The ship shakes.
For a moment as your ship lands in an empty, barren park in Elons Rapids, you have the strongest sense of deja vu.
He misses Macaron, doesn't he?
The feeling passes as the shouts of battle begin. "FORWARD!" Adrian cries, "Clear out into the city, sort refugees back as you can. Remember, for Lifasa!"
"FOR LIFASA!" The cry echoes as forces disembark, racing into the city.
Go ahead and set yourself up.
He was such a good dog. Balyss would've liked... ..huh?
Right! For Lifasa!
Moore looks around the field but flies primarily in the middle of the group, that way he has access to as many different people as needed. For now, he just joins in the cries of morale and keeps an eye out with his mask for anything awry.
You notice something right away - a sensor for a scrying spell, something your arcane knowledge lets you identify quickly. It appears in the air over the advancing army. It's normally invisible, but your true seeing and keen eyes make finding it trivial.
Well, that's easy enough. Moore will call a runner over to see if they can have some of the magic-users deal with it, giving them directions as to where it is since they probably can't see it. If not, he can handle it himself.
Word spreads - and you quickly see the censor shatter under a handful of dispels. Easy enough, it seemed to crumble without any great difficulty.
So either this is a token attempt or their efforts are being focused elsewhere. Well, either way, depriving them of their magical sight for the area should force a bit more attention their way.
Moore continues to keep a look out for anything since he's able to do so easily.
You sing away, spreading your music as forces hit the ground. Most of the first block or two is taken by sheer surprise and force, then it begins. You can see it, abou tin the middle to spread your song. Slowing down to clear out houses, stops where barricades and archery check forces, as well as ranged spells. A fireball explodes amid several Sylican regulars, while arrows fly. None at your direction yet, as Adrian's heard in your mind. 'Try and help any blockages,' he says, 'This is going to a lot of bitter fighting as we clear the streets. Momentum's key.'
In that case, he may as well raise his voice -- the more that can hear his words of inspiration, the more they can push themselves further -- the people themselves can be reassured they're going to be saved today.
He'll cast Carrying Voice, which increases the area of his music by 500 ft, so hopefully it'll help more troops on our side and he'll continue to maintain the Inspire Courage for now.
Moore holds his position and sings. His music washes over the soldiers, driving them forward. A small detachment of air elementals hover around him, providing him defense.
"General's orders," one says in terse common. "Follow."
The air elementals, six in total, lead you to the nearby roof of an old stone building. Below you can see the forces go to war, bolstered and pushing ahead. As this happens...
Spot.
Take 10 for 45
Across the street are several small buildings. Perhaps shops from the looks of it, simple general stores. Tight allies are between them and you see one open, a side door with a hunched, cowled figure slipping out of it.
Moore will point out the figure to his air elemental allies first, before thinking to the bond.
"I see a cowled figure down here, looks like they're probably trying to sneak out. Can't tell if it's a devil or otherwise from up here - should I let it be?" He'll ask.
'Got it,' Adrian's voice is rather distracted, 'Sending a probe after him, but could be a civilian. Keep an eye on him and let me know if he does anything suspicious. Keep on singing, I can hear it in here and it's helping tons.'
Moore nods and continues his dutiful inspiration -- switching from a song to simple words of power that motivate those around them, waiting for whatever the elementals brought him over here for.
He'll also keep an eye on that figure...!
You watch the figure go a few steps down the alley, then press on the opposite wall. A hunk of wall slides aside and he goes right in there, the wall closing behind him.
Moore will relay the information on the secret door as he continues his motivational monologue.
If it's been 25 minutes, let me know, since I'll have to recast Carrying Voice.
You stand firm, guarded by air elementals. Below there are battles - not close, soldiers are using this as a rally point for the moment.
Battles of steel against claws, steel on steel and claws on steel. You can see a small contingent of the Graceful Blow's students plus a few pixies leading away several mortals, taking them back towards the ship. On the other side of the street you see Cresiel leading hound archons against a pair of erinyes leading regular troops. In the skies you see air elementals rising up as an erinyes is flushed out of a building's windows, pursuing him.
You briefly hear hundreds of voices offering an unholy paean to the Serpent Throne, all overlapping and yet part of one whole. Your blood runs cold.
Moore nods, happy things are progressing as well as they are -- or so they are for now. The most he can do is continue to inspire everyone and make sure they...
Moore narrows his eyes for the briefest of moments, his voice cracking as if a sour note was placed into a beautiful symphony.
Very well then, he will simply raise his voice higher -- because at the end of All Things, the Light of Celestia will shine onto all of Creation.
"Today, we fight for Benfal, for hope -- for peace, for salvation of those pushed into a corner, my friends! We fight to release the innocent from the root of evil and hatred and show them that good will always triumph!"
Perform check for whichever Perform skill you're using right now.
We'll go with Oratory. Take 10 for 65
You speak up over the song and feel the chilling sensation pass you. None of the other soldiers seem to react, nor do the air elementals.
What...was that?
It was either targeted at him as someone who's been touched by the light of Celestia, or...
He can't worry about it. He has his role to play, and he will play it admirably. For now, he continues to keep watch.
Things not to do: Fall asleep while trying to compose a post. Ow.
Anyway, make Spot again.
Gonna be lazy and take 10 for 45 again.
Right now the battles are raging. You see the immediate ones being won - right now Aurora has overwhelming force and surprise. Yet you see the skies are darkening further, gloom coming.
Moore will do what he does best -- be persistent and keep up his motivation for everyone.
He'll mentally call out the issue with the skies and advise everyone to be on their guard, as it seems they've angered the hornet's nest.
Its' Tepen who replies to that, 'Be advised about it and if you start seeing devils come from above, take defensive positions. Sylica has something in play to counter this.'
A Control Weather spell would probably do the trick, Moore thinks. Either way, he responds with an affirmative and takes a deep breath -- his throat's going to be sore by the end of today, but if that's the worst he has to deal with, then he's doing much better than those who lose their lives today.
With that in mind, he continues his motivational song and speech -- no. Something else for now, words have been enough, now it's time for music from the heart. He withdraws his harp and starts playing something upbeat -- something to give people hope... hope to see a better tomorrow.
...and you know what else he'll cast a quick spell just in case of emergencies.
He's tossing up Divine Insight.
So you're stopping your inspire courage and doing something else?
Intent was to shift it from singing to playing. I don't mind "restarting" it as it were if need be.
Okay, counts as a restart.
Your spell wraps around you as you continue to perform. The soldiers are advancing ans then Adrian's heard in your head, 'Look ahead, a small group of air ele-' He begins, then grunts over the connection, 'Nevermind, hold your position!' An explosion rocks a building about a block away, 'Hostages will be running down the street, make sure nothing attacks them!'
No problem.Moore looks ahead to see if there's anything obvious chasing after the hostages that he can see!
Active Spells: mind blank (CL17), fortunate fate (CL15), planar tolerance (CL7) and greater mage armor(CL5), Superior Resistance (CL 24)
HP: (11)311+16
AC: 56, 32 touch
24/25 Bardic music uses, Refrain 2/3
Spells:
0th - 7/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 6/6
6th - 5/5
7th - 5/5
8th - 2/2
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 8/8
5th - 8/8
6th - 7/7
7th - 4/4
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]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
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
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
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.
It's a group of elves - two mature ones and three children, wearing rags. They stumble and run down the street.
Spot check since you're on watch for them, see if you can catch anything bad.
Why, that would be a Take 10 for 45 then.
> roll 1d100
<Serith> Sunshine_Ko roll for Serith < 65 > [d100=65]
Luck is with you - nothing comes and you see them run to waiting soldiers, who escort them to the ship.
'They're safe.' Moore confirms.
He continues playing his music on the harp for now.
Actually, since I seem to be spotting things, I'll also toss up a Vision of the Omniscient Eye for +10 to spot for the next 25 minutes.
So noted.
As you play, you get a message. 'Moore, 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.'
For the briefest of moments, his fingers stop dead on one of the wires on his harp.
She's going to reform somewhere, right?
She has to.
It's just like that time... when he heard KAMHOFF IS DEAD!!!
...No. No.
His fingers resume on his harp. He has to stay strong, to keep an eye out. If something like that comes for him...
For now he continues his music. He has to.
'Understood.' Is all he can manage in reply.
Make a Will save.
[13:53] <Nephrite> roll 1d20+47 Will
[13:53] <Rei-chan> Nephrite rolled : 1d20+47 Will --> [ 1d20=18 ]{65}
It's okay. Pepo didn't die, he made it home.
All of you did.
You feel dizzy for a few moments, still playing on autopilot as you cope.
All of you made it to exactly where you were meant to be.
There's a twitch in his fingers -- is he getting sore?
He shakes his head and continues to watch the streets and alleys below.
Everyone else is doing well, so he has to continue to do his part.
Taking 10 on Spot again for 55?
You're a good man, Charlie Brown
Your forces are spreading out and then you hear Adrian, 'Alright, you're going to be with me. We're coming around to you, Moore. Hold position.'
'Understood.'
He'll just wait!
Adrian soon em-!
You startle as he flies up into your field of vision, his skull mask on. "Let's go. Elementals, rejoin the main force and help guard above, as well as escort any refugees or captives."
"This will be nostalgic." Moore says with a small smile, trying to keep Adrian's (his?) spirits up, while his fingers distractedly continue to play.
As you say that, you get a message, 'To all officers: The unknown threat that killed Canderella has tentatively been identified as an assassin devil, also known as a dogai. If you need a refresher on dogai lore, send me a message and it will be provided. It has abilities above that of normal dogai.'
Adrian grunts, "Familiar with them?"
"I can't say I've ever met one." Moore says. "I doubt meeting one will be a lot of fun."
'Tepen, this is Moore. I could use whatever information you can provide.'
"They're sneaky, invisible bastards. If you can't see the unseen, you probably won't see them until yo uhave a sword sticking out of your chest," Adrian says. "They're able to hit vital spots well like I can, and can dodge fireballs like Afina can. They have the protections all devils do but they can't summon other devils."
At the same time Tepen says, 'Dogai are known as assassin devils. They are masters of a special step that allows them invisibility and strike with lethal precision. They are masters of hit and run tactics. They are usually loners that work and kill alone. Means to see the invisible are highly recommended, as are fortified armors or spells such as stone or iron body.'
'Thanks, Tepen.'
Moore nods to Adrian and taps the mask. "Hopefully this will take care of it. Where are we going to go from here -- are we looking for something to hit?"
"Yeah, got another target lined up. C'mon, you're with me so we watch each other's backs, and maybe give the bastard a good fight if we have to." Adrian says, "A single bard isn't safe now, you're a huge target for that assassin."
Moore just nods. He'd be insulted, but what he said isn't untrue at all.
"Lead the way. Just be aware that I'll probably have to stop helping the others to focus on this." Moore advises.
You're lead a block down. The streets are muddy and messy, refugees being lead by air elementals, while more corporeal soldiers lead defeated enemies back. You come around to a long, narrow street full of buildings. The street is clogged with barricades - one after another, archers firing from behind covered barbazu. At the far end of the street is a dead end with a four story tower rising up.
Adrian draws Gaelach is an arrow whizzes by both of us, "The soldiers are taking care of this. We break through these barricades - I know we could fly over, but the point is to smash the devils - and crash that tower. We think coordination's coming from in there." In the sky above there's a burst of fiery light, a series of fireballs erupting. Air elementals converge on a cornugon, 10 on 1 as they brawl in the skies above.
Chance to react or add your two cents.
Moore nods. "I'll cast some spells to enhance us before we go, then." He says as he gets to work!
Surge of Hope on himself and Adrian, Conviction and Tyche's touch. He'll also cast Haste right before they go.
Surge of Hope & Haste are CL25, Conviction & Tyche's Touch as CL 14.
You're gonna get some arrows if you spend a few rounds casting. You okay with that?
Yes. AC Is 61 for your ease of reference.
> roll 1d20 20 fishing Moore
> roll 1d20 20 fishing Moore
> roll 1d20 20 fishing Moore
<Serith> Kotono roll for Serith < 13 > [d20=13]
<Serith> Kotono roll for Serith < 4 > [d20=4]
<Serith> Kotono roll for Serith < 12 > [d20=12]
> roll 1d20 20 fishing Adrian
<Serith> Kotono roll for Serith < 20 > [d20=20]
> roll 1d20 20 fishing Adrian
<Serith> Kotono roll for Serith < 5 > [d20=5]
> roll 1d20 20 fishing Adrian
<Serith> Kotono roll for Serith < 14 > [d20=14]
> OOC: No crit threat on Adrian, he has heavy fortification. Still a a hit, though.
> roll 1d8+6
<Serith> Kotono roll for Serith < 11 > [d8=5]
Doesn't beat his damage reduction 15/epic, so no damage.
Are all the spells on both of you>
Yes sir.
Go ahead and include a quick summary, would you? It's not really mandatory, but when I'm running 4 combat-esque topics, I really appreciate the help.
Of course.
Surge of Hope: +4 morale bonus on attack rolls, saving throws, ability and skill checks and immunity to fear, 25m
Conviction: +4 morale bonus to saving throws, 140m (so this kind of overrides the one from Surge of Hope)
Tyche's Touch: +4 sacred to saving throws, then becomes +3 and so on, lasts for the rest of this.
Haste is Haste, +1 to attack rolls, dodge to AC and Reflex, 30 more movement speed and +1 extra attack in a full round action, 25/r
"Forward!" Adrian says, "Everyone else deal with the buildings, the two of us'll take care of the barricades and tower."
Init.
[spoiler]
Adrian
HP: 358/358 (fast healing 1)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Surge of Hope (CL25)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +4 morale to attack rolls, saving throws, ability checks and skill checks, immunity to fear, +4 morale saving throws, +4 sacred to saving throws, -1 each save, +1 attack rolls, AC, ref saves and ful attack, movement bonus.
Negative Conditions:
Resources Used:
[12:31] <Nephrite> roll 1d20+34 Moore Init
[12:31] <Rei-chan> Nephrite rolled : 1d20+34 Moore Init --> [ 1d20=16 ]{50}
For what it's worth the others (besides Adrian, I mean) would also get +12, but I don't think you want to worry about that
Adrian also grants a +4 initiative bonus so add it to yours.
> roll 1d20+25 Adrian
<Rei-chan> Kotono rolled : 1d20+25 Adrian --> [ 1d20=14 ]{39}
> roll 1d20+6 barricades
<Rei-chan> Kotono rolled : 1d20+6 barricades --> [ 1d20=13 ]{19}
Init is Moore (54) > Adrian (39) > Barricades (19) > Misc (0)
Open Moore.
May as well make this a bit easier for the others and simply cut a hole through the barricades! He waves his hand a brief moment and shouts!
Cacophonic Burst, he's aiming it more or less in front of them to get as many barricades as he can in the area (which is 20ft)
[13:04] <Nephrite> roll 15d6 DC 27 Reflex halves
[13:04] <Rei-chan> Nephrite rolled : 15d6 DC 27 Reflex halves --> [ 15d6=43 ]{43}
> roll 1d20+7
<Rei-chan> Kotono rolled : 1d20+7 --> [ 1d20=19 ]{26}
So close and yet so far.
The barbazu and archers take the burst in pain. Eardrums burst and blood comes from their ears from it, knocking them back. In perfect timing as Adrian charges, bulling right into the barricade and barbazu. At the last moment he flies up onto the barricade, swinging for bearded devils.
> roll 1d20+30 (+2 charge, +4 surge of hope, +1 haste, -24 PA)
<Rei-chan> Kotono rolled : 1d20+30 (+2 charge, +4 surge of hope, +1 haste, -24 PA) --> [ 1d20=12 ]{42}
> roll 2d6+86+8d6 plus 2 strength
<Rei-chan> Kotono rolled : 2d6+86+8d6 plus 2 strength --> [ 2d6=3 8d6=37 ]{126}
Two bearded devils and two archers are cut crudely in half by Gaelach, the archers falling dead and the barbazu fading away. "Here I am, you bastards!"
Indeed, arrows from several barricades fly at Adrian.
> roll 1d20 20 fishing
> roll 1d20 20 fishing
> roll 1d20 20 fishing
<Rei-chan> Kotono rolled : 1d20 0 fishing --> [ 1d20=20 ]{20}
<Rei-chan> Kotono rolled : 1d20 0 fishing --> [ 1d20=7 ]{7}
<Rei-chan> Kotono rolled : 1d20 0 fishing --> [ 1d20=1 ]{1}
> roll 1d20 20 fishing
<Rei-chan> Kotono rolled : 1d20 0 fishing --> [ 1d20=7 ]{7}
> roll 1d20 20 fishing
<Rei-chan> Kotono rolled : 1d20 0 fishing --> [ 1d20=2 ]{2}
> roll 1d20 20 fishing
<Rei-chan> Kotono rolled : 1d20 0 fishing --> [ 1d20=20 ]{20}
> roll 1d20 20 fishing
<Rei-chan> Kotono rolled : 1d20 0 fishing --> [ 1d20=18 ]{18}
> OOC: Two hits, no crit threat thanks to fortification.
> roll 1d8+6 vs DR 15 they can't beat
> roll 1d8+6 vs DR 15 they can't beat
<Rei-chan> Kotono rolled : 1d8+6 vs DR 15 they can't beat --> [ 1d8=8 ]{14}
<Rei-chan> Kotono rolled : 1d8+6 vs DR 15 they can't beat --> [ 1d8=8 ]{14}
Arrows even hit Adrian and bounce off, even when they find a gap in his armor. Barbazu scream in fury and lash at him, falling into a black, vile rage.
> roll 1d20 more 20 fishing
<Rei-chan> Kotono rolled : 1d20 more 20 fishing --> [ 1d20=15 ]{15}
> roll 1d20 more 20 fishing
<Rei-chan> Kotono rolled : 1d20 more 20 fishing --> [ 1d20=17 ]{17}
> roll 1d20 more 20 fishing
<Rei-chan> Kotono rolled : 1d20 more 20 fishing --> [ 1d20=11 ]{11}
> roll 1d20 more 20 fishing
<Rei-chan> Kotono rolled : 1d20 more 20 fishing --> [ 1d20=1 ]{1}
'Moore, go ahead and start getting the attention of the other barricades. I'll work through these,' Adrian says, 'Don't go too far in case our invisible friend shows up.'
At this you see the tower itself begin to glow with a pale blue light, rippling up and down it. As you watch it grows faster and faster.
'...Or do something about that!'
Moore. Init is now:
Init is Moore (54) > Adrian (39) > Barricades (19) > Tower (1) > Misc (0)
[spoiler]
Adrian
HP: 358/358 (fast healing 1)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Surge of Hope (CL25)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +4 morale to attack rolls, saving throws, ability checks and skill checks, immunity to fear, +4 morale saving throws, +4 sacred to saving throws, -1 each save, +1 attack rolls, AC, ref saves and ful attack, movement bonus.
Negative Conditions:
Resources Used:
The best thing he can try is to dispel the magic that's going on in that tower -- or at least try and disrupt it! So he does!
Throwing a Greater Dispel Magic pretty much at the center of the tower. He's hoping it'll at least... you know, do something.
[14:53] <Nephrite> roll 1d20+20 dispel
[14:53] <Rei-chan> Nephrite rolled : 1d20+20 dispel --> [ 1d20=16 ]{36}
The glow around the tower abruptly stops, the light successfully dispelled. It fades away in an instant, going from colorful to lightless once more.
Surrounded by barbazu and archers, Adrian smiles as Gaelach strikes out all around him.
> roll 1d20+37 (+1 haste, +4 surge of hope, -15 PA)
<Serith> Kotono roll for Serith < 44 > [d20=7]
> roll 1d20+37 (+1 haste, +4 surge of hope, -15 PA) haste bonus attack
<Serith> Kotono roll for Serith < 48 > [d20=11]
> roll 1d20+32 (+1 haste, +4 surge of hope, -15 PA)
<Serith> Kotono roll for Serith < 52 > [d20=20]
> roll 1d20+32 (+1 haste, +4 surge of hope, -15 PA) crit threat
<Serith> Kotono roll for Serith < 48 > [d20=16]
> roll 1d20+27 (+1 haste, +4 surge of hope, -15 PA) crit threat
<Serith> Kotono roll for Serith < 41 > [d20=14]
> roll 1d20+22 (+1 haste, +4 surge of hope, -15 PA) crit threat
<Serith> Kotono roll for Serith < 35 > [d20=13]
> roll 2d6+68+2d6+68+4d6+138+8d6+2d6+68+2d6+68
<Serith> Kotono roll for Serith < 478 > [d6=4,1,4,6,4,1,3,5,5,5,4,5,3,2,5,1,1,2,4,3]
Devils and collaborators are cut apart by each swing of his blade. He ignores barbazu who strikes at him, walking forward as each swipe cuts apart several of his enemies. They fall like wheat, the entire barricade reduces to blood and corpses. He begins advancing on the next one, as...
Init is Moore (54) > Adrian (39) > Barricades (19) > Tower (1) > Misc (0)
"The hell are these two?" One archer cries, looking back and forth from the tower and Moore to Adrian. A barbazu turns and snarls at him, which makes him quickly grab another arrow and keep on firing. Arrows land all around Adrian as the eyes of his helmet burn.
Going to omit the arrow rolls, even max damage doesn't do enough to beat his DR and he can't be critted.
Meanwhile the tower is still, silent. No sign of magic or cataclysmic release, at least for now.
Spot check.
Take 10 for 45. If it hasn't been 25 minutes since he used vision, then it's 55.
"I'll be nice and give you all one chance at surrendering peacefully." Moore says with a bit of an impish grin.
You see a ripple in an alley to your side. A big, midnight black fiend appears there, larger than a man and with a greatsword. You know what this is - a cornugon. What it's doing here is a mystery, but it has a straight shot right at your side.
Joining init.
> roll 1d20+13
<Serith> Kotono roll for Serith < 22 > [d20=9]
Init is Moore (54) > Adrian (39) > Cornugon (22) > Barricades (19) > Tower (1) > Misc (0)
Go Moore. Cornugon's about 30ft or so to your left.
Casting Harmonize and then Inspire Courage boosted by Words of Creation.
[21:52] <Nephrite> roll 3d4
[21:52] <Serith> Nephrite roll for Serith < 7 > [d4=2,2,3]
Blahblah +14 to attack and weapon damage rolls and saves against charm and fear and so on and so forth.
Active Spells: fortunate fate (CL15), planar tolerance (CL7), Superior Resistance (CL 24), Conviction (+4 saving throw), Tyche's Touch (+4 sacred saving throw), Haste (+1 ac, dodge, reflex, 30 move), surge of hope
HP: (17)311+16
AC: 56, 32 touch
24/25 Bardic music uses, Refrain 2/3
Spells:
0th - 7/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 6/6
6th - 5/5
7th - 5/5
8th - 2/2
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 8/8
5th - 8/8
6th - 7/7
7th - 4/4
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]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
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
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
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.
Moore stays above the battlefield and sings, his words heard as Adrian advances. He is relentless, deftly charging into the next line of defense.
> roll 1d20+43 (+1 haste, +4 surge of hope, +14 bard song, -24 PA)
<Serith> Kotono roll for Serith < 46 > [d20=3]
> roll 2d6+100
<Serith> Kotono roll for Serith < 107 > [d6=2,5]
Adrian leaps on the next barricade and his sword slashes across, neatly beheading a pair of barbazu. The sky briefly flashes read a moment later and the ground rumbles, as meanwhile the cornugon takes to the air and charging you headlong, a scream of, "Die!" following his sword trying to cut you into half.
Going to use an immediate? I recall you have a few.
You're so good to me. Yes, he's going to suddenly be 8 more Moores! Get it? Yeah so anyway greater mirror image, here's hoping he doesn't have true seeing.
> roll 1d20+33 (+2 charge, +1 ???)
<Serith> Kotono roll for Serith < 42 > [d20=9]
> roll 1d9 1 is the real one, anything else is a fake
<Serith> Kotono roll for Serith < 5 > [d9=5]
> roll 1d20+33 (+2 charge, +1 ???) cleave
<Serith> Kotono roll for Serith < 47 > [d20=14]
> roll 1d8
<Serith> Kotono roll for Serith < 5 > [d8=5]
Two images are cut through, one after the other, but neither is the true Moore. You stay safe and sound, a furious snarl from the hulking devil. You can smell the choking scent of brimstone from him, see the tiny cracks and scars that mar his scales.
A moment later, you see the world explode around you in fire and flame.
> roll 1d20+18
<Serith> Kotono roll for Serith < 21 > [d20=3]
Yet the flames don't touch you at all, unable to harm you in the least.
Fear immunity's also stopping a fear aura saving throw, so that's good. Barricades are up.
The moment after, the archers all turn as one to you instead of Adrian. They loose off arrows at you, a swarm of them flying.
> roll 1d20+15 actually matters here vs AC 17 ifa n image, AC needs a 20 if it hits Moore
<Serith> Kotono roll for Serith < 31 > [d20=16]
> roll 1d7
<Serith> Kotono roll for Serith < 4 > [d7=4]
> roll 1d20+15 actually matters here vs AC 17 ifa n image, AC needs a 20 if it hits Moore
<Serith> Kotono roll for Serith < 31 > [d20=16]
> roll 1d6
<Serith> Kotono roll for Serith < 6 > [d6=6]
> roll 1d20+15 actually matters here vs AC 17 ifa n image, AC needs a 20 if it hits Moore
<Serith> Kotono roll for Serith < 16 > [d20=1]
> roll 1d20+15 actually matters here vs AC 17 ifa n image, AC needs a 20 if it hits Moore
<Serith> Kotono roll for Serith < 24 > [d20=9]
> roll 1d5
<Serith> Kotono roll for Serith < 4 > [d5=4]
> roll 1d20+15 actually matters here vs AC 17 ifa n image, AC needs a 20 if it hits Moore
<Serith> Kotono roll for Serith < 23 > [d20=8]
> roll 1d4
<Serith> Kotono roll for Serith < 1 > [d4=1]
> roll 1d20+15 actually matters here vs AC 17 ifa n image, AC needs a 20 if it hits Moore
<Serith> Kotono roll for Serith < 16 > [d20=1]
Arrows fly, images dying and a few arrows bouncing off your protections. Nothing really comes close, fortunately, not even all the arrows they're firing at you. Barbazu meanwhile flock Adrian, trying to cut him apart.
> roll 1d20 more 20 fishing
<Serith> Kotono roll for Serith < 6 > [d20=6]
> roll 1d20 more 20 fishing
> roll 1d20 more 20 fishing
<Serith> Kotono roll for Serith < 6 > [d20=6]
<Serith> Kotono roll for Serith < 17 > [d20=17]
Quick goes predictably nowhere.
Ahead the tower begins to glow again, light rekindling over it.
Go.
Moore huffs once as he throws another magical dispel at the tower.
[22:36] <Nephrite> roll 1d20+20 dispel
[22:36] <Serith> Nephrite roll for Serith < 37 > [d20=17]
He also weaves some words of inspiration in with them to bolster Adrian and himself.
Non WoC Heroics, +6 morale to saves and +6 dodge to AC
This time the tower's magic crumbles violently, shaking the entire tower and causing hunks of it to fall away. They crash to the street, sending up clouds of dust from the impact.
Init is Moore (54) > Adrian (39) > Cornugon (22) > Barricades (19) > Tower (1) > Misc (0)
Now surrounded, Adrian keeps doing what he's been doing.
> roll 1d20+43 (+1 haste, +4 surge of hope, +14 bard song, -24 PA)
<Serith> Kotono roll for Serith < 55 > [d20=12]
> roll 1d20+43 (+1 haste, +4 surge of hope, +14 bard song, -24 PA) haste bonus attack
<Serith> Kotono roll for Serith < 60 > [d20=17]
> roll 1d20+43 (+1 haste, +4 surge of hope, +14 bard song, -24 PA) haste bonus attack crit threat
<Serith> Kotono roll for Serith < 60 > [d20=17]
> roll 1d20+38 (+1 haste, +4 surge of hope, +14 bard song, -24 PA)
<Serith> Kotono roll for Serith < 56 > [d20=18]
> roll 1d20+38 (+1 haste, +4 surge of hope, +14 bard song, -24 PA) crit threat?
<Serith> Kotono roll for Serith < 43 > [d20=5]
> roll 1d20+33 (+1 haste, +4 surge of hope, +14 bard song, -24 PA) crit threat?
<Serith> Kotono roll for Serith < 42 > [d20=9]
> roll 1d20+28 (+1 haste, +4 surge of hope, +14 bard song, -24 PA) crit threat?
<Serith> Kotono roll for Serith < 35 > [d20=7]
> roll 2d6+100+4d6+200+8d6+4d6+200+8d6+2d6+100+2d6+100
<Serith> Kotono roll for Serith < 822 > [d6=1,3,4,6,6,4,5,3,2,3,6,3,3,6,5,5,5,5,4,6,6,5,2,4,5,5,3,2,2,3]
I forgot the hit/damage boost from his mask on the two telling blow crits, but it's soooo not important here.
Gaelach shines silver as devil after devil is sundered, collaborators slain and spraying blood all around. Adrian advances slowly over the second barricade, devil blood splatters on him glowing silver-white like moonlight as they evaporate. "You're next," he points at the cornugon.
The cornugon snarls and screams, bringing his blade up at Moore for one massive, overwhelming attack.
> roll 1d20+31 (-10 PA, if hitting is a longshot go for broke)
<Serith> Kotono roll for Serith < 51 > [d20=20]
> roll 1d20+31 (-10 PA, if hitting is a longshot go for broke) crit threat
<Serith> Kotono roll for Serith < 40 > [d20=9]
> roll 1d5 1 is a hit
<Serith> Kotono roll for Serith < 1 > [d5=1]
> roll 1d20+26 now has a bead on Moore, owwies hope for no more 20s
<Serith> Kotono roll for Serith < 34 > [d20=8]
> roll 1d20+21 now has a bead on Moore, owwies hope for no more 20s
<Serith> Kotono roll for Serith < 29 > [d20=8]
> roll 1d20+16 now has a bead on Moore, owwies hope for no more 20s
<Serith> Kotono roll for Serith < 25 > [d20=9]
> roll 3d6+58+3d6
<Serith> Kotono roll for Serith < 77 > [d6=6,3,4,3,1,2]
Ow. What's your damage reduction?
Moore's immune to crits, so what is the damage? It's also 10/adamantine
Doesn't beat your temp DR, lemme reroll then. Dice were right, numerical damage wasn't.
> roll 3d6+29+3d6 doesn't beat DR
<Serith> Kotono roll for Serith < 48 > [d6=2,2,2,5,4,4]
So 38 damage.
Moore stays there, singing and casting his magic at the same time. The cornugon's rage has him swing again and again, only for Moore to dodge. In a fury, he snatches Moore from the air and squeezes him tight, ribs popping under the pressure. Meanwhile its tail curls around it, protecting its vitals.
"They're invincible!" One archer cries, dropping his bow and running, only for a barbazu glaive to impale him from behind.
"Cowardice is death!" The devil snaps, "No retreat!"
> roll 1d20+9 intimidate
<Serith> Kotono roll for Serith < 29 > [d20=20]
Yep, that was effective.
The remaining archers turn and fire, this time trying to pepper Adrian to no avail. The tower stays quiet as the ground lightly shakes again, a small earthquake? You aren't sure.
Go.
Is he actually grappled or was that just fancy wordplay?
Just fancy description.
Moore shakes his head and grins. "Hey Adrian, why don't you get over here?"
Using the Regalia of the Hero's bonus to give Adrian a move action. He's also going to turn invisible since he's pretty sure the cornugon can't see through that sort of thing.
Adrian dashes over, flying in close as the cornugon whirls and swings on him, letting you go to try and cut him down.
> roll 1d20+21 (+1 ??, -10 PA)
<Serith> Kotono roll for Serith < 33 > [d20=12]
Adrian catches the blade with his forearm guard, batting it away before grabbing Gaelach and swinging for his middle.
> roll 1d20+43 (+1 haste, +4 surge of hope, +14 bard song, -24 PA)
<Serith> Kotono roll for Serith < 60 > [d20=17]
> roll 1d20+43 (+1 haste, +4 surge of hope, +14 bard song, -24 PA) crit threat?
<Serith> Kotono roll for Serith < 62 > [d20=19]
> roll 1d20+43 (+1 haste, +4 surge of hope, +14 bard song, -24 PA) haste bonus attack
<Serith> Kotono roll for Serith < 56 > [d20=13]
> roll 1d20+38 (+1 haste, +4 surge of hope, +14 bard song, -24 PA)
<Serith> Kotono roll for Serith < 55 > [d20=17]
> roll 1d20+38 (+1 haste, +4 surge of hope, +14 bard song, -24 PA) crit threat?
<Serith> Kotono roll for Serith < 54 > [d20=16]
> roll 1d20+33 (+1 haste, +4 surge of hope, +14 bard song, -24 PA)
<Serith> Kotono roll for Serith < 44 > [d20=11]
> roll 1d20+28 (+1 haste, +4 surge of hope, +14 bard song, -24 PA)
<Serith> Kotono roll for Serith < 31 > [d20=3]
> roll 4d6+200+2d6+100+4d6+200+2d6+100
<Serith> Kotono roll for Serith < 647 > [d6=3,4,5,3,4,1,5,2,4,6,5,5]
Init is Moore (54) > Adrian (39) > Barricades (19) > Tower (1) > Misc (0)
The cornugon is simply cut in half, falling apart save for his greatsword, which clatters to the ground. One swipe ends it, the devil's blood splattering over the two of you. Nearby, another building shudders as a cloud giant pounds it with boulders, while behind you glimpse hound archons rushing into a building, falling into melee with collaborators within.
Through all of this the tower stays quiet.
Go.
"Okay, so now I'm going to suggest all of you who don't want to die throw your weapon downs and run past this guy." Moore says with a gesture. He turns to Adrian at that. "Also, I felt some sort of earthquake or tremor, so we may have something from underside."
He's trying to overwrite the other intimidate with his own!
EDIT: He's also reappearing.
Go for it.
Guess what? Take 10 for 50. He's much scarier than Afina is! How? I have no idea!
"Run!" One collaborator cries, as chaos erupts. Some try to run, barbazu attack and confusion follows. "Heh," Adrian chuckles to himself, "I don't like that tower. Change of plans, some forces are swinging to finish the barricades. To the tower."
Moore nods and starts to fly in that direction!
As you approach, the tower begins to glow again. The same blue as before, flickering occasionally but still gathering.
"You cut that out." Moore says as he waves a hand again.
[22:38] <Nephrite> roll 1d20+20
[22:38] <Serith> Nephrite roll for Serith < 39 > [d20=19]
The tower shakes again as the glow sputters out. A few more cracks and a little more rubble falls, but nothing more. The door within is sturdy wood and firmly closed.
"Got magic that can handle that cleanly in case it's trapped?" Adrian asks.
Moore takes out his harp and strums it once, sending a sonic blast at the door!
[22:58] <Nephrite> roll 10d6
[22:58] <Serith> Nephrite roll for Serith < 37 > [d6=6,3,3,6,1,5,4,2,4,3]
Not sure it counts as brittle or not, doubt it does.
DC 29 Fort halves
What precisely are you using?
Oh, sorry. Greater Shout.
The door cracks and splinters under your shout, though it doesn't go all the way.
> roll 1d20 1 check
<Serith> Kotono roll for Serith < 16 > [d20=16]
"I was more thinking like knock," Adrian says with a growing smile, a slash of Gaelach finishing off the door. It collapses inward, a kick after knocking the upper part aside and making a passage to within.
"Oh, I never quite mastered that one. Huh, I wonder if I could come up with a version that I could use... that'd be fun." Moore says with a sheepish smile. He flies in to look around!
Inside you find the first floor is - !!!
Coming ahead, blocking almost everything, is a massive creature of stone. A stone golem, you can tell that much from general time with Afina. Big enough that its head scrapes against the roof, the lumbering thing stylized as a man in armor without a weapon.
Init here.
[12:35] <Nephrite> roll 1d20+34
[12:36] <Serith> Nephrite roll for Serith < 37 > [d20=3]
Add 4 to that since I forgot Adrian's thing for 41.
> roll 1d20+25 Adrian
<Serith> Koaway roll for Serith < 27 > [d20=2]
> roll 1d20-2 golem
<Serith> Koaway roll for Serith < 13 > [d20=15]
Init is Moore (37) > Adrian (27) > Golem (13)
Go.
I'm guessing between the free act and everything the songs have probably worn off by now, so, in that case...
"Really? This is all they've got?" Moore shakes his head. "Afina would be disappointed in this lot -- Adrian, let's show them we're still running hot!"
[12:56] <Nephrite> roll 3d4 nonlethal
[12:56] <Serith> Nephrite roll for Serith < 9 > [d4=3,2,4]
Inspire Courage, +14 to all the things Inspire Courage always gives things to.
Active Spells: fortunate fate (CL15), planar tolerance (CL7), Superior Resistance (CL 24), Conviction (+4 saving throw), Tyche's Touch (+4 sacred saving throw), Haste (+1 ac, dodge, reflex, 30 move), surge of hope
HP: (26)289/311
AC: 56, 32 touch
24/25 Bardic music uses, Refrain 0/3
Spells:
0th - 7/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 6/6
6th - 5/5
7th - 5/5
8th - 2/2
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 9/9
3rd - 8/8
4th - 8/8
5th - 8/8
6th - 7/7
7th - 4/4
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]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
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
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
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.
Adrian simply holds position in front of the door, gesturing for the creature to come at him.
The golem lumbers forward, ground shaking as he walks. His long arms hang low, knuckles almost scraping across the ground. They come up, a pair of heavy strikes right at Adrian's chest.
> roll 1d20+42
<Serith> Koaway roll for Serith < 44 > [d20=2]
> roll 4d8+13 does not beat DR
<Serith> Koaway roll for Serith < 29 > [d8=6,3,2,5]
14 damage after that.
Adrian takes the blow with a grunt, giving up a single step before laying into the golem, leaping up to cut the golem right through the chest.
> roll 1d20+31 (+14 inspire courage, -15 PA)
<Serith> Koaway roll for Serith < 37 > [d20=6]
> roll 2d6+82+2d6+82+2d6+82+2d6+82
<Serith> Koaway roll for Serith < 354 > [d6=2,1,4,6,2,5,5,1]
In one stroke of Gaelach, the golem is cut from arm to arm. The upper chest and head of the golem fall away with a massive clatter of stone, while the rest of it takes a few steps forward before falling to the side.
Ahead is a large, empty room. There's a door on the far aside, and...
Free act, though I need Spot checks.
[spoiler]
Adrian
HP: 344/358 (fast healing 1)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Surge of Hope (CL25)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +4 morale to attack rolls, saving throws, ability checks and skill checks, immunity to fear, +4 morale saving throws, +4 sacred to saving throws, -1 each save
Negative Conditions:
Resources Used:
would you believe I'm going to take 10 for 45? Also he's going to maintain the Inspire Courage for now since he's pretty sure there will be more fighting.
> roll 1d20+38 Spot Adrian
<Serith> Koaway roll for Serith < 40 > [d20=2]
44, forgot Surge of Hope's bonus.
Anyway, you don't see anything so carry on.
Oh, I did too. Oh well.
Moore casts a quick spell onto Adrian as he flies towards the door to open it! He's a brave soul, that one. He continues to murmur a quiet song to himself and Adrian about courage in the face of uncertainty.
Share Talents, Adrian and Moore get +2 on any skillcheck for the next few hours.
The door is opened. The next room has about a dozen mortals, dressed in plain clothes. They lie about, twitching and moaning. Blue lightning dances along the roof of the room, as well as along a stairway going up.
Moore glances at Adrian and looks about at them for magic, presuming that they were either powering the spell on the outside, either intentionally or by force.
Take 10 on spellcraft for 55 (and remembering all the bonuses!)
"Recoil from what the tower was trying?" Adrian suggests as he approaches the stairs.
There's indeed fading magic here. The tower was charged to be a giant spell energy battery, essentially an unstable but powerful blast of pure magical energy. When it was constantly suppressed, the energy backlashed onto the casters instead.
Moore nods to Adrian. "Exactly. Countering it caused it to backfire -- but I can't tell if these people were willing participants. I don't think they can do much in the state they're mired."
A short, sharp nod. "No helping it." He then goes to the stairs, jogging up them two at a time.
Following?
Of course.
Upstairs is much the same - rooms full of incapacitated mortals, lying about. All clustered around little focus points decorated with crystals and pools of water, none of them in shape to do anything.
"Are they evil?" Adrian asks you.
Oh!
Right, he can totally do that, can't he? He probably ought to use that more often...
Moore will check!
They're all varying levels of evil, yes.
"All evil." Moore reports. "I feel a lot less bad now about throwing them into upheaval."
From there, Adrian goes out and has soldiers come in, securing the prisoners. In the meantime...
Do you want to do anything in here, Moore?
Any way we could repurpose the tower to help us out? Or would it require a bunch of people to power it? That's all I've got.
Make both an K:A and a Spellcraft check.
Take 10 for 55 on both.
The tower's magic is mostly broken. All your dispels combined with the people within forcing it greatly devastated the enchantments here. Odds are they'll completely fail within a few days.
Moore will ask some of the spellcasters to take notes on what exactly the magic was so that they might be able to repurpose it into Aurora somehow.
That's all I've got for this.
How many? The more you take the better it is, but the less that are helping on the frontlines.
Let's take 7, if we have that many. Moore can also help out with it if he isn't immediately needed somewhere else.
As you come outside to get them, you get a surprise. Thegloom has been banished by high noon, the sun shining bright in the sky. There's not a shadow to be seen, radiance illuminating everything.
"Just got done talking to Tepen," Adrian says, "That's the counter to the sky business. Sylica's confident they'll hold it, but if the sun vanishes, expect massive reinforcements."
Moore nods. "Understood. Where to now?"
"A few blocks down is a pitched battle against entrenced defenders. We're going to be the spearhead to break it open." Adrian says, taking to the air. "Everything set in there?"
Moore nods and will follow after Adrian!
As you fly about, you see the battles have spread. Aurora's forces smash through buildings and expand the perimeter, facing devilish counterattacks. The sky shines bright as...
Listen check.
Take 10 for 46. If Surge of Hope hasn't worn off then 50.
You hear a faint woosh sound behind you.
Make a quick followup K:A check.
Take 10 for 51, or 55 if Surge of Hope is still there.
It's the sound of displaced air from a teleportation spell.
'Adrian, something just teleported right behind us.' Moore thinks. 'Do we continue on as if we didn't notice it?'
Adrian takes 10 on Listen for 46.
'No, it might be an attack,' Adrian says, whirling around.
Moore does the same!
Is the dogai targeting them...?!
The creature before you stands 40ft away. It is clad in white, including a hooded robe that covers its face. Only the gleaming of red eyes can be seen, and it carries no weapon.
"You'll fetch me a small fortune," He says in a silibant whisper, before lunging at the two of you.
Troubles. Roll init.
[22:18] <Nephrite> roll 1d20+34
[22:18] <Serith> Nephrite roll for Serith < 54 > [d20=20]
> roll 1d20+25 Adrian
<Serith> Koaway roll for Serith < 35 > [d20=10]
> roll 1d20+14 hooded creature
<Serith> Koaway roll for Serith < 15 > [d20=1]
Init is Moore (54) > Adrian (35) > Hooded Creature (15)
Go.
Moore shakes his head. "You're very overconfident." He says, as words of power echo from him, inspiring Adrian and himself!
And then he also turns invisible.
He's casting Harmonize as a Standard, then Inspire Courage as a Move, and using a free action to turn invisible. +14 to attack and damage and saves against charm and fear. Adrian also gets +2 on attack rolls as a bonus.
"Who am I to want to deny a devil death?" Adrian says, before charging the hooded creature. He races forward, only to stop 10ft away and bounce back. With your true seeing, you see a spherical barrier briefly surround the hooded creature. It stops Adrian cold and smoothly repels his followup sword swing.
"Why am I to deny a fool death?" The hooded figure says, "Fate has spoken. Your death is at hand and will greatly enrich me."
The hooded creature raises his hand - perfectly pale white - and extends it out palm first. Twin beams of fire come, writhing into the shape of screaming faces as they seek both of you.
Going to drop an immediate, Moore?
Does it look like it's tracking me despite being invisible?
It's aimed in the right direction for you, yes.
Okay. Even if I used Mirror Image they'd all be invisible too so it wouldn't do me much good, so I'll just hope it's subject to SR! Which is 40. His Touch AC is 35.
Quick OOC note here: He's technically using two different effects here, so two separate SR rolls. Normally a single effect has one SR roll for everyone. Has to do with the shenanigans he's running.
> roll 1d20+41 touch AC Adrian hits unless 1
<Rei-chan> Koaway rolled : 1d20+41 touch AC Adrian hits unless 1 --> [ 1d20=17 ]{58}
> roll 1d20+41 touch AC Moore hits unless 1
<Rei-chan> Koaway rolled : 1d20+41 touch AC Moore hits unless 1 --> [ 1d20=16 ]{57}
> roll 1d20+25 vs SR 34 Adrian
<Rei-chan> Koaway rolled : 1d20+25 vs SR 34 Adrian --> [ 1d20=10 ]{35}
> roll 1d20+25 vs SR 40 Moore
<Rei-chan> Koaway rolled : 1d20+25 vs SR 40 Moore --> [ 1d20=13 ]{38}
> roll 36d6 Adrian ow
<Rei-chan> Koaway rolled : 36d6 Adrian ow --> [ 36d6=108 ]{108}
Hellfire damage, ignores resistance here.
The beam hits Adrian directly in the chest, knocking him back as it bores a hole through his breastplate. His entire body bursts aflame, burning like a torch. Adrian's scream is a deep, echoing thing as he stays up.
The beam that hits you simply ceases to be, your magical resistance holding up to it. Whew.
Go.
[spoiler]
Adrian
HP: 250/358 (fast healing 1)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Surge of Hope (CL25)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +4 morale to attack rolls, saving throws, ability checks and skill checks, immunity to fear, +4 morale saving throws, +4 sacred to saving throws, -1 each save
Negative Conditions:
Resources Used:
'Tepen, we have a problem. Some white-skinned... something with red eyes. May need to get away, but could use help to topple them.' Moore thinks as he takes a breath and tries something!
Switching to Determined Caster aura in case he needs to break SR himself. Greater Dispel Magic as a Standard, then using inspire Greatness on himself and Adrian. Greatness gives 8d10 temp HP, +8 dodge to AC and +4 to fort.
[11:53] <Nephrite> roll 12d4 nonlethal
[11:53] <Rei-chan> Nephrite rolled : 12d4 nonlethal --> [ 12d4=32 ]{32}
[11:54] <Nephrite> roll 1d20+25+17 to overcome SR if it's there and if it's needed
[11:54] <Rei-chan> Nephrite rolled : 1d20+25+17 to overcome SR if it's there and if it's needed --> [ 1d20=18 ]{60}
[11:54] <Rei-chan> Nephrite rolled : 1d20+20 dispel magic --> [ 1d20=1 ]{21}
EDIT: forgot to roll the temp HP for myself [12:00] <Nephrite> roll 8d10 temp HP Moore
[12:00] <Rei-chan> Nephrite rolled : 8d10 temp HP Moore --> [ 8d10=54 ]{54}
No need, dispels don't allow SR. Your low roll there makes it rather moot anyway.
Your magic fails before the robed man, the dispel doing nothing.
'What is your location?' Tepen asks, 'We'll have reinforcements inbound. Take defensive action if you must, we can engage him with a larger force.'
Adrian's up next, but let's get your reply first.
Moore will look around for good landmarks to give them!
Take 10 on Spot if he can to reply. Idea is to just find something good to use as a reference and relay it.
You're up in the sky, a bit north of the tower you just cleared.
'In the air -- north of the 4-story tower we just took over.' Moore sends.
'Understood,' Tepen sends.
'We're stalling for time and reinforcements,' Adrian says, 'Keep me healed and keep him distracted. Can you do that?'
'Yes.' Moore responds.
Adrian takes a defensive position.
Total defense for +4 dodge to armor class.
"Giving up?" The hooded creature says, twin beams this time going exclusively for Adrian.
> roll 1d20+41 only misses on a 1 Rei
<Rei-chan> Koaway rolled : 1d20+41 only misses on a 1 Rei --> [ 1d20=8 ]{49}
> roll 1d20+41 only misses on a 1 Rei
<Rei-chan> Koaway rolled : 1d20+41 only misses on a 1 Rei --> [ 1d20=6 ]{47}
> roll 1d20+25 vs 34 Adrian Rei
<Rei-chan> Koaway rolled : 1d20+25 vs 34 Adrian Rei --> [ 1d20=12 ]{37}
> roll 1d20+25 vs 34 Adrian Rei
<Rei-chan> Koaway rolled : 1d20+25 vs 34 Adrian Rei --> [ 1d20=1 ]{26}
Only one gets through.
> roll 36d6
<Rei-chan> Koaway rolled : 36d6 --> [ 36d6=149 ]{149}
Adrian bursts into flames anew, grunting in pain from them. He's holding his ground mostly, a few desultory slashes at the barrier that springs up with every attack.
Go.
[spoiler]
+8 dodge from heroics, +4 from defending.
Adrian
HP: 159/358 (fast healing 1)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Surge of Hope (CL25)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +4 morale to attack rolls, saving throws, ability checks and skill checks, immunity to fear, +4 morale saving throws, +4 sacred to saving throws, -1 each save
Negative Conditions:
Resources Used:
Moore flies over and next to Adrian as he puts a hand on him!
Heals 150 HP.He clears his throat and utters more words of encouragement that empower them both! "Come on, surely you can do better than that one trick?" Moore says, reappearing.
Adrian and Moore get +6 dodge to AC and +6 morale to saves.EDIT: OOC I forgot that Moore also has Spell Turning on him, but since the spell didn't penetrate his SR I doubt it matters.
Active Spells: fortunate fate (CL15), planar tolerance (CL7), Superior Resistance (CL 24), Conviction (+4 saving throw), Tyche's Touch (+4 sacred saving throw), Haste (+1 ac, dodge, reflex, 30 move), surge of hope
HP: (56)289/311
AC: 56, 32 touch
22/25 Bardic music uses, Refrain 0/3
Spells:
0th - 7/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 6/6
4th - 6/6
5th - 3/6
6th - 5/5
7th - 5/5
8th - 2/2
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 7/9
3rd - 8/8
4th - 8/8
5th - 8/8
6th - 6/7
7th - 4/4
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]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
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
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
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.
Do you have any flame resistance?
[spoiler]
+8 dodge from heroics, +4 from defending.
Adrian
HP: 310/358 (fast healing 1)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Surge of Hope (CL25)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +4 morale to attack rolls, saving throws, ability checks and skill checks, immunity to fear, +4 morale saving throws, +4 sacred to saving throws, -1 each save
Negative Conditions:
Resources Used:
[/quote]
Yes, Fire Res 10 from Energy Absorption
Touching someone on fire isn't wise, but your protections save the day.
Adrian's injuries heal as he defends himself. The robed creature glides back a bit, "Waiting for reinforcements, I imagine," he announces aloud, before pointing at the tow of you, "Fine, live a little longer."
Ref saves.
[14:12] <Nephrite> roll 1d20+55 evasion (+4 tyche's touch, +6 inspire)
[14:12] <Rei-chan> Nephrite rolled : 1d20+55 evasion (+4 tyche's touch, +6 inspire) --> [ 1d20=20 ]{75}
EDIT: Oh! Is this a spell-turnable spell?
Yes, as a matter of fact.
The spells surround the two of you but are promptly reflected back at the hooded creature, who immediately tries to dodge.
> roll 1d20+29 evasion 1
<Rei-chan> Koaway rolled : 1d20+29 evasion 1 --> [ 1d20=12 ]{41}
> roll 1d20+29 evasion 2
<Rei-chan> Koaway rolled : 1d20+29 evasion 2 --> [ 1d20=12 ]{41}
He just barely clears both of them - shimmering black spheres that would have completely entrapped him.
Go Moore.
Let's try and get rid of that magic again!
Targeted dispel at the creature, just to be clear.
[14:34] <Nephrite> roll 1d20+20 dispel
[14:34] <Rei-chan> Nephrite rolled : 1d20+20 dispel --> [ 1d20=13 ]{33}
Again you dispel him, but again nothing happens. Adrian holds his defense as he steps back, "...hmph." The creature grunts, before vanishing.
"Adrian!" Stille's voice, as he flies up with Mirima and a squad of lillends. He's approaching from behind and below, leading the forces.
Free act.
Taking 10 on Spellcraft for 55 to see if I can figure out what direction he went in or something along those lines.
No dice there, unfortunately. It's greater teleport, you can tell that much, so he could be anywhere on plane.
Moore shakes his head. "No idea where he went... or who that was -- my magic didn't seem to affect him at all, so he must've been pretty strong."
"One of Taelfagn's servants, probably, or someone he hired. It felt like an assassination," Adrian admits, "Good work. Back to street level, let's not make it easy on him again."
Moore nods and flies down with Adrian after a wave to Stille.
You fly down to street level as...
> roll 1d2
<Rei-chan> Koaway rolled : 1d2 --> [ 1d2=2 ]{2}
There are two cracks of thunder, one after another. It shakes the world like it's a mere glass globe in the hand of a titan. You can't hear anything right away after, but you see Stille calling something - silently? - and pointing up to the sky.
Moore jumps with a bit of a startle and looks up!
You look up. Far in the air are two tremendous titans, vast and beautiful creatures wearing light togas and nothing else. One points up and the other nods, and they race up towards the sun.
'You probably know this already, but two ... uh... really pretty big guys in togas just appeared. They're heading for the sun.' Moore sends.
'Understood. That may be Hiya and Hiwa,' Tepen sends, 'Please wait a moment.'
Moore waits on standby!
Stille smiles and taps your shoulder, you can suddenly hear again. "Can you hear me now?" he asks, while Adrian smacks the side of his helmeted head.
"Oh, hey, yes." Moore says. "That can't be good, can it?"
"Good, your eyes weren't damaged," Stille smiles as he looks upward, "They're playing against type, going up there instead of down towards us."
"Cowardly," Mirima sniffs, "Men like that would flee from a battle."
"What do we do?" Moore asks. "I guess wait until we heard what to proceed to."
"Agreed. Hold position," Adrian says, "Briefly, until we have this sorted. Be ready."
Moore nods and waits!
Are there any healer NPCs around that could top us both off?
Stille can. How much healing do you need?
56 to get rid of all the damage, including nonlethal. 30 otherwise.
Done. Anything else?
Nope, I think we're good at the moment. He's just going to wait and see what else happens.
Let me hold you very briefly.
'Afina and Jaela are taking care of it,' Adrian says, 'We'll keep on this. Eyes open for that hooded asshole,' Adrian says, leading the way.
Moore will fly along and keep a sharp eye out!
Vision of the Omniscient Eye again for +10 to spot. He'll take 10 for 55 as needed.
He is also going to throw up a Divine Insight and Greater Improvisation just to be safe.
Refresh me on the duration for greater improv?
10m/level, so in this case 4 hours and 10 minutes.
The two of you fly down the streets, turning a few corners. Ahead is a broad street leading to a square. Aurora's forces are pressing hard against a diabolical strong point, dozens of barbazu, collaborators and erinyes opposing them.
"Give the troops a boost," Adrian says.
Moore nods and raises his voice, offering motivation and assurance of victory to their allies!
Casting Carrying Voice, which increases his songs and stuff by 500 feet.
[14:02] <Nephrite> roll 3d4
[14:02] <Serith> Nephrite roll for Serith < 9 > [d4=4,3,2]
Everyone gets +14 to attack and weapon damage rolls and to saves against charm and fear. Any fey get +1 to that also.
Adrian holds - and before your eyes, the devils are massacred. Your voice carries and the troops attack them with renewed zeal, each strike a near perfect death blow. The devils are in full retreat, the remnants falling back or teleporting, well over half massacred in an abrupt surge.
Adrian whistles, "Damn."
Moore clears his throat slightly and continues to offer some more words for a few moments, just to make sure it's all said and done.
"Beat them at their own game, I say." Moore says with a grin.
Adrian nods slightly as the sunlight continues to stream down on all of you. "Yeah. As of right now we've secured all major targets, the underground operation's going as expected and we're largely in control of Elons Rapids. Once they finish up there with them and we track down our troublemakers, we'll be ready to go on." You get a sidelong look, "Do you need to rest and conserve your strength for the second phase of the operation?"
"I really haven't had to expend many resources so far." Moore says with a smile.
What are your spot/listen scores, Moore? Also note all unusual means of perception.
Spot's 55 right now, Listen is 45. I have True Seeing (CL30th if it matters) to the end of my vision.
Any defense against being flat footed?
Alas, that is Divine Oracle 4, so I do not.
Are you crit immune?
Why yes, in fact.
> roll 1d20+74 (+2 ???)
<Serith> Kotono roll for Serith < 91 > [d20=17]
> roll 1d20+69 (+2 ???)
<Serith> Kotono roll for Serith < 78 > [d20=9]
> roll 1d20+64 (+2 ???)
<Serith> Kotono roll for Serith < 84 > [d20=20]
> roll 1d20+59 (+2 ???)
<Serith> Kotono roll for Serith < 71 > [d20=12]
Flatfooted AC since no spoiler block is handy?
51. I doubt it matters, but he'd also cast Greater Mirror Image in response to this.
Sorry, it was actually 56 because of Surraruthru's armor, but it still doesn't matter yet!
You're flatfooted so no immediates unless GMI says you can cast it flatfooted. I don't think it does, say so if I'm wrong.
> roll 1d8+30+3d6 and 1 negative level 1
> roll 1d8+30+3d6 and 1 negative level 2
<Serith> Kotono roll for Serith < 51 > [d8=4][d6=6,6,5]
> roll 1d8+30+3d6 and 1 negative level 3
<Serith> Kotono roll for Serith < 43 > [d8=5][d6=3,4,1]
<Serith> Kotono roll for Serith < 43 > [d8=4][d6=4,3,2]
> roll 1d8+30+3d6 and 1 negative level 4
<Serith> Kotono roll for Serith < 49 > [d8=7][d6=5,3,4]
Make two Fortitude saves (poison, stunning, note if immune to either in lieu of a save).
No, you are correct on that.
Moore's immune to poison via Hero's Feast.
[15:19] <Nephrite> roll 1d20+47 mettle
[15:19] <Serith> Nephrite roll for Serith < 67 > [d20=20]
Does DR apply to the attacks?
Apparently elemental body just makes you immune too, so please just remember the 20 for how much this thing got owned by a pixie.
Also Moore's armor protects against the negative levels, so that's an extra fuck you to this guy.
What's your DR?
I've got either 10/cold iron, 10/adamantine or 10/magic, I think adamantine is the best of those?
It applies then.
Moore is suddenly slashed all over, blood drawn from half a dozen slices. He bleeds as there's the faintest blur around him and...
Init.
[22:01] <Nephrite> roll 1d20+34+4
[22:01] <Serith> Nephrite roll for Serith < 43 > [d20=5]
Active Spells: fortunate fate (CL15), planar tolerance (CL7), Superior Resistance (CL 24), Conviction (+4 saving throw), Tyche's Touch (+4 sacred saving throw), Haste (+1 ac, dodge, reflex, 30 move), surge of hope
HP: 165/311
AC: 61, 32 touch
21/25 Bardic music uses, Refrain 0/3
Spells:
0th - 7/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 4/6
4th - 6/6
5th - 3/6
6th - 5/5
7th - 5/5
8th - 2/2
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 7/9
3rd - 8/8
4th - 8/8
5th - 8/8
6th - 6/7
7th - 4/4
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]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
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
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
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.
> roll 1d20+25 Adrian
<Serith> Kotono roll for Serith < 39 > [d20=14]
> roll 1d20+27 ???
<Serith> Kotono roll for Serith < 42 > [d20=15]
Hell of an init string.
Init is Moore (43) > ??? (42) > Adrian (39)
"Ah, so you must be the one we've heard about." Moore says, trying to muster confidence in the face of his bleeding. Then he just smiles as suddenly, time stops entirely.
If this jerk has something to counter time stop he's going to be really mad...
Time Stop Round 1: Fly about 30 ft away from Adrian, putting Adrian in front of him in the dogai's path. Casting Harmonize. Then he casts Inspire Heroics on himself via Harmonize.
Time Stop Round 2: Cast Inspire Greatness on himself via Harmonize. Cast Heal on himself.
End of Time Stop: Invisibility Purge, (this reaches 70 ft.) Inspire Courage
I did not roll the nonlethal damage from the two inspire songs since he's just healing himself at the end of all of it.
Adrian gets +14 to attack and weapon damage rolls and all that other great stuff.
Active Spells: fortunate fate (CL15), planar tolerance (CL7), Superior Resistance (CL 24), Conviction (+4 saving throw), Tyche's Touch (+4 sacred saving throw), Haste (+1 ac, dodge, reflex, 30 move), surge of hope
HP: 305+48/311
AC: 61 (+12 for 73), 32 touch +12 to saves
21/25 Bardic music uses, Refrain 0/3
Spells:
0th - 7/7 (DC 21)
1st - 7/7
2nd - 7/7
3rd - 4/6
4th - 6/6
5th - 3/6
6th - 5/5
7th - 5/5
8th - 2/2
Favored Soul:
0th - 9/9
1st - 9/9
2nd - 7/9
3rd - 8/8
4th - 8/8
5th - 8/8
6th - 6/7
7th - 4/4
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]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
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
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
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.
That all looks good since Harmonize lets you move actions power bardic music.
Moore empowers himself with bardic music, moving as reality comes to a crawl. Power and inspiration fills him as he throws everything he has, just before reality resumes. Adrian whirls on the assassin as your invisibility purge sweeps out from you. For a moment it's visible, a dark humanoid-ish thing with a longsword. It's hard to look at for long, your eyes crossing and your vision going hazy.
It's already fading from view, but you see it hurl a small glass sphere at Adrian.
> roll 1d20 an easy touch AC roll, only misses if he 1s it
<Serith> Kotono roll for Serith < 15 > [d20=15]
It cracks, a purple-red gas expanding over him.
Fortitude save. Note that this isn't poison so heroes' feast doesn't help.
> roll 1d20+31
<Serith> Kotono roll for Serith < 51 > [d20=20]
I hit enter prematurely, before checking and tallying any bonuses he had going. The 20 makes it moot.
Whatever it is has Adrian cough and hack, waving Gaelach to parry the smoke. He lowers his head and charges right out at it, taking a run right at your fading opponent.
> roll 1d20+61 (+14 bardic music, testing attack so no PA, he knows this isn't an ordinary dogai)
<Serith> Kotono roll for Serith < 67 > [d20=6]
Miss.
Yet the assassin's already faded away, gone from sight despite your spell.
Go.
[spoiler]
Adrian
HP: 358/358 (fast healing 1)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Surge of Hope (CL25)
Bonuses: +1 morale attack and will saves, immunity to fear and poison, +4 morale to attack rolls, saving throws, ability checks and skill checks, immunity to fear
Negative Conditions:
Resources Used:
"What kind of devil are you!? Are you a coward?! You can't even kill a pixie unless you catch them by surprise?! Hah! I bet for all the bluster, your talent's just lies!" Moore shouts. It might goad them into coming back... maybe?
'Tepen. Dogai assassin. Near main square -- may have already escaped.'
No reply from Tepen. No attack, either. Adrian looks around and swings at the air, hitting nothing. "Dammit!"
Free act for now, since you can't see him and he doesn't seem to be around. This could change very quickly.
Moore will cast a spell to maintain the bardic music in the area as they wait!
Acoustics.
"What a craven." Moore says with a huff. "Adrian, are you okay?"
"Yeah, I'm fine." The purple-red mist sinks to the ground and fades quickly, "They aren't stopping us. Not like that."
Moore nods as he continues to wait, turning occasionally to look in different directions.
Take 10 for 57 on spot. I am guessing Surge of Hope has worn off by now, but if it hasn't then that's 61.
You don't see anything awry. Adrian just holds position and gets the two of you against the wall of an intact house.
"Damn," Adrian says, "Tepen didn't get the message I sent to him in battle. Dogai's doing something to block our telepathy. Don't bother if we fight him again."
"Oh, that's why he didn't respond. Hm... maybe we should just send something every few minutes so that if it stops, they know the dogai is right on top?"
"Yeah," Adrian says, "Just keep your eyes peeled for now, we're stationary a few in case the dogai's going to try hitting us head on."
"I don't expect that it's going to try again." Moore says with a small shrug. "It's probably not able to fight on equal terms at all, it probably can't stand up to most of our men."
I'll go pure OOC here for one sec. The coming rolls at the bottom of this post were due now regardless. It sure looks like you were tempting fate though, huh? Irony is a cruel mistress.
"It hits and runs. Targets of opportunity. It's making us react to it," Adrian's tone is sour. "It's working. It won't save Elons Rapids from falling, but it's hurting us."
> roll 1d10
<Serith> Kotono roll for Serith < 3 > [d10=3]
> roll 1d10
<Serith> Kotono roll for Serith < 3 > [d10=3]
> roll 1d20+74 (+2 ???)
<Serith> Kotono roll for Serith < 89 > [d20=15]
> roll 1d20+69 (+2 ???)
<Serith> Kotono roll for Serith < 80 > [d20=11]
> roll 1d20+64 (+2 ???)
<Serith> Kotono roll for Serith < 79 > [d20=15]
> roll 1d20+59 (+2 ???)
<Serith> Kotono roll for Serith < 79 > [d20=20]
> roll 1d20+59 (+2 ???) crit confirm
<Serith> Kotono roll for Serith < 73 > [d20=14]
> roll 1d8+30+18d6+7d6+3d6 and 1 negative level and 2 strength damage
<Serith> Kotono roll for Serith < 150 > [d8=8][d6=3,5,2,1,4,4,2,2,3,3,4,5,3,5,6,3,5,6,6,4,1,5,6,6,4,5,5,4]
> roll 1d8+30+18d6+7d6+3d6 and 1 negative level and 2 strength damage
<Serith> Kotono roll for Serith < 122 > [d8=3][d6=2,5,2,3,5,1,3,2,4,1,1,3,5,3,4,1,3,4,4,3,6,3,5,3,5,1,2,5]
> roll 1d8+30+18d6+7d6+3d6 and 1 negative level and 2 strength damage
<Serith> Kotono roll for Serith < 130 > [d8=1][d6=2,3,5,2,1,5,3,4,4,6,3,6,2,2,5,5,1,1,5,2,5,6,4,4,3,1,4,5]
> roll 3d8+90+18d6+7d6+9d6 and 3 negative level and 6 strength damage
<Serith> Kotono roll for Serith < 222 > [d8=8,1,2][d6=2,4,2,1,5,1,4,6,1,1,6,1,3,5,5,6,6,6,2,1,3,6,5,3,2,2,6,5,2,6,5,5,1,2]
"Then we should ask for some help in dealing with it." Moore says. "Before we lose anyone else."
"Yeah, talking to Tepen about it right now," Adrian says, as the woosh of a fireball is heard somewhere. A few streets away, maybe. The scent of smoke is growing heavier in the air.
"Shit!" A moment later Adrian snarls, slamming his fist into the wall.
Moore jumps for a moment, then blinks... as reality sets in and he puts a hand up to his mouth.
"...We'll get him." Moore says, resolutely.
"Hanna," Adrian says quietly, "She died midbattle, just cut apart in front of an erinyes. Motherfucker!" He goes from quiet to loud in a single word, "We're going to have to be more proactive, do something. Working on it now. Keep a watch."
Moore nods and does just that!
Take 10 for 57 on Spot, 61 if surge of hope is still going.
It isn't.
You don't see anything around. Well no, you do. Aurora soldiers going about, buildings being emptied out and both captives and refugees being herded towards Aurora. The streets are slick with blood and mud, the clash of steel and bursts of magic all a constant backdrop to this. However, you see nothing immediately threatening.
"Nothing except the operation being successful so far." Moore says as he continues to look.
"Good. Just hold on, we're sorting something out now," Adrian says.
Moore keeps waiting, then!
So the dogai has some sort of immunity to true seeing, but maybe something mundane would work... like paint? Hmmm...
"Got any ideas?" Adrian asks as you wait.
Moore nods. "I was thinking something non magical -- like hitting it with bright paint or glittering something. He probably wouldn't expect that."
"Yeah, if we can pin him down long enough," Adrian says, "Hope he doesn't have a way to quickly clean it, but he's not shown much magic."
Moore nods. "Is everyone else grouped up? We obviously can't be divided too much right now... Even so, that dogai isn't our only threat." Moore says.
"New tactics," Adrian says, "We're going to stay in groups and manage constant telepathic contact with others. If that stops, we know the assassin's about to strike. Firre eladrin are coming, who can manage to repeatedly purge invisibility. Paint will also be delivered."
Moore nods.
It's not long for a small squad of firre eladrin to join you, "Form a ring a round us, keep doing it in a pattern," Adrian instructs, "Anything to add, Moore?"
Moore shakes his head.
"We wait here," Adrian says, "If telepathy cuts out, I'll shout and we begin. If we get a message and we're close, we go to close in immediately," Adrian says, "Our only goal now is to stop the assassin."
Moore nods again!
> roll 1d100
<Rei-chan> Kotono rolled : 1d100 --> [ 1d100=49 ]{49}
Nothing immediate, so wait one sec. Next thing is about to be rolled in Afina and Jaela's room, since I'm waiting on a Jaela post there.
"Alright, there's one more stronghold," Adrian says, "We're going towards that while keeping our eyes open. A bunch of devil and collaborators have hostages. We're going to go solve that, one way or another."
Moore nods. "Of course. Are we trying to be stealthy, or...?"
"Not ntil we get there. We may need to sneak in," Adrian says, "You any good at that?"
"Well, I can turn invisible..." Moore says with a smile and a shrug.
"I'm familiar with pixies," Adrian says, "Can you be as quiet as a cat sneaking around is the question."
"Oh, yeah, absolutely. I mean, with magic, but what else is there, truly?" Moore says with a nod.
"Talent?" Adrian remarks as he leads all of you through the half broken streets. You go through a few blocks, down a street and then to a connecting alley. "Alright," Adrian stops. "We're behind where they're holed up, through the alley. Go ahead and check to see if you see anything while invisible."
Moore nods and turns invisible and goes to check!
Move Silently check.
Take 10 for 35.
You fly ahead, invisible and nearly silent. Through the alley is a court, where buildings line up in a circle. Dead ahead is a large one that take sup a good chunk of it, made of thick brick and stone. There's a single back door that's closed, as well as a pair of barbazu sentries guarding that door. They don't act like they notice you.
Besides a few bodies lying amid the court - mortals from the looks of it and lying in pools of their own blood - nothing else is happening here.
Moore shakes his head at that and returns to Adrian!
"Two barbazu, don't think they can see through invisibility, or they're good actors." Moore reports.
Adrian hums momentarily, "Can you eliminate them silently, before they sound an alarm?"
Moore shakes his head. "Unfortunately, I never learned how to make those famous sleeping arrows or that spell that forces people to dance." He says with a small shrug. "I mean, I could try and scare them but I don't think that'd get us silently into the manse."
"Damn," Adrian says, as the bright sunlight grows brighter. Another trumpet sounds across the battlefield, a note of beautiful, awe inspiring music. It is followed by the earth trembling all over, a light shake more than a true earthquake.
"Do you think what's down there is for us or against us?" Moore asks with a gesture at the streets.
He then blinks. "Oh! I think I can solve that problem with the guard. I can cast a spell to make us silent, so when we appear on them, even if they shout it won't make any noise -- then our plan won't be marred."
"No idea," Adrian shrugs, "I'll ask-shit! SHIT!" He takes a breath, "...it's going after Misaela, her telepathic communication stopped."
Adrian takes a long breath, "Do that. We can't get over there fast, we don't have a teleporter, so we stay on mission."
Moore smiles. "In times like this, you trust your comrades, like they're trusting us."
He's going to cast Silence on himself, then invisibly fly on top of the barbazu while Adrian charges at them. In theory this should mean they can't make any sounds, but they could just move out of the area if they realize what's going on.
They're in range before he charges, I assume?
Yes, idea is that Moore will just go fly above them a bit. If they're really good actors then obviously things will change a bit.
Okay.
Silence reigns around Moore as he flies in. The barbazu don't even seem to notice until Adrian steps out of the alley and charges, screams from the two devils dead silent.
Init.
[14:29] <Nephrite> roll 1d20+38
[14:29] <Serith> Nephrite roll for Serith < 55 > [d20=17]
> roll 1d20+25 Adrian
<Serith> Kotono roll for Serith < 33 > [d20=8]
No point rolling init for them, they can't beat either result.
Init is Moore (55) > Adrian (33) > Barbazu (9)
Ironically, there's nothing for Moore to do due to the silence, so he'll just hold in case one of them runs out of it... or something.
A single sword swipe of Gaelach ends the two barbazu, bisecting them. Once they're gone, Adrian points at you, points at the door and nods.
Moore flies over to see if the door is locked!
Unsurprisingly, it is.
Can I use Greater Blink to pass through the door and see what's on the other side?
Does it allow that sort of ethereal movement?
It does, in fact.
Okay then. Going to?
Yes. He figures if something can see him he'll just... you know, leave.
The room ahead is a small room. It's mostly empty, save for a few broken chairs and some trash. A door leads further into the building.
Moore will simply turn around and unlock the front door to open it, since he doesn't have a lot of time to go phasing about!
Done. Adrian steps through and nods quietly, moving as silently as he can. He points at the next door and then to you.
Moore flies over and will pass through it to check!
Greater Blink lasts for 26 rounds so he should have the time to do that.
The next room is a large shop floor, completely trashed. Over a dozen collaborators and barbazu mind the windows on the far side, while near you are few dozen innocents held captive by several barbazu. In the center of it is a single woman in a tight-fitting dress, a vision of lavender skinned loveliness.
K:P, Moore.
Take 10 for 49.
The creature is a brachina, a powerful temptress.
I can go into more detail if you aren't familiar with them, Moore. You aced the check so you'd know most everything about them.
I am not, so a few questions: Is it reasonable to believe that Moore and Adrian could probably deal with the fluff enemies and she'd be the actual challenge? Do brachina tend to be able to see invisible things?
As you've seen, typical barbazu are no thread to either of you.
Brachina do not innately see invisible creatures.
Moore will check to see if he can tell if the door is locked from this side.
Doesn't look to be.
Moore phases back to the other side.
He uses his artful magical skills to create a small replica of the room for Adrian to see.
He's using his SLA for major image to basically just make a tiny version of the room so Adrian can see what he saw.
EDIT: Excuse me, it's permanent image, but I'm pretty sure he can still just do the same thing.
Adrian sees it and nods tersely, 'We break in, free the hostages as I send a message for our forces out there to attack. We hold them off while they batter down the front. I need you to be a distraction while I cut through the barbazu guarding the hostages. Can you do that?'
Moore merely makes a flourishing bow.
He then casts a few spells, because why not, when you have the time to do so?
He's casting Haste (CL26) on himself and Adrian and another Surge of Hope (CL26) He's also dispelling the Silence, although it probably ran out on its own.
Cool. Ready to go then or any more prep?
I think that'll do it. Doing preparatory singing isn't really fair, so.
'NOW!' Adrian bursts into the room, going right for the barbazu guarding the prisoners, "FOR LIFASA!"
> roll 1d20 -24 PA, only misses on a 1
<Serith> Kotono roll for Serith < 3 > [d20=3]
> roll 2d6+88+8d6
<Serith> Kotono roll for Serith < 119 > [d6=4,4,2,2,2,2,2,5,4,4]
I'll resolve them at once. You have surprise, act as you will, Moore.
"Hi!" Moore shouts as he waves a hand to send exploding sounds all over near the brachina.
It has a 20 ft burst, so he'll catch as many baddies in it as he can. My impression is he can avoid hitting any of the hostages.
[14:20] <Nephrite> roll 15d6 DC 27 Reflex
[14:20] <Serith> Nephrite roll for Serith < 57 > [d6=6,5,3,2,4,3,5,1,2,6,2,6,6,5,1]
> roll 1d20+16 Ref
<Serith> Kotono roll for Serith < 22 > [d20=6]
Which spell and does it allow SR?
Sorry! Cacophonic Burst and it does.
[14:38] <Nephrite> roll 1d20+26
[14:38] <Serith> Nephrite roll for Serith < 34 > [d20=8]
Combat erupts with a scream. Literally. The brachina cries out in pain and covers her ears, staggering as blood trickles down both sides of her head. Adrian is a blur of speed, coming on the barbazu and beginning to cut them apart before they can even react. Like this the momentum is temporarily yours as...
Init.
[21:56] <Nephrite> roll 1d20+38
[21:56] <Serith> Nephrite roll for Serith < 56 > [d20=18]
> roll 1d20+25 Adrian
<Serith> Kotono roll for Serith < 42 > [d20=17]
Brachina and barbazu can't beat those, so no sense rolling for them.
Init is Moore (56) > Adrian (42) > Brachina (1) > Barbazu (0)
Go Moore.
"You get one chance, and one chance only to surrender!" Moore shouts!
He's going to try the intimidation thing again. Take 10 for 50 if possible.
I'd rule you're in a situation where stress would prevent taking 10, unless you have one of those you can always take 10 abilities.
Not on that one!
[22:35] <Nephrite> roll 1d20+40 scary pixie
[22:35] <Serith> Nephrite roll for Serith < 54 > [d20=14]
The barbazu scream fury, raging as the brachina kneels, "Mercy! Surrender!"
That seems to surprise the barbazu before they burn with fury anew.
The barbazu are just too programmed and indoctrinated to surrender. Anything else this turn, Moore?
"I've got my eye on her!" Moore calls out.
> roll 1d20+32 (+1 haste, +4 surge of hope, -20 PA)
<Serith> Kotono roll for Serith < 34 > [d20=2]
> roll 1d20+32 (+1 haste, +4 surge of hope, -20 PA) haste bonus attack
<Serith> Kotono roll for Serith < 39 > [d20=7]
> roll 1d20+27 (+1 haste, +4 surge of hope, -20 PA)
<Serith> Kotono roll for Serith < 43 > [d20=16]
> roll 1d20+22 (+1 haste, +4 surge of hope, -20 PA)
<Serith> Kotono roll for Serith < 25 > [d20=3]
> roll 1d20+17 (+1 haste, +4 surge of hope, -20 PA)
<Serith> Kotono roll for Serith < 20 > [d20=3]
> OOC: +2 hit/damage to those from healer's visions ince they're SAable right now.
> roll 2d6+40+8d6
> roll 2d6+40+8d6
> roll 2d6+40+8d6
> roll 2d6+40+8d6
<Serith> Kotono roll for Serith < 78 > [d6=6,5,3,3,1,2,5,3,6,4]
<Serith> Kotono roll for Serith < 81 > [d6=5,2,6,5,1,2,4,5,5,6]
<Serith> Kotono roll for Serith < 79 > [d6=2,3,2,4,6,4,6,6,1,5]
<Serith> Kotono roll for Serith < 74 > [d6=6,1,5,4,1,4,1,5,3,4]
> roll 2d6+40+8d6
<Serith> Kotono roll for Serith < 71 > [d6=2,3,5,2,4,3,1,1,5,5]
> OOC: That's what you get when you start hitting enter before you add PA damage. That's an additional 40 per hit for an additional 200 total.
The barbazu guarding the hostages are killed before the hostages can even start screaming, Adrian's blade scything through them all. As this happens the barbazu at the gate start to move - and one calls, "Attacking!" gruffly, as they turn to the windows. Which break as arrows start flying through, the door shuddering heavily.
Go, Moore.
Oh, I don't think so!
Moore tries to will a wall of... something... think... granite! It's boring but it'll do! He tries to summon a wall of granite over the floor area to give himself and Adrian some cover -- hey, if he can just block all of them off that way then that'll work just fine.
[23:37] <Nephrite> roll 1d20+6
[23:37] <Serith> Nephrite roll for Serith < 25 > [d20=19]
+4 for 29 if this counts as using his anarch powers defensively.
You...do understand anarch powers only work on Limbo, right?
i had used them as well as Ithea when we were in the Astral. In that case he will cast Wall of Stone which I presume can work here. He's just going to try and block as much off as he can while leaving himself, the brachina, Adrian and the hostages on one side.
That was a special situation, since the astral rift meant Limbo had poured into the Astral, which allowed your anarch powers to function when they wouldn't normally.
Whoops, missed it was more than commenting on the anarch stuff. My bad. Wall of stone would do nicely. How much space can your wall cover?
Ohhh. I get it. No problem.
Wall of Stone is casting at CL 14, so... 90 square feet, and each panel is 3 (1 inch per 4) inches think, which gives each one 45 HP.
EDIT: Had bad math, fixed now.
The wall springs up as commanded, blocking one side while the few barbazu remaining take desperate swings at Adrian - or would, but Adrian's faster and cleaves right into them.
> roll 1d20+32 (+1 haste, +4 surge of hope, -20 PA)
<Serith> Kotono roll for Serith < 39 > [d20=7]
> roll 1d20+32 (+1 haste, +4 surge of hope, -20 PA) haste bonus attack
<Serith> Kotono roll for Serith < 42 > [d20=10]
> roll 1d20+27 (+1 haste, +4 surge of hope, -20 PA)
<Serith> Kotono roll for Serith < 28 > [d20=1]
> roll 1d20+22 (+1 haste, +4 surge of hope, -20 PA)
<Serith> Kotono roll for Serith < 26 > [d20=4]
> roll 1d20+17 (+1 haste, +4 surge of hope, -20 PA)
<Serith> Kotono roll for Serith < 23 > [d20=6]
> roll 2d6+78
> roll 2d6+78
<Serith> Kotono roll for Serith < 85 > [d6=1,6]
<Serith> Kotono roll for Serith < 88 > [d6=5,5]
> roll 2d6+78
> roll 2d6+78
<Serith> Kotono roll for Serith < 86 > [d6=4,4]
<Serith> Kotono roll for Serith < 82 > [d6=1,3]
The last of the barbazu on this side are mercilessly cut down. The hostages stare ins hock as...
Free act for the moment.
Moore nods to Adrian. "Let's get them all back to the rest of our forces." Moore suggests. "If they break through I can just summon another wall to block of their sources."
"The other side should be taken care of any moment," Adrian says, the hostages and captured devil escorted out. Soldiers are waiting for you outside of the building's rear and they take them. "If the devil shows any signs of using her natural magic or teleporting, kill her," Adrian says, bluntly. "She has the rights of a prisoner otherwise."
Moore nods. "I'm glad that went well. Still... I can't help but feeling this may be the calm before the storm."
"Yeah, I'm getting reports that most of the fighting's winding down. We smashed into them hard and did everything we could. Let's go back to Aurora," Adrian says.
Moore nods and starts flying thataway!
Temporary pause while we wait on other rooms to catch up.
The return to Aurora is uneventful. Inside refugees are being tended to, soldiers are coming and going and the gravely wounded are being hurried to within Aurora. Once in Elena appears, "Hi! Everything's gone well now that the brunt of diabolical opposition's smashed. We're starting to gear up to move onto the next city. If you need rest or healing, now's the time, but you don't have long."
"Thanks, Elena," Adrian says, taking off his helmet once inside Aurora. His hair is sweaty and clings to his head, his face flushed. "Damned hot in that helmet." A few murmured words of magic cleanse and dry his hair, brushing away the gore and dirt from his armor. "Get someone to bring me some cold water, I'm thirsty. Meet me on the way to the portals, I'm going to go check in on the strategic situation."
"Right," Elena says quickly, "It's coming. Moore, do you need anything?"
"I could use a bit of rest myself, I used up a lot of my magic to get us through things out there." Moore says. "But I doubt we have long enough for me to really replenish any of that, so I'll help out with the injured if you'd like -- I know a song that can help recovery, it won't be too taxing for me to use it."
"Go right to the infirmary. Balyss is leading the efforts there," Elena says.
Moore nods and heads over there!
Here the wounded are being tended to. It's a mess, healers going about and tending as more are brought in, while the healed who are able to walk go out. Balyss is moving amid all of it, seeing to it all with her holy symbol in hand. After healing a human soldier who lost an arm, she turns to you, "Moore," she smiles briefly, "Everything's busy. If you're here to help, just start claiming patients you can help."
"Ah, it's more that I'll make everyone else a bit better, but if there's an emergency, I can fill the gap too." Moore says with a smile.
With that said, he'll fly up so he's out of the way and start playing some soft, yet magical music.
Healing Hymn will give everyone +28 to their conjuration (healing) spells!
You work amid everyone, flying above. Spells go farther with your music, the rate and speed of healing increasing. You play like this for a time, perhaps 15 minutes. It's hard to say, but the rush of wounded begins to slow to a trickle. "Good news!" Elena pops in, "Tepen's saying that's the last of the seriously wounded, at least for now."
A cheer goes up, ragged and tired. Balyss smiles briefly and finishes the astral deva she's mending, then grasps her holy symbol and murmurs something you can't hear.
Moore flies down to pat Balyss on the shoulder. "You should rest too, you know." Moore says. "For your own health."
"No. Selune will see me through," Balyss says, shaking her head. "We'll have more with the next liberations."
Moore folds his arms. "All the more reason to take a break now, when there isn't anyone in need."
Make Diplo here.
[22:09] <Nephrite> roll 1d20+58 in honor of selune
[22:09] <Serith> Nephrite roll for Serith < 76 > [d20=18]
"I..." Balyss sighs and mutters something that sounds like, "You aren't blonde enough for this." She then shakes her head and sits in the nearest chair, "Fine, fine. A minute's rest won't matter, I'm so charged with magic I can barely slow down."
Moore nods several times in satisfaction. "I'm waiting for the other shoe to drop in all of this, though... I've got a feeling in my gut." Moore says with a small frown. "Whatever comes, comes."
"Yeah." Balyss closes her eyes, "So much blood..."
"...You've got an inkling yourself, don't you." Moore says -- it's moore (ha!) of a statement than a question.
"I don't need to be a prophetess to tell that, but it helps," Balyss murmurs, "Destiny's moving, I can feel it. We're not done yet."
"Yeah, I think we'd all be surprised if Taelfagn didn't show up." Moore says. "But this is the sort of thing I was sent here for."
"We have to stop him. All of Lifasa's counting on us," Balyss says, as many of the other healers sit down and rest. "An entire world's depending on us. How did helping a candy store turn into this?" she murmurs, resting her head in her hand.
Moore blinks, then laughs a little. "Is that what you were doing before joining? It's funny, I just sort of... I don't know, It's hard for me to think of people outside... before Aurora, I mean."
It was the flames of the forge. Does a sword remember the fires that forged it?
"I was a priestess of Selune in a city known as Balmuria. One of the Lunatics, an order that serves Selune. I ended up getting tangled in with a candy shop that branched into problem solving. It's where I met Sylvie and Simmer, as well as when things really started to get crazy." Balyss smiles, tiredly and fondly at once. "I sort of fell into it and it was Selune's will to help them. Then more and more happened, and one day I fell into all of this, trained and ready to handle it from all my adventures there."
Moore seems like he's not listening for just a moment, before he nods. "That sounds like it'd be a lot of fun, if nothing else. Do you still have a sweet tooth?" He asks with a small grin.
"A little, mostly for fruit," Balyss admits, "I have to take better care of myself. Even with magic, a strong body is built from what you put into it."
"Dried fruit tends to have a lot more sweetness, I've found." Moore says with a glance around. "Hm... I suppose there's not much to do but to keep everyone's spirits up."
"Yeah. Why don't you perform for us?" Balyss offers, "We could use a distraction."
"I can manage that." He says with a nod and gets his harp out!
What follows is a most wonderful relaxing tune, one that you'd probably hear while watching rain fall on a cold fall morning -- the type that you bundle up for and drink something warm, or have a hearty stew.
He's going to take 10 for 80 on this, because he absolutely can.
You play for a time, the mood growing quieter as everyone rests. In due time you get a message from Tepen, "Moore, would you report to the meeting room?"
Moore finishes up and then gives everyone a bow. "If you'll all excuse me... and you," He turns to Balyss. "You keep resting." He makes a motherly wagging finger motion at her before he flies off to the meeting room!
OW! Something bounces off the back of your head as you go towards the portal.
Ow indeed!
Moore turns to look at what it is!
Balyss smiles innocently as a wad of paper lies on the floor. "Get gong, mother," she rolls her eyes.
Moore clears his throat, and in his best 'old woman' voice he can muster, "Remember to eat your vegetables!" He then goes through the portal.
You're getting merged into a new topic with Jaela. This one's getting locked.