here. It only applies to opposed skill checks and this isn't an opposed check.

You can choose a different effect with reality revision if you like.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:49:32 PM
Alright, let's try a flat bonus to both rolls. +20 to all skill rolls made in the next 10 minutes. Let's not get crazy because I do not need this backfiring right now.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:50:19 PM
That'd make those rolls 82 & 74.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 03:52:15 PM
Alright, good news. You don't immediately blow things up. You'll be joining init when I roll it and working on this on your turn. One moment, please.

Abruptly time speeds up and then water rises, Surraruthru and Afina seeing it flood into the fortress. Devils call out in alarm as it does, as meanwhile above, the rest of them hear the shouts and the outbreak of hostilities.

Init everyone.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 03:55:27 PM
> roll 1d20+13 Init
<Serith> Iddy roll for Serith < 21 > [d20=8]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 03:56:06 PM
<Serith> Yu roll for Serith < 22 > [d20=14] Tryll
<Serith> Yu roll for Serith < 22 > [d20=13] Calleigh
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 03:56:50 PM
[19:56] <@Ebiris> roll 1d20+32 Afina init, not rolling for dogs as they're just part of the general order of troops for this one and will cover the air above the fortress.
[19:56] <Serith> Ebiris roll for Serith < 44 > [d20=12]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 04:00:49 PM
> roll 1d20+5 Dana will come charging on down since she's Dana
<Serith> Space_Cat roll for Serith < 13 > [d20=8]
> roll 1d20+8 Misalea follows to represent elegance and hopefully not dying
<Serith> Space_Cat roll for Serith < 22 > [d20=14]
> roll 1d20+13 Bubbles follows to play healer, since it's safer
<Serith> Space_Cat roll for Serith < 14 > [d20=1]
> roll 1d20+9 devils
<Serith> Space_Cat roll for Serith < 27 > [d20=18]
> roll 1d20+49 ?!?!?!
<Serith> Space_Cat roll for Serith < 65 > [d20=16]

Init is ?!?!?!?! (65) > Afina (44) > Devils (27) > Calleigh = Tryll = Misalea (22) > Surraruthru (21) > Bubbles (14) > Dana (13)

?!?!?!?! does things you can't see. Afina, open.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 04:04:53 PM
Hasting herself and Surraruthru, Afina flies straight down and through the breach she created, racing for the centre of the fortress and knifing through the water with ease!

CL 25 haste

Spoiler: ShowHide

Afina: 239/287, 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), 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), control weather (CL 27), scalding touch (CL 27, SR 45), shadow form (CL 25), moment of prescience (CL 25), spell turning (CL 26), haste (CL 25)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, 50% miss chance, freedom of movement
Spell charges: 5/0/8/3/1/8/4/4/0/0/0/1
20 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 92/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 04:06:17 PM
Afina is a blur of speed. You go past the busted front line, ignoring the shouts of devils. Ahead you can see it's a smaller building within, door shut firmly as waters start to lap against it. You reach it, having to stop, unless you can go through it directly somehow.

Can you?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 04:06:53 PM
I can, I have shadow form to let me pass through walls of force/magical barriers/10 feet of solid material
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 04:13:07 PM
You blur through the door in a hurry. Within are a few more barbed devils, starting to move, but you blow past them and into the next room, barely seeing them. Rooms are a blur as you move as fast as you can, moving and moving.

You're basically in transit this round, blurring past the enemy and through walls. More on this next round for you. Devils are up.

Outside the devils begin to rally. One hamatula comes forth and hisses, a new wall of force springing up. It partially blocks the hole in the barriers, greatly reducing the flood of water within.

They also have no visible enemy since Surraruthru's hidding and invisible while Afina blurred by. Tryll, you're up.

Meanwhile, Tryll works. He concentrates to the utmost, trying to adjust things carefully. He thinks he's in now, working away diligently.

Spellcraft.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 04:15:43 PM
<Serith> Yu roll for Serith < 64 > [d20=1]
REAL glad I went with 10 minutes.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 04:17:02 PM
You're working hard - and you hold on, barely. It's hard to even advance, but at least you don't trip it. As you struggle with this...

Misalea.

Misalea charges down below, as...

Surraruthru.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 04:22:54 PM
Surraruthru follows after Afina, rushing to get to Tryll to help with the magic and trusting the elemental forces to deal with the devils!

Keeping up invisibility, movement speed is 130 ft normal, 170ft fly, and 100ft swim. Like Afina, I'll move double to get there as fast as I can. Gotta love Monk speed bonus with haste. I can't phase through walls, though.

Spoiler: ShowHide
Surraruthru
HP: 294/347
AC: 68 =38+4+5+6+7+4+4 (Def/Barkskin/GMA/MoP/CV/Shield)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 37, ATK/Damage: +8, +2 extra attacks (Haste/Slam), +2d6 Holy Damage
Active: Mind Blank (CL20), Freedom of Movement (CL20), Superior Resistance +6 Saves (CL20), See Invisibility (CL20), True Seeing (CL20), Death Ward (CL20), Barkskin (CL20), Greater Mage Armor (CL20), Celestial Valor (CL29), Might of the Planetar (CL26), Spell Turning (CL29)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic
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.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 04:31:26 PM
You reach the doors as they open, a pair of hamatula coming out. They don't seem to notice you, but they aren't immediately moving out of the way, either. They're barking orders in Infernal, "Kill them and hold the line!"

Init is ?!?!?!?! (65) > Afina (44) > Devils (27) > Calleigh = Tryll = Misalea (22) > Surraruthru (21) > Bubbles (14) > Dana (13)

Meanwhile Bubbles and Dana race down as well, as Calleigh and Tryll work. 'At last, the fated hour arrives,' A voice presses into Tryll and Calleigh's minds.

Meanwhile again, Afina races along. She can see there's a passage dead ahead with a few doors leading to the sides, as well as a stairway that goes down.

Afina's up, go. Feel free to react as well, Tryll and Calleigh.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 04:35:01 PM
'Tepen, we gotta problem! I think we have the Duke here! Someone's talking about fate in my head!' Calleigh sends to everyone.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 04:35:57 PM
She's reasonably sure she's oriented towards the centre on this path, and down makes sense for the most protected location so she continues on ahead and down the stairs. 'Tryll, I'm inside now and heading to the centre of the fortress and the lower levels. Does that match with your position?' she sends.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 04:36:50 PM
'Er, yes. Somewhat.' Tryll glances about.

are there any exits or entrances into this room?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 04:45:30 PM
Yes, one behind you.

Meanwhile Afina advances on, down the stairs and through a door. She's here! She's in the orb room, coming to a stop there as she catches her breath a moment.

Chance for you two to chat a bit but your turn's over, Afina. Devils are up.

Dana, Misalea and Bubbles are in sight, just in time for a wave of unholy blights to crash into them.

> roll 1d20+18 caster level check
<Serith> Space_Cat roll for Serith < 23 > [d20=5]

Oh, none of them have SR so no matter.

> roll 1d20+39 Misalea Will
<Serith> Space_Cat roll for Serith < 44 > [d20=5]
> roll 1d20+30 Dana Will
<Serith> Space_Cat roll for Serith < 33 > [d20=3]
> roll 1d20+28 Bubbles Will
<Serith> Space_Cat roll for Serith < 33 > [d20=5]
> roll 10d8 Misalea and Bubbles halve this
<Serith> Space_Cat roll for Serith < 49 > [d8=4,3,5,6,7,8,7,3,2,4]
> OOC: Dana takes the same but quarters it instead.


As darkness envelopes them the devils hold position, as...

C&T, go.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 04:51:17 PM
'Yes, hello again. I'm keeping this from exploding and killing everything for right now, but I need assistance in breaking the circles and removing the sphere. If we can't do that, I will eventually falter and this will end in tears. We have ten minutes. Or so. Ideas?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 05:01:33 PM
Afina is holding pending her own chance to Spellcraft. Misalea.

Misalea meanwhile takes the assault and rushes headlong, charging the devils.

> roll 1d20+47
<Serith> Space_Cat roll for Serith < 53 > [d20=6]
> roll 1d10+15
<Serith> Space_Cat roll for Serith < 22 > [d10=7]


She dances about in the air as she charges a barbazu, slicing deeply into him. She garners attention as...

Surraruthru.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 05:05:06 PM
Suraruthru continues speeding after Afina to reach Tryll same as before, but sends to the others, 'Some hamatula are giving orders to reinforce the line and kill everyone. If you target them, you may put the defenders into disorder.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 05:05:52 PM
Those hamatula are also directly in the doorway and blocking it, Surru, as noted. How do you plan to get around them?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 05:11:09 PM
Oh, I thought they had continued walking past. Hm. Is there enough space like between their legs or over their heads to slip through unnociticed?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 05:11:54 PM
Sure, would require an Escape Artist check (or a Dex check if you lack ranks).
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 05:13:59 PM
> roll 1d20+7 Dex Check
<Serith> Iddy roll for Serith < 19 > [d20=12]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 05:23:06 PM
> roll 1d8+6 damage to Surru
<Serith> Space_Cat roll for Serith < 12 > [d8=6]

Damage reduction applies.


You manage to squeeze through, hooks ripping at your skin. But you're through and to another door, which you throw open. Ahead is hallway with several doors and a stairway going down. You barely have a chance to look as...

Init is ?!?!?!?! (65) > Afina (44) > Devils (27) > Calleigh = Tryll = Misalea (22) > Surraruthru (21) > Bubbles (14) > Dana (13)

What the NPCs are up to is out of sight now since none of you are with them. Wish them luck. Afina, you're up.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 05:25:06 PM
"Let me have a look for myself so I can better advise you," Afina says, studying the arcane setup.

[21:24] <@Ebiris> roll 1d20+47 spellcraft
[21:24] <Serith> Ebiris roll for Serith < 66 > [d20=19]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 05:28:35 PM
You get the same info Tryll did during his various checks. Additionally, you can see how you could help his checks as well. Two sets of hands will help here, since time is of the essence.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 05:32:59 PM
"No easy way to disjoin it, is there?" she frowns as her fears are confirmed. "I'll assist you. We're trying to redirect the flow of magic from above away from the sphere, correct?" she asks, flying to the opposite side of the circle from Tryll so her efforts will better balance his own.

'Tepen, there's something in the city directly above this fortress that's feeding magic into the anchor that will detonate and destroy the city. We're working to stabilise it but we can only stall. You need to send forces to the area and find whatever's feeding power down here to get rid of it.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 05:35:44 PM
'Yes, of a sort. The sphere itself appears to be the power source, and I believe it contains a number of souls. 999 is most likely. I'm merely interrupting the flow of power from the sphere to the wards, and vice versa. I'm really just stalling, since time forced my hand.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 05:43:02 PM
Go ahead and go, Tryll. Spellcraft. Make a check as well to help if you're helping, Afina. If you two want to talk more first, go ahead.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 05:44:43 PM
[21:44] <@Ebiris> roll 1d20+47 helping spellcraft
[21:44] <Serith> Ebiris roll for Serith < 51 > [d20=4]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 05:48:37 PM
<Serith> Mushroom_Cid roll for Serith < 67 > [d20=4]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 05:49:58 PM
Listen checks, both of you.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 05:52:28 PM
[21:51] <@Ebiris> roll 1d20+43 listen
[21:52] <Serith> Ebiris roll for Serith < 54 > [d20=11]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 05:53:15 PM
<Serith> Mushroom_Cid roll for Serith < 56 > [d20=12]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 05:56:40 PM
Both of you are absorbed, just barely holding the work you're doing from disaster. Yet both of you hear a soft crack of stone above, looking up. A large chunk of stone is falling from straight above the orb, plunging at it unnaturally fast.

React you two. You have a single action each, use it wisely and bear in mind you're elbows deep in this work. The more you do, the harder your next check will be.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 06:01:15 PM
"I have it," Afina says, casting a simple first level spell to place a floating disk of force above the orb.

Floating disk can bear up 2500lbs

Spoiler: ShowHide

Afina: 239/287, 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), 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), control weather (CL 27), scalding touch (CL 27, SR 45), shadow form (CL 25), moment of prescience (CL 25), spell turning (CL 26), haste (CL 25)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, 50% miss chance, freedom of movement
Spell charges: 5/0/7/3/1/8/4/4/0/0/0/1
20 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 92/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 06:10:29 PM
Didn't you use all of your first level spells?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 06:12:03 PM
You can use higher level slots on lower level spells.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 06:12:53 PM
The floating disc appears and stops it cold, even as Afina has to tear her attention away. Meanwhile...

You're up, Surraruthru.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 06:17:08 PM
Surraruthru continues his charge towards Tryll, figuring from his description he's down below, but sending to Tepen and the others, 'Tepen, check in with Bubbles, she might need back up; we're not there to assist her.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 06:19:06 PM
You race ahead, throwing the doors open and finding the other two. Made it!

At this moment we're going to go out of init. Tryll make a Spellcraft check. Afina's magical save bailed you out but stops her aid this round. After this one all three will be alive to go go go and help.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 06:21:12 PM
<Serith> Yu roll for Serith < 67 > [d20=4]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 06:22:37 PM
You're just barely holding on. Worse it's surging - you're running out of time before a disaster. You need to disarm this and make progress, fast.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 06:23:25 PM
'We are running out of time! It's surging stronger. A solution would be fantastic.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 06:26:03 PM
Surraruthru responds by quickly inspecting the magic and throwing himself into the task!

> roll 1d20+37 Spellcraft
<Serith> Iddy roll for Serith < 55 > [d20=18]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 06:26:44 PM
"Surraruthru, take over for me," Afina says, shifting her floating disk off to the side as she moves from her spot. "Tepen hasn't checked in, we've got no support coming and all we can do is stall until whatever's feeding magic from above is stopped. I'm teleporting up to deal with it. Keep doing what you can," she says, dimension dooring herself four hundred feet straight up. That should be far enough.

Spoiler: ShowHide

Afina: 239/287, 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), 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), control weather (CL 27), scalding touch (CL 27, SR 45), shadow form (CL 25), moment of prescience (CL 25), spell turning (CL 26), haste (CL 25)
AC 98, spell resistance 40, blindsense 30, immunity to fire, water, earth, cold, disease, poison, 50% miss chance, freedom of movement
Spell charges: 5/0/7/3/0/8/4/4/0/0/0/1
20 uses left on blistering/searing scalding touch

Fenrir: 322/370, 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: 92/370, 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
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 06:27:25 PM
Where precisely are you aiming for? 400ft straight up into the sky?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 06:33:20 PM
I meant 400 feet straight up from where I am, I don't know if I can be more precise than that but if I can lets change it to 50 feet above ground level say?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 06:33:49 PM
Cool. Caster level check.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 09, 2017, 06:34:20 PM
[22:34] <@Ebiris> roll 1d20+25
[22:34] <Serith> Ebiris roll for Serith < 29 > [d20=4]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 06:36:16 PM
You're going to a new thread, Afina.

Go ahead and make your next move, Surru and Tryll.


Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 06:38:53 PM
'Soooooo...ideas?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 06:40:58 PM
Surraruthru continues what he's doing to stabilize it, but has an idea. 'Tryll, do you think we can pull a small thread of the power that's coming in and redirect it to the nine circles to start breaking them down?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 06:44:05 PM
'I think it's worth a shot. We need to do it very carefully, though. If we screw up, large explosion. Everybody dies.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 06:46:30 PM
Tryll reaches out to Afina, 'Afina, have you managed to reach Tepen? We could use some more help here.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 06:46:58 PM
Surraruthru nods. 'If we don't do something, we'll fail eventually. Let's do it. You take lead, I'll assist.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 06:48:38 PM
No reply from Afina.

Go ahead and make Spellcraft if you're trying that, both of you.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 06:52:15 PM
'Well that's not good. Calleigh, go.' Calleigh phases out and heads upward as Tryll dedicates his attention to the magical time bomb.

<Serith> Yu roll for Serith < 75 > [d20=12]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 06:56:12 PM
> roll 1d20+37 Spellcraft
<Serith> Iddy roll for Serith < 49 > [d20=12]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 07:03:13 PM
You channel power into the circle...carefully, slowly...and with a heart lifting crack, the center circle cracks. The magic around it collapses and fades. You did it!

Nice idea and got the DC 75 check on your on, then Surru gave +2 to just to be sure.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 07:17:13 PM
'Excellent! Lets work our way through the circles like this. We'll disarm this thing yet.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 07:18:54 PM
You can tell from the magic collapsing that the entire circle trap part of it's disrupted. A rift is no longer a concern.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 07:19:54 PM
'No need, the center circle was the back-up bomb. The rest should be able to be safely dispelled. I think. Let me look to see if anything has changed. Also, to verify I am correct.'

<Serith> Yu roll for Serith < 82 > [d20=19]

TRYLL KNOWS ALL THE THINGS.

Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 07:20:46 PM
Tryll believes he is correct. The rest of it is now safe to dispel, though you'd best hurry, it's about to activate.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 07:26:59 PM
'Dispelling, if you please. Now would be good.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 07:28:51 PM
Surraruthru shifts gears, beginning to chant a spell and throws out his most powerful dispel.

Superb Dispel, CL 31.
> roll 1d20+40 Superb Dispel
<Serith> Iddy roll for Serith < 52 > [d20=12]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 07:32:55 PM
It works. Everything begins to collapse, the magic fading in a flash of light. The fortress is collapsing around the two of you!
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 07:34:02 PM
'Now we need to check on Bubbles and the others.'

With that, Surraruthru takes a deep breath of air before heading out to help finish mopping up the remaining devils.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 07:37:48 PM
In the fortress that's collapsing around you, Iddy?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 07:39:52 PM
Well, going out to find Bubbles and the rest of the forces to clean things up.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 07:40:47 PM
That sphere still around?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 07:41:12 PM
It is, Yuth.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 09, 2017, 07:42:25 PM
Tryll seizes control of the sphere via telekinesis and carries it with him as they make their way outside.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 09, 2017, 07:44:40 PM
The two of you begin walking out.

The one problem is that the fortress is collapsing around you. Water and stone rain down and gush out.

Reflex saves, you two.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 09, 2017, 07:47:59 PM
I do have Imp. Evasion.
> roll 1d20+29 Ref
<Serith> Iddy roll for Serith < 36 > [d20=7]


Spoiler: ShowHide
Surraruthru
HP: 282/347
AC: 68 =38+4+5+6+7+4+4 (Def/Barkskin/GMA/MoP/CV/Shield)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13, Touch Atk: 37, ATK/Damage: +8, +2 extra attacks (Haste/Slam), +2d6 Holy Damage
Active: Mind Blank (CL20), Freedom of Movement (CL20), Superior Resistance +6 Saves (CL20), See Invisibility (CL20), True Seeing (CL20), Death Ward (CL20), Barkskin (CL20), Greater Mage Armor (CL20), Celestial Valor (CL29), Might of the Planetar (CL26), Spell Turning (CL29)
Passive: Improved Evasion, Diamond Body, True Seeing, Detect Magic
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.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 12:05:26 PM
Yuth, are you making the sphere incorporeal? You're really not in any danger from this, but the sphere's another matter.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 10, 2017, 12:38:55 PM
Err.

<Serith> Mushroom_Cid roll for Serith < 28 > [d20=5]
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 12:50:34 PM
Cool on the save, but could you answer the question about the sphere? It matters.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 10, 2017, 12:51:59 PM
I sent Calleigh up top to talk to Tepen, so I lack her bag of holding. Sphere is corporeal.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 01:03:17 PM
The waters and stone go right through Tryll, harming him little. The sphere is another matter, smashed by a rock and shattered. You barely have a chance to do anything as the two of you flee, upwards and ahead through water. You avoid stones and come out, above the now ruined fortress. The others are standing back and a few devils have fallen into the water, "Good fucking work!" Dana calls.

'Tryll and Surraruthru, report,' Tepen says, 'I repeat, report.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 10, 2017, 01:08:25 PM
'The trap is disarmed, fortress collapsing. We're escaping now'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 10, 2017, 01:08:47 PM
'Alas, the sphere did not make it. Hopefully the souls were properly released with its destruction.' Tryll says to the others. 'Tepen. Fortress destroyed. Bomb disarmed. Souls possibly freed. Unknown. How are things?'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 01:24:06 PM
'Better now that we've confirmed you're alright,' Tepen says, 'Afina was captured by Taelfagn but managed to escape.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 10, 2017, 01:26:41 PM
'That's... more than mildly disturbing. It's good she got away, but we should probably check her over and make sure he didn't latch any spells on to her, just to be sure.'

Surraruthru flies to Dana, landing next to her and taking a moment of rest.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 10, 2017, 01:26:59 PM
'That explains a lot. Really.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 01:34:12 PM
'Good work,' Tepen sends.

Dana grins ear to ear, "Now that's what I was hoping for. So, what next?"
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Ebiris on February 10, 2017, 01:35:35 PM
Garm and Fenris hang around Bubbles in the absence of their summoner for now.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 10, 2017, 01:45:45 PM
'Not sure. Mop up? I'm sure we'll have to redeploy somewhere. I'm going to do a wide search before we move on, though.'

Surraruthru focuses on his innate magic, bringing out his Commune with Nature magic!

Commune with Nature, CL 25. Three facts:
1) The presence of people underground.
2) Underground tunnels/caverns.
3) The presence of powerful unnatural creatures. Looking for devils and the like here.


Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 01:58:49 PM
1. You get several locations of people and creatures, including some in the below.
2. Yes, several, including some you're sure you don't know about.
3. A few, but nothing overwhelmingly strong now.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 10, 2017, 02:13:11 PM
Surraruthru sends to those with him and Tepen, 'There's still people and creatures down here, and some tunnels and caverns we didn't know about. There's still some unnatural creatures, too, but nothing overwhelming. I think a smaller force should stay and check out the people and caverns, just to be sure there's no lingering hostages or traps, and the rest can be redeployed.'
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 02:14:36 PM
'Understood. Decide on an officer to oversee it and have the rest of you return,' Tepen sends.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 10, 2017, 02:17:05 PM
Well, I've already got the map in my brain, so... Unless we want to hand this off to NPCs to be dealt with off-screen and move PCs on for the sake of speeding things up?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 02:23:16 PM
Up to you all entirely and if you want to pass this off or do it hands on.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 10, 2017, 02:24:50 PM
Eh... I guess that depends if I'll be able to refresh spells before the redeployment?
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 02:32:01 PM
No, no time.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 10, 2017, 02:33:37 PM
Then yeah, I'll take it over myself. I don't have much left in the way of buffing spells, so I'd just be punching things, primarily, which we have plenty of people doing.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 02:37:55 PM
Okay then, let me give this a moment pending Yuth having a chance to chime in.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Yuthirin on February 10, 2017, 02:39:50 PM
Unless Iddy needs me, I will return to Aurora. We can redeploy to him quickly in most cases.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Iron Dragoon on February 10, 2017, 02:41:31 PM
Think I should be good with some elementals and stuff.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 02:53:48 PM
Okay. You're getting moved shortly, Yuth. One moment please.
Title: Re: Infiltrators (Surraruthru, Tryll)
Post by: Anastasia on February 10, 2017, 03:21:43 PM
Congratulations, you're both going to new threads.