Okay, going with anyone to the Cauldron or going off by yourself?
If my brother's available I'd like to go with him.
You find your brother in Hanna's room, sitting on the bed. So is 27, the two staring at each other silently. "I can keep doing this all day, slaad," your brother says, arms crossed.
"Yes, but why would you want to?" Jaela asks with a grin. "I'm thinking of heading over to the Cauldron. Wanna come?"
27 hops over your brother and turns in mid-air, facing you by the time he lands. "Do not expect to get out without interruption," 27 warns.
"You've got time till we're out of the gates," Jaela tells 27 calmly. "If you think we'll need some help, go ahead and round up a couple more for the trip."
"You need less people, not more. Perhaps less clothing," 27 suggests.
To which your brother picks him up by the scruff of the neck and smiles, "Did you proposition my sister?" He turns 27 to him and gives him a look, "I have years and years of playing the protective big brother to catch up on."
"Weird, even for you," Jaela tells 27, shaking her head as she heads for the nearest portal. "You know, he used to be quasi-helpful? Even got me a weird ritual for a cockroach-proof room--"
Jaela halts, and then speaks into the air, "Elena, remind Mirajane that I haven't done it for my suite, and could she please handle it?"
She coughs into her fist. "Anyway, at some point it all just went downhill. He started predicting my death in the most misleading way possible. And wrong, too! Still here!"
27 doesn't blink. "Mirima's waiting for you," 27 finally says. "Your brother would be a disruption for what she plans, Jaela."
Your brother drops the slaad, "Are you...seers," Your brother shrugs, "Glad you're still here, too."
Jaela scratches her cheek. "So yeah, we actually stop by the cafeteria to eat whenever we leave. It's tradition and everything. I'll catch up to you there?" she tells her brother, before addressing Elena again, "Can you tell me where Mirima is and let her know I'm going to stop over for a moment?"
"Yeah, sure," Your brother hops up, "Take all the time you need," he adds with a grin, going off into the portal.
There's no way to make it any less awkward, so Jaela just pretends it doesn't bother her. She waits for Elena to guide her way, before following the directions!
"She said she'd catch up to you here," Elena says, "Rather than making you catch up with her."
At the corridor by her mother's room? Jaela just shrugs mentally. "Thanks, Elena!"
She'll wait.
Mirima isn't long. "Jaela," She greets you as she comes in. "Perfect timing, I was about to ask Elena where you were."
"Hey, sweetie," Jaela greets her back, leaning in for a quick kiss. "I don't know about the timing, though. I had plans to spend time getting to know my brother over a trip to the Cauldron when 27 stopped us, being his crude self. On the plus side, I don't think he'd mind if you wanted to come as well?"
"Mmm, really?" Mirima smiles, "Close your eyes and don't open them until I tell you to."
With a grin, Jaela reaches up to pull her headband down over her eyes.
Yep, after several seconds she says, "You can open them."
Mirima seems to have lost her clothes. As you get an eyeful of that, she comes over, "I think your brother can wait, can't he?" Mirima says in a low, teasing voice.
Meanwhile 27 makes himself very scarce, out of the room and through the portal like a lightning bolt.
"He'll wait."
Indeed he does.
A little while later, you're curled up under the blankets with Mirima. It's warm and you're indeed quite late, but you can't find it in yourself to care that much. "Mmm," Mirima murmurs softly, "I was thinking we could go off, celebrate by ourselves for a few days. The Cauldron can wait, right?"
"I don't really feel that successful here," Jaela admits. "I should've planned things better, I got my face stolen and magic interrupted, and when Kras finally died I didn't have this sense of an epic clash. I went there to challenge myself, but I really didn't rise up to it."
"Ysgard," Mirima says, "Remember our previous trips there?"
"You're thinking about trying the same thing?"
"It's worked before," Mirima smirks, "Plus the policy if you fail is the best one that there could be."
"We can try that," Jaela agrees after a moment to think it over.
You get a rather passionate kiss as your reward. Once that's all sorted out, "We can leave when you're ready."
I'll settle things so let's move on?
The chill of Ysgard bites you to the bone as you stand on a mountain cliff, overlooking the vast fjords. You can see icebergs floating in the crystal-clear waters as you breathe in the cold air.
"Aaaah..." Mirima takes a deep breath, "We're not far from Sylica, Strength of Light should have something for us."
Jaela tries to stay alert, woefully unsuitable for it though she might be. "Lead on," she tells Mirima with a grin.
You fly up to the portal to Sylica. The cave entrance has several devas guarding it, "Hold," they call as you draw close.
"Hey," Jaela greets them, floating in midair at the request.
"Jaela of Aurora," One of the devas says, white in hair with a mace at the ready. "You may pass."
"Thanks," Jaela responds, grinning at her. "Have a nice watch!"
As you head to the portal, "Diabolical reprisals?" Mirima muses, "I mean, for the reason the guards are out there."
"A bit of that, a bit of common sense. After all, we run patrols around Aurora as well."
"Mn." Mirima lets it go at that as you enter Sylica.
It's as beautiful and impressive as always, though you do see more guards around. More people as well, more angels in the skies.
"What's the plan?" Jaela asks Mirima, who took the time to set it all up.
"Find Strength of Light, have him give us some training to strength and improve ourselves, something to test ourselves on," Mirima says.
"Works," Jaela agrees, before deciding to spend time mingling and asking about his location!
GI 10 for 40.
Easy enough to do. You find Strength of Light in Liberton, he takes the time to see you.
"Jaela, Mirima," he says, "Congratulations, I heard the battle reports."
"It was a pretty complete victory thanks to everyone involved," Jaela agrees.
"But it's never over," Mirima says, "Jaela and I need a challenge, something to make us struggle and overcome."
"And ideally, I'd really like to learn the trick for angelic regeneration," Jaela adds. "I've been struggling with that one for a while now."
"Yeah, I have something," Strength of Light says, the three of you talking in a quiet training ground, no one really about right now. "It won't be easy."
"That's the way I like it. You rarely learn anything worthwhile when it's just given to you, you know?"
"Except salvation," Strength of Light observes, then shakes his head, "Sorry, a bit of old philosophical debris stuck between my teeth."
"There's a debate about that," Jaela muses. "How easy salvation should be. Is the desire real if you're in a bad spot and afraid? Would it keep if your situation improves?"
"Shouldn't anyone be afraid if they're evil and they know where they're going?" Mirima asks, a hand on her hip.
"There walk many sages and drunks, sometimes both," Strength of Light says with a wry smile. "A debate I have heard many times. I believe repentance is the key. Fear alone is not enough."
"And yet, it's often the catalyst. The best one, since some form of self-preservation is what often starts you on the path," Jaela points out. "It's just not enough to stay on it all the way."
"Yet wholly insufficient by itself," Strength of Light says, "Regardless of theology, the two of you came here for a challenge."
That's what she just said-- "Yep," she agrees, dipping her head in a nod. "What's on your mind for us?"
Yes, it's called changing the subject back to the point. >_>
"Ysgard is not short of challenges, for the realm is best suited to them. Sylica was once one such realm," Strength of Light says, gesturing all about with a sweep of his arm. "This one has been achieved before, but it is not easy. Deep in Ysgard there is a forgotten valley where cold holds no dominion, it is known as the Summersland. It is hot there and the forest is one thick jungle. Deep in this jungle lies a ruin that is the domain of great and powerful beasts, the ruin of Sunhome."
"Any ties to Lathander?"
"Unrelated," Strength of Light says. "Your goal will be to go into the jungle, find Sunhome and retrieve a golden sun medallion as proof of your visit. they are held in various temples throughout the city, most of which are the lairs of powerful beasts."
Jaela nods slightly. "What level of force is expected? Are the beasts to be preserved if at all possible or not? Will any sapient creatures oppose us? If so, would they be evil?"
"It's Ysgard. Kill or be killed," Strength of Light says. "The beasts are animalistic but cunning."
"Any point in bringing back more than one?" Jaela inquires, as nothing earth-shaking had been revealed.
"Pride and ego," Strength of Light says, "Each one shows you overcame several difficult obstacles."
"Got it." So it's not a component Afina might use to forge a legendary weapon out of. Probably. "We're as ready as we can be without a couple days of dedicated research at Aurora's library. Any final instructions?"
"Yes," Strength of Light says, "You're free to leave the valley anytime, but doing so is construed as conceding and admitting your failure."
"Understood."
Let's do this thing! Also, since Mirima and I left Aurora on our own, I'm reminding that we're using the Golden Bracers at Rank 10 (unless the Kras challenge was of CR35 or higher).
Cool, give me a summary of the boosts?
[spoiler]
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
Rank 11: CR 35, sunburst at will as an SLA.
Rank 12: CR 40, goldenfire damage rises to +6d6, gain goldenfire spell as a bonus feat.
You're lead outside of Sylica, then up a bit and to a cliff. Here Strength of Light takes out a metal hoop and places it in the air. It expands into a portal, "This will take you there. There's watchers who keep an eye on the perimeter, they'll make contact when you leave and get you back here, if you can't manage it yourself."
[spoiler]
Mirima
HP: 307/307
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attacks/will, immunity to fear and poison
Negative Conditions:
Resources Used:
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
"Got it." Jaela takes Mirima's hand, and flies through the portal!
It's hot and humid. You can feel moist sweat beginning all over your body, joined by the buzz of insects and various animal noises.
You stand in a thick and trackless jungle, greenery all around you.
"What do you think?" Jaela asks, heading for a path she can make in the greenery. "Wing it or use magic to find a ruin?"
Sign and Foresight cast, GMW and Keen Edge on Gae Trocaire (from bracers). Survival 10 for 27 to find an animal path leading in we could follow.
Mirima sniffs the air and frowns, "It's like the worst day of summer here. The heat is one thing, the wetness is another. Bothersome. I say we wing it, the point of this is proving ourselves."
There's a pause as you struggle to find a path. There's no one immediately nearby, but your woodsland lore tells you there should be one fairly soon. Animal paths are a thing. You'll just have to bull through and hack through to find one.
Jaela relies on her augmented gauntlets and the blades in her boots to carve their path through nature!
That's a dagger+2 or so and what's your gauntlet?
Gauntlets of Ghost Fighting +5
> roll 1d100
<Serith> Kokokokokokoko roll for Serith < 90 > [d100=90]
> roll 1d100 subtable times
<Serith> Kokokokokokoko roll for Serith < 47 > [d100=47]
You barely get a few feet in before your blindsight notices ground-based vines are moving, looping around you and going behind you to flank.
"Duck," Jaela tells Mirima, before clearing a circle around them with her close-range weapons! Then, with enough of a space to move, Gae Trocaire goes to work on reducing the vines all around them in a greater range still.
This'll require an attack roll, they're creatures. Make one real quick.
[20:18] <@Rin> roll 1d20+44
[20:18] <Serith> Rin roll for Serith < 54 > [d20=10]
[20:18] <@Rin> roll 1d20+39
[20:18] <Serith> Rin roll for Serith < 41 > [d20=2]
[20:18] <@Rin> roll 1d20+34
[20:18] <Serith> Rin roll for Serith < 42 > [d20=8]
[20:18] <@Rin> roll 1d20+29
[20:18] <Serith> Rin roll for Serith < 45 > [d20=16]
[20:19] <@Rin> roll 1d8+36
[20:19] <Serith> Rin roll for Serith < 40 > [d8=4]
[20:19] <@Rin> roll 1d8+36
[20:19] <Serith> Rin roll for Serith < 37 > [d8=1]
[20:19] <@Rin> roll 1d8+36
[20:19] <Serith> Rin roll for Serith < 38 > [d8=2]
[20:19] <@Rin> roll 1d8+36
[20:19] <Serith> Rin roll for Serith < 38 > [d8=2]
An attack roll, singular. Doesn't matter much in this case, though.
You slice out, vines cut as suddenly over a dozen more rise up. Each is topped with a pale green flower, closed shut.
"Ah, a test already," Mirima says, "Come and burn yourself against me!"
Init. You saved yourself a nasty back attack.
[20:28] <@Rin> roll 1d20+17
[20:28] <Serith> Rin roll for Serith < 28 > [d20=11]
> roll 1d20+11 Mirima
<Serith> Kokokokokokoko roll for Serith < 17 > [d20=6]
> roll 1d20+10 vines
<Serith> Kokokokokokoko roll for Serith < 26 > [d20=16]
Init is Jaela (28) > Vines (26) > Mirima (17)
Open Jaela.
The vines die!
1 haste round via boots.
[20:42] <@Rin> roll 1d20+45
[20:42] <@Rin> roll 1d20+45
[20:42] <@Rin> roll 1d20+40
[20:42] <Serith> Rin roll for Serith < 61 > [d20=16]
[20:42] <Serith> Rin roll for Serith < 59 > [d20=14]
[20:42] <Serith> Rin roll for Serith < 50 > [d20=10]
[20:42] <@Rin> roll 1d20+35
[20:42] <Serith> Rin roll for Serith < 55 > [d20=20]
[20:42] <@Rin> roll 1d20+30
[20:42] <Serith> Rin roll for Serith < 44 > [d20=14]
[20:43] <@Rin> roll 1d20+35 crit?
[20:43] <Serith> Rin roll for Serith < 53 > [d20=18]
[20:43] <@Rin> roll 1d8+36+4d6 last is goldenfire
[20:43] <@Rin> roll 1d8+36+4d6 last is goldenfire
[20:43] <@Rin> roll 1d8+36+4d6 last is goldenfire
[20:43] <@Rin> roll 1d8+36+4d6 last is goldenfire
[20:43] <Serith> Rin roll for Serith < 58 > [d8=7][d6=5,3,2,5]
[20:43] <Serith> Rin roll for Serith < 53 > [d8=2][d6=3,5,2,5]
[20:43] <Serith> Rin roll for Serith < 53 > [d8=3][d6=1,4,6,3]
[20:43] <Serith> Rin roll for Serith < 50 > [d8=1][d6=2,3,5,3]
[20:44] <@Rin> roll 3d8+108+4d6 last is goldenfire
[20:44] <Serith> Rin roll for Serith < 127 > [d8=2,3,1][d6=1,5,2,5]
Jaela is a dynamo, slicing and stabbing through the vines. The touch of goldenfire consumes them to the last, traveling from vine to vine and not even leaving behind ash. Over half of them are gone from that, as from the fallen ones, a burst of sickly green pollen comes forth from the flowers.
Ref save.
[20:58] <@Rin> roll 1d20+50 evasion
[20:58] <Serith> Rin roll for Serith < 62 > [d20=12]
> roll 1d20+37 Mirima
<Serith> Kokokokokokoko roll for Serith < 55 > [d20=18]
Yet a swipe of Mirima's blade sets the pollen alight with goldenfire, burning it to the last.
The vines snake out, striking both of you dead on.
> roll 1d20+35 Jaela
<Serith> Kokokokokokoko roll for Serith < 53 > [d20=18]
> roll 1d20+35 Mirima
<Serith> Kokokokokokoko roll for Serith < 47 > [d20=12]
AC?
68
Yet the vines strike in vain, as Mirima smirks and slashes about, severing vines all around her.
> roll 1d20+51 (+1 heroes feast)
<Serith> Kokokokokokoko roll for Serith < 64 > [d20=13]
> roll 1d20+46 (+1 heroes feast)
<Serith> Kokokokokokoko roll for Serith < 62 > [d20=16]
> roll 1d20+4` (+1 heroes feast)
<Serith> Kokokokokokoko roll for Serith < 23 > [d20=19]
> OOC: 41, so basically it's a crit threat, ignoring my typo.
> roll 1d20+36
<Serith> Kokokokokokoko roll for Serith < 53 > [d20=17]
> roll 1d20+41 crit threat
<Serith> Kokokokokokoko roll for Serith < 42 > [d20=1]
> roll 1d10+39
> roll 1d10+39
> roll 1d10+39
> roll 1d10+39
<Serith> Kokokokokokoko roll for Serith < 47 > [d10=8]
<Serith> Kokokokokokoko roll for Serith < 45 > [d10=6]
<Serith> Kokokokokokoko roll for Serith < 43 > [d10=4]
<Serith> Kokokokokokoko roll for Serith < 42 > [d10=3]
> roll 4d6
> roll 4d6
> roll 4d6
> roll 4d6
<Serith> Kokokokokokoko roll for Serith < 13 > [d6=2,4,2,5]
<Serith> Kokokokokokoko roll for Serith < 17 > [d6=5,5,2,5]
<Serith> Kokokokokokoko roll for Serith < 11 > [d6=1,2,3,5]
<Serith> Kokokokokokoko roll for Serith < 16 > [d6=3,4,3,6]
The second wave of vines goes the way of the first - into goldenfire, incinerated. As the last of them fall, more pollen erupts out.
Ref.
[spoiler]
Mirima
HP: 307/307
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attacks/will, immunity to fear and poison
Negative Conditions:
Resources Used:
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
[21:19] <@Rin> roll 1d20+52 evasion
[21:19] <Serith> Rin roll for Serith < 61 > [d20=9]
> roll 1d20+37 Mirima
<Serith> Kokokokokokoko roll for Serith < 47 > [d20=10]
The pollen soon clears, leaving naught but your victory.
Free act.
"Right. A challenge," Jaela muses, this time picking her route better.
10 for Survival 27, 10 for K:Nature 37, let's avoid dangers and pitfalls as we carve our way towards an animal path and then follow it.
> roll 1d100 random
<Serith> Kokokokokokoko roll for Serith < 95 > [d100=95]
> roll 1d100 random
<Serith> Kokokokokokoko roll for Serith < 18 > [d100=18]
You soon find an animal path and spend several minutes following it. As you do, you pass by shrubbery laden with bright blue and red berries. Mirima lingers by them, kneeling down next to one.
"Don't tell me you're hungry," Jaela says in amusement, observing the berries.
10 for Survival 27, 10 for K:Nature 37 to ID them.
These are a rare berry that only grows in one place in Ysgard (apparently this is it, go figure) known as Fire and Ice Berries. The red berry's spicy hot and the blue berry is sharply cold. They're edible.
Jaela kneels and picks up a handful of fire berries before popping them in her mouth.
Fire immune, so let's see how it works! Are they potent spell components or good for potions or somesuch?
They're sweet and spicy.
Quick K:A check.
10 for 56
They're mildly useful as components in a few potions, but they're nothing special there. They're rare but a curiosity rather than being valuable.
"Not bad," Jaela says, offering a few to Mirima. She cloaks herself in magic and tries the blue berries next, however stupid that might be.
Cold Res 30.
Brr! They make you shiver.
Mirima tries a few fire berries, "I like them," she says, picking several more. "They have passion and energy to them."
"The contrast in particular is nice," Jaela agrees, trying two of each kind at the same time. Only one way to find out if it's brilliance or a terrible mistake!
You get a little shiver and a sweat at the same time. It's rather good, really.
"It is," Mirima agrees, standing back up.
Listen check.
Jaela mirrors her actions, intent on following their path.
10 for 22.
> roll 1d20+32
<Serith> Kokokokokokoko roll for Serith < 33 > [d20=1]
The horror of darkstalker.
Suddenly, a shadow comes over Jaela and - !!!
> roll 1d20+43 vs flatfooted AC
<Serith> Kokokokokokoko roll for Serith < 54 > [d20=11]
AC?
68. Foresight prevents me from being flat-footed.
Jaela leaps back thanks to her magic, a blur of something greenish and with large claws - some sort of ape? It's leapt back up and out of immediate sight a split second later.
Jaela takes out Gae Dioltas, to better spear any attacker as they close in on her.
Mirima swings but is a few seconds later, her blade slicing through where the ape was. "Hmph. Fleet of foot for such a thing," she says, keeping her sword out in and in hand.
"I hope it's not all jungle," Jaela mutters, heading on once more.
You go perhaps 5 minutes longer - the noise of the jungle rapidly begins to settle down, silence overtaking the two of you as you walk down the animal trail.
"I wonder who braved this challenge before us. Do you think it was Alicia herself?"
"I wonder-"
THUMP THUMP THUMP!
The ground shakes, quivering all over every second.
Jaela clears up enough space around them to be ready for whatever might be charging their way!
A 10ft radius, ideally.
Easy enough as Mirima stays on guard. You barely have time to do that as you see it - no hard trick to see something that large. It towers over the tree level, a massive tyrannosaurus. It's far bigger than ones you've seen before, charging you headlong.
Init. It's not a subtle opponent.
[20:52] <@Rin> roll 1d20+13
[20:53] <Serith> Rin roll for Serith < 23 > [d20=10]
> roll 1d20+11 Mirima
<Serith> Kokokokokokoko roll for Serith < 27 > [d20=16]
> roll 1d20+8 T-rex
<Serith> Kokokokokokoko roll for Serith < 27 > [d20=19]
Init is Mirima = T-Rex (27) > Jaela (23)
The T-Rex is currently 60ft away.
Mirima splits into many, mirror images springing up all around her.
> roll 1d4+4 mirror images
<Serith> Kokokokokokoko roll for Serith < 6 > [d4=2]
6 images.
The tyrannosaurus charges in, head going down at Mirima. It's maw is much bigger than her, racing down at the elf as...
A frightful presence ability is negated since you're both immune to fear.
> roll 1d20+62
<Serith> Kokokokokokoko roll for Serith < 74 > [d20=12]
> roll 1d7
<Serith> Kokokokokokoko roll for Serith < 5 > [d7=5]
> roll 1d20+62 cleave
<Serith> Kokokokokokoko roll for Serith < 69 > [d20=7]
> roll 1d6
<Serith> Kokokokokokoko roll for Serith < 5 > [d6=5]
4 images left.
Mirima is swallowed whole - or one of her images is, then another, but both wink out as the rest continue to dodge. The ground quakes beneath the two of you, branches and debris raining down as it plows through the jungle.
Go.
[spoiler]
Mirima
HP: 307/307
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attacks/will, immunity to fear and poison
Negative Conditions:
Resources Used:
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
Jaela strikes at the beast with Gae Trocaire!
[21:20] <@Rin> roll 1d20+45
[21:20] <@Rin> roll 1d20+45
[21:20] <Serith> Rin roll for Serith < 57 > [d20=12]
[21:20] <Serith> Rin roll for Serith < 60 > [d20=15]
[21:20] <@Rin> roll 1d20+40
[21:20] <Serith> Rin roll for Serith < 46 > [d20=6]
[21:21] <@Rin> roll 1d20+35
[21:21] <Serith> Rin roll for Serith < 52 > [d20=17]
[21:21] <@Rin> roll 1d20+30
[21:21] <Serith> Rin roll for Serith < 32 > [d20=2]
[21:21] <@Rin> roll 5#1d8+36+4d6
[21:21] <Serith> Rin roll for Serith < 58, 56, 55, 54, 57 >
Jaela, it has 30ft reach as a colossal creature. I didn't explicit mention it's size, so you're free to change your action.
There's no other way, and Jaela springs off the ground as she launches herself at the creature's throat with Gae Dioltas!
[21:35] <@Rin> roll 1d20+43 charge
[21:35] <Serith> Rin roll for Serith < 57 > [d20=14]
[21:35] <@Rin> roll 4d8+116+4d6
[21:35] <Serith> Rin roll for Serith < 151 > [d8=8,8,4,2][d6=2,6,4,1]
You charge in, past the creature's reach and - your spear bounces off its flesh. It's incredibly hard and at the same time stretchy, giving but not breaking your spear. You're knocked back from ther ecoil, the beast unharmed by your attack.
"Tsch!" Mirima readies her blade, "The beast is resistant?" She steps back and chants, finishing in elven, "Burst!"
> roll 1d20 ranged touch against this sorta thing is a 1 check
<Serith> Kokokokokokoko roll for Serith < 13 > [d20=13]
> roll 10d6
<Serith> Kokokokokokoko roll for Serith < 42 > [d6=5,4,6,1,6,6,6,1,3,4]
An orb of force flies, smacking the beast right in the nose. It recoils from that, but quickly recovers to try and gulp you down in one big bite.
> roll 1d20+62
<Serith> Kokokokokokoko roll for Serith < 79 > [d20=17]
AC?
[spoiler]
Mirima
HP: 307/307
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attacks/will, immunity to fear and poison
Negative Conditions:
Resources Used: 1 4th level spell
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
68. 20% miss chance. Also I'll AoO its face.
I didn't see you going into gambit there, is there something else you can AoO it for?
> roll 1d100 vs 20
<Serith> Kokokokokokoko roll for Serith < 63 > [d100=63]
> roll 10d6+30
<Serith> Kokokokokokoko roll for Serith < 69 > [d6=2,5,4,6,5,1,1,4,6,5]
Does not defeat your damage reduction. Gets a free grapple.
> roll 1d20+66 vs Jaela CMD
<Serith> Kokokokokokoko roll for Serith < 67 > [d20=1]
Ah, natural 1. Hi! Rest of this resolves once I know about the AoO.
You're correct, I forgot to list it so it won't be active.
Alrighty. To be honest, it doesn't matter much in this case. I insist on that for fairness reasons, as well as because some intelligent and skilled opponents can recognize the gambit for what it is. A t-rex isn't one of those opponents, but still.
You're bit hard, swallowed up to your hips as its teeth hit your upper body as it tries to chew you once, twice, thrice. Yet you refuse to be swallowed, bracing yourself with your arms before throwing yourself back and out. You're coated in dinosaur saliva, but you're also notably uneaten.
Go.
Jaela strikes with Gae Trocaire, before settling into a stance inviting certain retaliation!
Gambit.
[21:59] <@Rin> roll 1d20+45 divine might
[21:59] <@Rin> roll 1d20+45 divine might
[21:59] <Serith> Rin roll for Serith < 48 > [d20=3]
[21:59] <Serith> Rin roll for Serith < 54 > [d20=9]
[22:00] <@Rin> roll 1d20+40 divine might
[22:00] <Serith> Rin roll for Serith < 44 > [d20=4]
[22:00] <@Rin> roll 1d20+35 divine might
[22:00] <Serith> Rin roll for Serith < 54 > [d20=19]
[22:00] <@Rin> roll 1d20+35 divine might crit?
[22:00] <Serith> Rin roll for Serith < 44 > [d20=9]
[22:00] <@Rin> roll 1d20+30 divine might
[22:00] <Serith> Rin roll for Serith < 37 > [d20=7]
No good. It's like hitting stretchable steel, virtually impossible to get through. As you're knocked back again, Mirima chants and hurls another orb at the beast's body. "Jaela, try and knock it down. Stop the accursed thing from moving!"
> roll 1d20 natural 1 check
<Serith> Kokokokokokoko roll for Serith < 9 > [d20=9]
> roll 10d6
<Serith> Kokokokokokoko roll for Serith < 34 > [d6=4,6,4,3,1,2,2,4,5,3]
Another orb hits it, this one in the knee and momentarily making its knee buckle. But it stays up and steps back, roaring as it turns, its tail coming to sweep at the both of you.
> roll 1d20+62 vs both of you, tail sweep
<Serith> Kokokokokokoko roll for Serith < 65 > [d20=3]
Area attack so it bypasses mirror image. Unfortunate, but at least it misses you.
> roll 8d8+30
<Serith> Kokokokokokoko roll for Serith < 74 > [d8=8,4,3,7,7,7,6,2]
> roll 1d20+66 vs Mirima's CMD, free trip
<Serith> Kokokokokokoko roll for Serith < 71 > [d20=5]
Jaela ducks under the tail,f lattening herself as more branches and leaves rain down. She can see little bugs scurrying out of the way as she hits the dirt, while she hears Mirima cry out and then the sound of a body hitting the ground.
AoO and then your turn, Jaela. Go.
[spoiler]
Mirima
HP: 233/307 (fast healing 3)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attacks/will, immunity to fear and poison
Negative Conditions:
Resources Used: 1 4th level spell
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
"Mirima!" Jaela calls out, keeping the beast's attention on herself. "Can you get away?"
[22:43] <@Rin> roll 1d20+51
[22:43] <Serith> Rin roll for Serith < 62 > [d20=11]
[22:44] <@Rin> roll 1d20+45
[22:44] <Serith> Rin roll for Serith < 53 > [d20=8]
[22:44] <@Rin> roll 1d20+45
[22:44] <Serith> Rin roll for Serith < 47 > [d20=2]
[22:44] <@Rin> roll 1d20+40
[22:44] <Serith> Rin roll for Serith < 60 > [d20=20]
[22:44] <@Rin> roll 1d20+40 crit?
[22:44] <Serith> Rin roll for Serith < 41 > [d20=1]
[22:44] <@Rin> roll 1d20+35
[22:44] <Serith> Rin roll for Serith < 41 > [d20=6]
[22:44] <@Rin> roll 1d20+30
[22:44] <Serith> Rin roll for Serith < 39 > [d20=9]
[22:44] <@Rin> roll 1d8+36+14+4d6
[22:44] <@Rin> roll 1d8+36+14+4d6
[22:44] <Serith> Rin roll for Serith < 68 > [d8=2][d6=4,1,6,5]
[22:44] <Serith> Rin roll for Serith < 72 > [d8=4][d6=4,6,2,6]
Some burnination as swift:
[22:49] <@Rin> roll 15d6 flame strike, Ref DC29
[22:49] <Serith> Rin roll for Serith < 38 > [d6=2,5,1,5,1,3,1,1,5,2,2,5,1,1,3]
[22:49] <@Rin> roll 4d8
[22:49] <Serith> Rin roll for Serith < 18 > [d8=5,3,4,6]
You stab up, going for the beast's leg. You manage to pierce in twice, blood trickling out reluctantly, slowly. It stops bleeding within seconds, clotting up though not healing. Flames scorch it at the same time, leaving burns on its upper body and head.
Mirima's answer is an incoherent groan, "Get away?" Mirima fires back, "I'm not running away while you do battle against this thing!"
> roll 1d20+35
<Serith> Kokokokokokoko roll for Serith < 40 > [d20=5]
They're both up, Mirima will wait one sec on your reply.
"Your style works best on skirmishing, and this is a dumb beast! Why should you let it choose the manner of engagement and force you into a melee slog?"
"Fine!" Mirima snaps, getting to her feet and throwing another orb, "As soon as I get my balance back."
She got knocked down, so her move goes to standing. Fortunately stepping back put her out of its normal bite reach.
> roll 1d20 natural 1 check
<Rei-chan> Kotono rolled : 1d20 natural 1 check --> [ 1d20=4 ]{4}
> roll 10d6
<Rei-chan> Kotono rolled : 10d6 --> [ 10d6=33 ]{33}
Init is Mirima = T-Rex (27) > Jaela (23)
The orb smacks the tyrannosaurus again, right in the left arm. It's enough to stagger it momentarily as it turns to you, bite going down to swallow you whole again.
> roll 1d20+62 vs Jaela
<Rei-chan> Kotono rolled : 1d20+62 vs Jaela --> [ 1d20=18 ]{80}
> roll 1d100 vs 20 Jaela miss chance
<Rei-chan> Kotono rolled : 1d100 vs 20 Jaela miss chance --> [ 1d100=5 ]{5}
Lucky. Make your AoO for gambit..
[spoiler]
Mirima
HP: 233/307 (fast healing 3)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attacks/will, immunity to fear and poison
Negative Conditions:
Resources Used: 3 4th level spell
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
[19:17] <@Rin> roll 1d20+51
[19:17] <Rei-chan> Rin rolled : 1d20+51 --> [ 1d20=12 ]{63}
[19:17] <@Rin> roll 1d8+36+14+4d6
[19:17] <Rei-chan> Rin rolled : 1d8+36+14+4d6 --> [ 1d8=8 4d6=15 ]{73}
Another sharp thrust impales the tyrannosaurus, his ankle pierced and only bleeding a little before it stops. Nonetheless...
Go.
Jaela continues her assault, aided by a quickened Divine Favor!
[19:44] <@Rin> roll 1d20+45+3
[19:44] <Rei-chan> Rin rolled : 1d20+45+3 --> [ 1d20=8 ]{56}
[19:44] <@Rin> roll 1d20+45+3
[19:44] <Rei-chan> Rin rolled : 1d20+45+3 --> [ 1d20=2 ]{50}
[19:44] <@Rin> roll 1d20+40+3
[19:44] <Rei-chan> Rin rolled : 1d20+40+3 --> [ 1d20=16 ]{59}
[19:44] <@Rin> roll 1d20+35+3
[19:44] <Rei-chan> Rin rolled : 1d20+35+3 --> [ 1d20=16 ]{54}
[19:44] <@Rin> roll 1d20+30+3
[19:44] <Rei-chan> Rin rolled : 1d20+30+3 --> [ 1d20=16 ]{49}
[19:44] <@Rin> roll 1d20+25+3
[19:44] <Rei-chan> Rin rolled : 1d20+25+3 --> [ 1d20=3 ]{31}
[19:45] <@Rin> roll 5#1d8+36+14+3+4d6 bypasses dr
[19:45] <Rei-chan> Rin rolled : 5#1d8+36+14+3+4d6 bypasses dr --> [ 1d8=4 4d6=9 ]{66}, [ 1d8=2 4d6=16 ]{71}, [ 1d8=1 4d6=8 ]{62}, [ 1d8=2 4d6=12 ]{67}, [ 1d8=3 4d6=10 ]{66}
No good. You assault it again and again, but you can't pierce through this time. Instead it turns tail and retreats the way it came, retreating from the party.
It can be AoOed if you like, Jaela.
Of course!
[20:04] <@Rin> roll 1d20+51+3
[20:04] <Rei-chan> Rin rolled : 1d20+51+3 --> [ 1d20=18 ]{72}
[20:05] <@Rin> roll 1d8+50+3+4d6 bypasses dr
[20:05] <Rei-chan> Rin rolled : 1d8+50+3+4d6 bypasses dr --> [ 1d8=6 4d6=17 ]{76}
You score a hit in its heel as it flees, a deep thrust that it ignores as you tear it out, retreating. Mirima dashes forward just a bit, hurling another orb at the fleeing lizard.
> roll 1d20 natural 1 check
<Rei-chan> Kotono rolled : 1d20 natural 1 check --> [ 1d20=1 ]{1}
How she misses it you'll never know. Somehow she does, veering far to the right and hitting a tree instead. The beast is fast - well over 200ft away in a few instants, running full tilt.
Go.
Running things down is something Jaela is actually good at! But unlike the fleeing beast, she can actually think beyond the immediate battle.
"No need to give chase," she tells Mirima, flying up a bit to get a better vantage point. "How are you doing?"
"Healing," Mirima says, "It's hurting less to breathe by the moment."
Free act then.
Jaela nods, touching down next to Mirima. "I'm thinking we don't have much of a choice. I can't challenge that sort of reach without a lot of preparation, and anything I summon won't last for the hours we'll need to get through this. Let's play it conservatively and avoid wasting our spells if we can help it?"
"Our enemies are proving to be formidable," Mirima agrees, "I will follow your lead."
[spoiler]
Mirima
HP: 307/307 (fast healing 3)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attacks/will, immunity to fear and poison
Negative Conditions:
Resources Used: 4 4th level spell
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
Jaela waits about a minute to make sure their innate magic brings them back up to speed, before setting off down the trail once more.
> roll 1d100
<Rei-chan> Kotono rolled : 1d100 --> [ 1d100=38 ]{38}
Make another Survival check.
Taking 10 for 27
You march along - and easily avoid more assassin vines and other such things. Going on, you can her the sound of water moving ahead. Only dimly for now, but unmistakably so.
"You hear that? Following a river should get us somewhere more interesting," Jaela suggests, moving towards the sounds.
Mirima nods, "Cities are built around water."
You approach. Ahed is a large lake, a river going from it. It moves fairly fast and the waters are dark.
"Keep an eye on the jungle," Jaela tells Mirima, taking out Gae Trocaire once more. "I'll take the river side."
We'll go side by side, with me closer to the river and 10ft away from it.
-1 lvl2 spell
-Flame Strike x1
-Foresight x1
-4 rounds of Haste
-Turning x1
Cool, gimme a new round of Spot and Listen checks, both of you.
Jaela casts Vision of the Omniscient Eye.
Then, takes 10 for Spot 34, Listen 22.
Mirima takes 10 for Spot 42, Listen 42.
Do you have any ranks in K:Dungeoneering?
Yes. Taking 10 for 35.
Hm? You glance down and notice something. The pebble and river bed is right for there to be gold deposits in the river. Likely large and unexploited ones.
"Up for collecting some gold nuggets in the river?" Jaela tells Mirima, deciding to try her hand at it. With her supernatural perception she's unlikely to really be caught off guard, after all, so she could devote a couple hours to this and see how things go.
"There's gold in there? I thought gold came from stuffy dwarves who spend all day mining," Mirima smiles ever so slightly.
"Less veins of gold in the walls and more gold dust and nuggets carried by the river," Jaela responds, managing a basic filter out of an old shirt and Brokion.
"Then why not?" Mirima shakes her head with a wry smile, "I'll keep watch."
How long are you going to be at this? How are you planning on this, just filtering and seeing how it goes?
Like I said, 2 hours. That should be easily covered by my Foresight, and I'll keep on refreshing Vision of the Omniscient Eye. I planned on filtering a bit, and looking into larger nuggets I can see. Blindsight will let me spot them, Light-based bullshit might also help with filtering properly (hard light!). If my Dungeoneering suggests a better idea, I'll be all ears.
Mirima stands guard the entire time, say 15ft from the river.
Sounds good.
> roll 1d100
<Rei-chan> Kotono rolled : 1d100 --> [ 1d100=99 ]{99}
> roll 1d100 sub tables
<Rei-chan> Kotono rolled : 1d100 sub tables --> [ 1d100=4 ]{4}
You're barely 5 minutes into it when Mirima softly calls, "Jaela, we have someone approaching."
With a flick of her wrist Jaela's improvised filter is stored away. Her wings allow her to rise a few feet above the water as she glances at Mirima for further information about their visitor.
The creature that emerges is a wolf, yet sleek and strong for one. It's entire gray-furred body is sharp, a low grow as it sees the two of you. Shining light gathers in its eyes, gleaming brightly.
Jaela mirrors that trick, narrowing her glowing eyes and projecting anger to ward the animal off!
Taking 10 for Intimidate 58.
> roll 1d20+31 can't win
<Rei-chan> Kotono rolled : 1d20+31 can't win --> [ 1d20=9 ]{40}
> roll 1d2 how it interprets the glowy eye thing
<Rei-chan> Kotono rolled : 1d2 how it interprets the glowy eye thing --> [ 1d2=2 ]{2}
You lock gazes with the wolf, until it slumps down and rolls over, showing you its belly.
Jaela closes the distance, and reaches down to rub the wolf's belly!
Mirima watches with an amused look, hand on the hilt of her sword.
The wolf merely takes your belly-rubbing and pants, no sign of resistance.
"That's a good wolf!" Jaela says happily. She spends a few minutes playing with him, before returning to her amateur search for gold!
Mirima's grinning by the time it's over. Just one thing - the wolf follows you to the shore and sits right behind you when you get back to work.
"I'm trying to look for gold," Jaela is all too happy to tell the wolf as she works. "We're here on a quest to prove ourselves, but the terms are pretty vague. I got the impression that if we returned with something extra, beyond the bare minimum, it'd look better."
In response, the wolf rubs up against your legs.
"You're adorable! Do you have a name?"
"You seem to think it can talk," Mirima comes over, kneeling down to give the wolf a look over, "No elven hound, but it's still a fine..." she checks its underside, "Ah, a bitch."
"How about Lisa? Do you like Lisa?"
The dog wags her tail and licks at your hand.
"Completely submissive. You put the fear of Jaela into her," Mirima gets up.
"I don't really want to hurt anyone here, so it works. And she's adorable! Yes she is!"
The wolf seems perfectly content to bask in your petting.
"It's not gold, but I still think she's a fine prize," Mirima remarks. "Are we going to take her with us?"
"Of course!"
2 hours of looking for gold! Then we move on.
> roll 1d100 see if anything else bothers you
<Rei-chan> Kotono rolled : 1d100 see if anything else bothers you --> [ 1d100=25 ]{25}
Make another K:D check.
Taking 10 for another 35!
You get a decent quantity of gold nuggets and dust. It's a highly productive stream - a real setup here and time could net a small fortune.
Jaela heads down the river with Lisa in tow, now!
Congratulations, you recruited a new party member. Lisa is a 24 hit dice celestial dire wolf with one additional power.
Eyes of Light (Sp)
At will as a swift action, Lisa can fire beams of light from her eyes. Treat these as a searing light spell, caster level 24th.
As it's getting late in the session and I'm backed up on DM work, you have a mission: Draw up a basic stat block for her. Doesn't need to be fancy, but a basic build is fine.
While she has an Intelligence score of 3 due to the celestial creature template, she has not gestalted at this current time, so that's not a concern. I'm mainly looking for feat choices, basic skill point investments, that sort of thing.
Lisa, 24HD Celestial Dire Wolf with LASER BEAM EYES
Presuming fair BAB progression (3/4) and good save progression for all three saves based on the dire wolf sheet and extrapolating for 24HD.
Large Animal
Alignment: NG
HP: 226
[18:20] <@Annerose> roll 23d8 hp
[18:20] <Serith> Annerose roll for Serith < 98 > [d8=6,6,6,2,7,1,3,7,1,6,8,2,8,5,5,4,2,5,1,5,4,1,3]
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Space/Reach: 10 ft./5 ft.
Base Attack: +18
Attack: Bite +27 melee (1d8+11)
Full Attack: Bite +26/+21/+16/+11 melee (1d8+11)
Special Attacks: Trip, Smite Evil, Eyes of Light
Special Qualities: Low-light vision, Scent, Darkvision out to 60 feet, Damage reduction 10/epic, Resistance to acid, cold, and electricity (10), Spell resistance equal to HD + 5 (29).
Saves:
Fort +17, Ref +16, Will +14
Abilities:
Str 26, Dex 16, Con 18, Int 5, Wis 12, Cha 10
Skills:
Listen (24) +42, Spot (24) +42, Survival (27) +37
Feats:
Alertness (lvl1), Improved Initiative (lvl3), Track (B), Weapon Focus/Bite (lvl6), Skill Focus/Survival (lvl9), Skill Focus/Listen (lvl12), Skill Focus/Spot (Feat15), Toughness (lvl18), Epic Skill Focus/Listen (lvl21), Epic Skill Focus/Spot (lvl24)
Special:
A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Eyes of Light (Sp)
At will as a swift action, Lisa can fire beams of light from her eyes. Treat these as a searing light spell, caster level 24th.
Trip (Ex)
A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Scent (Ex)
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Great work. Go ahead and run her in combat for now, I'll put together an official NPC sheet later. Any questions?
None. She'll stay out of combat if she can manage it, but having some extra spotting can't hurt. Can she talk at int 5?
No. It's possible for her to understand speech, but she'd need magic to speak. A dog or wolf's jaw and vocal setup just aren't right for it. A typical speaking canine would be doing so by magic. Anything else or ready to move along?
"Do you know where Sunhome is?" Jaela asks Lisa. "It's the ruins of a human city. Nod your head like this if you do," she continues, demonstrating, "or shake it like this if you don't."
What language are you speaking?
Trying Celestial because Celestial wolf.
A nod of the head.
"Please lead us to it!"
A loud bark and Lisa leads you on.
Survival check.
10 for 47 from Lisa, 10 for 42 from me (via Divine Insight)Presuming fair BAB progression (3/4) and good save progression for all three saves based on the dire wolf sheet and extrapolating for 24HD.
Large Animal
Alignment: NG
HP: 226
[18:20] <@Annerose> roll 23d8 hp
[18:20] <Serith> Annerose roll for Serith < 98 > [d8=6,6,6,2,7,1,3,7,1,6,8,2,8,5,5,4,2,5,1,5,4,1,3]
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Space/Reach: 10 ft./5 ft.
Base Attack: +18
Attack: Bite +27 melee (1d8+11)
Full Attack: Bite +26/+21/+16/+11 melee (1d8+11)
Special Attacks: Trip, Smite Evil, Eyes of Light
Special Qualities: Low-light vision, Scent, Darkvision out to 60 feet, Damage reduction 10/epic, Resistance to acid, cold, and electricity (10), Spell resistance equal to HD + 5 (29).
Saves:
Fort +17, Ref +16, Will +14
Abilities:
Str 26, Dex 16, Con 18, Int 5, Wis 12, Cha 10
Skills:
Listen (24) +42, Spot (24) +42, Survival (27) +37
Feats:
Alertness (lvl1), Improved Initiative (lvl3), Track (B), Weapon Focus/Bite (lvl6), Skill Focus/Survival (lvl9), Skill Focus/Listen (lvl12), Skill Focus/Spot (Feat15), Toughness (lvl18), Epic Skill Focus/Listen (lvl21), Epic Skill Focus/Spot (lvl24)
Special:
A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Eyes of Light (Sp)
At will as a swift action, Lisa can fire beams of light from her eyes. Treat these as a searing light spell, caster level 24th.
Trip (Ex)
A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Scent (Ex)
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
You walk for a good hour, through the forest that Lisa leads you through. It's easy enough to avoid most of the dangers, until you come to a wide river. Here Lisa starts to follow the banks of it, heading to the west.
"You know, we could fly over," Mirima remarks, "Carry her over and save the trouble."
"Do we need to cross the river to the other side?" Jaela confirms with Lisa, intending to take Mirima's advice upon a confirmation.
A nod from Lisa. Flying over is simple enough and...
Spot.
Spot 10 for 52 from Lisa, for 34 from me (Vision spell continuously refreshed)
Lisa looks down and yips loudly at the bank of the river.
Jaela takes a look!
Huh. The muddy river bank is moving, churning. Unnaturally so.
Jaela decides to touch down a decent distance away, setting Lisa down. "Something's happening at the river bank," she relays to Mirima. "Be ready for a fight."
Let's aim to land 120ft away from the river after crossing it. Should be within Mirima's fly spell's ability, and easy enough for me.
Flying ahead and landing safely is easy enough. No immediate sign of attack.
Jaela decides to give it a minute, and if nothing happens she'll follow Lisa once more.
Between blindsight and scent we'll probably catch any attack from an unlikely angle.
If an attack is coming, it doesn't happen within a minute's time.
It's probably some hydra living underwater, Jaela muses, but they're not here to fight everything in their way. "Let's go to Sunhome," she tells Lisa.
> roll 1d100 Jaela
<Serith> Kotono roll for Serith < 52 > [d100=52]
You go on another half hour through hard terrain, having to hack your way through while Lisa slips through expertly. It's at this point that it's getting a little hilly, Lisa stopping and letting out a single, long whine.
"Is this here?" Jaela asks Lisa, kneeling next to her. "Nod for yes, shake your head for no."
A strong head shake and another whine after.
"Does something dangerous live in these hills?"
A quick nod follows.
"Can they fly?"
A shake of her head and then she nods it, whining.
Mirima frowns, "Curious. A conflicting answer?"
"Some of them can, I think," Jaela muses. "We'll try to fly over the hills," she goes on to say, tapping Lisa and imbuing her with the Fly spell. "Head far enough up that they'll only see me as a tiny sun, then we keep going. I'll keep you safe from any who come after us."
To be clear, how far up? 1000ft or more?
1000ft works for me.
You fly up and above the valley, seeing that the next space ahead has its trees a little higher, indeed showing hills. You could fly past that and beyond if you like, or stop somewhere in there, or something else.
"Lead on to Sunhome," Jaela tells Lisa. "Mirima, If anything comes after us I'll blast them at range. You raid them if they keep on going, and I act as last line of defense to stop them while you continue harassment."
"Right," Mirima says with a quick nod, "It's getting interesting here, finally."
> roll 1d100 Jaela
<Serith> Kotono roll for Serith < 79 > [d100=79]
> roll 1d100 Jaela
<Serith> Kotono roll for Serith < 97 > [d100=97]
You go on another 10 minutes or so before the light from the canopy above is suddenly cut off. Deep shadows fill the forest all around you, as Lisa takes one sniff of the air and whimpers loudly.
"I'm the most dangerous thing here," Jaela tells Lisa in a voice that brooks no argument, looking up at the cause for all the shadows. Mirima should still have plenty of time on her Fly spell to interdict whatever it is!
"Wrong." The voice is powerful, majestic and overwhelming. The voice of a dragon as the canopy splits apart. A massive golden dragon descends down from above, trees breaking under it like match sticks. It lands 70ft ahead of the three of you, dominating the view ahead as a few assassin vines futilely try and assault its scaly hide.
"You're entitled to your opinion, just like I have mine," Jaela says neutrally. "Strength of Light sent us to the ruins of Sunhome as a test, and I intend to excel in it. I've taken care of avoiding permanent harm to any I ran across, and I'd like to continue the trend with fellow sapients."
"I intend to rip you limb from limb then deliver you to Bahamut to face justice," The dragon's voice is cold. "I know not what lies you speak or why you wear this guise, but you will not escape defiling this holy ground!"
"I've been in Bahamut's presence, and this is what he chose as his punishment over our disagreement," Jaela says, radiating goodness as if to spite the stubborn dragon. "You might think of some mystical justice he wants for me beyond that, but I'm afraid Bahamut himself disagrees." Still, the dragon is talking, and as long as that is happening its life might yet be spared. "I'm not wearing any guises, either. A dragon of your capability should be able to tell that much, through innate powers or magic."
Though her voice remains unconcerned, she does hope Mirima gets the hint and speaks on her behalf at some point. It does seem to be the only way to succeed, as Mirajane showed during their earlier, much colder trip.
Diplo check, include the penalty for Bahamut's curse.
Taking 10, Divine Insight, -40 for Bahamut, final result 43
The dragon's answer is a roar as...
Init.
[21:51] <@Annerose> roll 1d20+17
[21:51] <Serith> Annerose roll for Serith < 37 > [d20=20]
[21:51] <@Annerose> roll 1d20+7 L
[21:51] <Serith> Annerose roll for Serith < 10 > [d20=3]
> roll 1d20+18 nerveskitter dragon
<Serith> Kotono roll for Serith < 38 > [d20=20]
> roll 1d20+11 Mirima
<Serith> Kotono roll for Serith < 27 > [d20=16]
Init is Gold Dragon (38) > Jaela (37) > Mirima (27) > Lisa (10)
Dragon opens.
The dragon lets out an ear-splitting roar, trees breaking apart from it and the ground cracking.
Fort saves, all. This is a sonic attack for the sake of save bonuses.
[22:13] <@Annerose> roll 1d20+57
[22:13] <Serith> Annerose roll for Serith < 73 > [d20=16]
[22:14] <@Annerose> roll 1d20+17 L
[22:14] <Serith> Annerose roll for Serith < 30 > [d20=13]
> roll 1d20+40 Mirima Fort
<Rei-chan> Koaway rolled : 1d20+40 Mirima Fort --> [ 1d20=4 ]{44}
> roll 20d8 Jaela half, Mirima half, Lisa full
<Rei-chan> Koaway rolled : 20d8 Jaela half, Mirima half, Lisa full --> [ 20d8=96 ]{96}
Lisa is also deafened.
The roar hits the three of you like a physical force. Jaela shudders as she withstands it, Mirima doing the same out of sheer instinct. Lisa whines as she falls over, blood coming from hear ears. The dragon chants at the same time as suddenly thick fog surrounds the three of you. It burns your skin and makes you want to scream, as...
> roll 2d6 acid damage
<Rei-chan> Koaway rolled : 2d6 acid damage --> [ 2d6=6 ]{6}
If you have the means to see through this, say so. You have the Spellcraft to know acid fog when you see it.
Jaela, go.
Jaela narrows her eyes after that cowardly attack, and--
Round 0: Swift action, quickened Time Stop.
[20:03] <@Annerose> roll 1d4+1
[20:03] <Rei-chan> Annerose rolled : 1d4+1 --> [ 1d4=4 ]{5}
Round 1: Standard action, Superb Dispelling on the Acid Fog.
[20:08] <@Annerose> roll 1d20+39 superb dispelling
[20:08] <Rei-chan> Annerose rolled : 1d20+39 superb dispelling --> [ 1d20=19 ]{58}
Move action, Cone of Cold channeled into Gae Trocaire. Swift action, Assay Spell Resistance.
Round 2: Standard action, Summon Monster IX to summon 1d3 hollyphants near Mirima and Lisa. Move to get in superior position just above the dragon in melee range (10ft away). Swift action, quickened Spell Turning.
[20:21] <@Annerose> roll 1d3 hollyphants
[20:21] <Rei-chan> Annerose rolled : 1d3 hollyphants --> [ 1d3=1 ]{1}
Round 3: Standard action, Greater Heroism. Swift action, quickened Protection from Energy/Sonic.
Round 4: Standard action, Celestial Valor. Swift action, Holy Warrior.
Round 5: Standard action, Recitation. Swift action, quickened True Strike.In an instant, the fog is dispelled! In Jaela's place stands a hollyphant, which doesn't waste any time in healing Lisa. Meanwhile, Jaela herself strikes at the uppity dragon!
[20:33] <@Annerose> roll 1d20+61+20
[20:33] <Rei-chan> Annerose rolled : 1d20+61+20 --> [ 1d20=20 ]{101}
[20:33] <@Annerose> roll 1d20+61+20 crit?
[20:33] <Rei-chan> Annerose rolled : 1d20+61+20 crit? --> [ 1d20=18 ]{99}
[20:33] <@Annerose> roll 1d20+61
[20:33] <Rei-chan> Annerose rolled : 1d20+61 --> [ 1d20=5 ]{66}
[20:34] <@Annerose> roll 1d20+56+23 moment of prescience
[20:34] <Rei-chan> Annerose rolled : 1d20+56+23 moment of prescience --> [ 1d20=18 ]{97}
[20:34] <@Annerose> roll 1d20+51
[20:34] <Rei-chan> Annerose rolled : 1d20+51 --> [ 1d20=7 ]{58}
[20:34] <@Annerose> roll 1d20+46
[20:34] <Rei-chan> Annerose rolled : 1d20+46 --> [ 1d20=17 ]{63}
[20:34] <@Annerose> roll 1d20+28+10 SR
[20:35] <Rei-chan> Annerose rolled : 1d20+28+10 SR --> [ 1d20=9 ]{47}
[20:43] <@Annerose> roll 30d6 channeled cone of cold, crit
[20:43] <Rei-chan> Annerose rolled : 30d6 channeled cone of cold, crit --> [ 30d6=110 ]{110}
[20:45] <@Annerose> roll 3d8+183+4d6 last is goldenfire
[20:45] <Rei-chan> Annerose rolled : 3d8+183+4d6 last is goldenfire --> [ 3d8=16 4d6=14 ]{213}
[20:45] <@Annerose> roll 1d8+61+4d6 last is goldenfire
[20:45] <Rei-chan> Annerose rolled : 1d8+61+4d6 last is goldenfire --> [ 1d8=7 4d6=15 ]{83}She remains floating above it, unbowed and inviting attack!
Gambit!Init: +13
HP: 465+20/490
AC: 74 =65base+2Foresight+4CelestialValor+3Recitation, 20% miss chance
Full Attack (Gae Trocaire, GMW, HW, haste, K:D +5, GH +4 morale, CV +4 sacred, Recitation +3 luck, Holy Warrior +5/+7 damage, Divine Might +14): +61/+61/+56/+51/+46 or +67 AoO, 1d8+61+4d6 last is goldenfire
Spells Active: Spell Turning CL 24, Contingency CL32, Permanency/Greater Blindsight CL32, Permanency/Mantle of Good CL33, Foresight CL25, Lore of the Gods CL28, Fortunate Fate CL28, Heroes Feast CL20, Righteous Halo CL28, Vision of the Omniscient Eye CL28, Greater Heroism CL28, Recitation CL24, Celestial Valor CL28, Assay Spell Resistance CL28, Protection from Energy/Sonic CL24.
Resistances and Immunities: Fire Immunity, Cold Resistance 10, Acid Resistance 20, Electricity Resistance 20, Sonic Resistance 20/Sonic Protection 120, Damage Reduction 25/Epic and Evil and Cold Iron, Spell Resistance 35 (45 vs Evil spells/permanent Mantle of Good), Immunity to Disease (normal and supernatural/magical), Immunity to Compulsion effects, Immunity to Petrification, Immunity to Sickened/Nauseated, Immunity to fear and poison/Heroes's Feast, Immunity to dazzled and blinded/Vision of the Omniscient Eye, Never surprised or flat-footed/Foresight.
Spells Left (1-9): 8/8/3/4/9/8/8/7/7
Spells Left (10-11): 6/3
Saves: Fort +61, Ref +56, Will +61
Gae Bolg: GMW, Keen Edge
Gae Trocaire: GMW, Keen Edge
Turning Left: 15/17
-Longstrider
-True Strike x1
-Foresight x1
-Spell Turning
-Time Stop x1
-Moment of Prescience x1
-MV x2 (gauntlets)
-GMW x1 (gauntlets)
-Keen Edge x2 (gauntlets)
The fog fades as you go ahead, charging and impaling the dragon in its massive chest. Rills of ice form all throughout it as it screams in pain, eyes bulging out like liquid gold as...
Mirima but I need a moment, so go ahead and have Lisa go.
At Jaela's command, Lisa finds cover! And keeps an eye out for any third party that might want to make use of the situation.
Lisa attempts to stay alive and away from the battle.
Have her make a Spot check, this might matter.
Lisa is a good dog! Spot 52, Listen 52.
Mirima stays back and retreats, hurling an orb as she does so.
Orb of force.
> roll 1d20 1 check
<Rei-chan> Koaway rolled : 1d20 check --> [ 1d20=20 ]{20}
> roll 1d20 1 check crit?
<Rei-chan> Koaway rolled : 1d20 check crit? --> [ 1d20=8 ]{8}
> roll 20d6
<Rei-chan> Koaway rolled : 20d6 --> [ 20d6=76 ]{76}
> roll 4d6 skirmish dur
<Rei-chan> Koaway rolled : 4d6 skirmish dur --> [ 4d6=14 ]{14}
The orb smacks the dragon right in the left cheek, punching through. "Ugh..." The dragon groans at this sudden assault, as...
Spellcating. Countering?
Spellcraft 48 to see if it's worth my time.
It's time stop.
"Rejected!" Jaela snaps, smacking the dragon upside the head with Gae Trocaire's shaft. "Should've thought about that earlier!"
[21:42] <@Annerose> roll 1d20+39
[21:42] <Rei-chan> Annerose rolled : 1d20+39 --> [ 1d20=12 ]{51}
-1 superb dispelling, -1 turning
The spell shatters before you, the dragon knocked back slightly by it and...
Go.
Another true strike guides Jaela's spear as she renews her assault upon him!
[21:52] <@Annerose> roll 1d20+61+20
[21:53] <Rei-chan> Annerose rolled : 1d20+61+20 --> [ 1d20=1 ]{82}
[21:53] <@Annerose> roll 1d20+62
[21:53] <Rei-chan> Annerose rolled : 1d20+62 --> [ 1d20=4 ]{66}
[21:53] <@Annerose> roll 1d20+57
[21:53] <Rei-chan> Annerose rolled : 1d20+57 --> [ 1d20=17 ]{74}
[21:53] <@Annerose> roll 1d20+52
[21:53] <Rei-chan> Annerose rolled : 1d20+52 --> [ 1d20=4 ]{56}
[21:53] <@Annerose> roll 1d20+47
[21:53] <Rei-chan> Annerose rolled : 1d20+47 --> [ 1d20=17 ]{64}
[21:54] <@Annerose> roll 1d8+61+4d6 last is goldenfire, bypasses DR
[21:54] <Rei-chan> Annerose rolled : 1d8+61+4d6 last is goldenfire, bypasses DR --> [ 1d8=1 4d6=12 ]{74}Meanwhile, the heroic elephant summons rushes over to Mirima to heal her too!
[21:56] <@Annerose> roll 3d8+15
[21:56] <Rei-chan> Annerose rolled : 3d8+15 --> [ 3d8=15 ]{30}
I remain in Gambit.Holy Warrior 3/5
Init: +13
HP: 465+20/490
AC: 74 =65base+2Foresight+4CelestialValor+3Recitation, 20% miss chance
Full Attack (Gae Trocaire, GMW, HW, haste, K:D +5, GH +4 morale, CV +4 sacred, Recitation +3 luck, Holy Warrior +5/+7 damage, Divine Might +14): +61/+61/+56/+51/+46 or +67 AoO, 1d8+61+4d6 last is goldenfire
Spells Active: Spell Turning CL 24, Contingency CL32, Permanency/Greater Blindsight CL32, Permanency/Mantle of Good CL33, Foresight CL25, Lore of the Gods CL28, Fortunate Fate CL28, Heroes Feast CL20, Righteous Halo CL28, Vision of the Omniscient Eye CL28, Greater Heroism CL28, Recitation CL24, Celestial Valor CL28, Assay Spell Resistance CL28, Protection from Energy/Sonic CL24.
Resistances and Immunities: Fire Immunity, Cold Resistance 10, Acid Resistance 20, Electricity Resistance 20, Sonic Resistance 20/Sonic Protection 120, Damage Reduction 25/Epic and Evil and Cold Iron, Spell Resistance 35 (45 vs Evil spells/permanent Mantle of Good), Immunity to Disease (normal and supernatural/magical), Immunity to Compulsion effects, Immunity to Petrification, Immunity to Sickened/Nauseated, Immunity to fear and poison/Heroes's Feast, Immunity to dazzled and blinded/Vision of the Omniscient Eye, Never surprised or flat-footed/Foresight.
Spells Left (1-9): 8/8/3/4/9/8/8/7/7
Spells Left (10-11): 6/2
Saves: Fort +61, Ref +56, Will +61
Gae Bolg: GMW, Keen Edge
Gae Trocaire: GMW, Keen Edge
Turning Left: 14/17
-Longstrider
-True Strike x2
-Foresight x1
-Spell Turning
-Time Stop x1
-Moment of Prescience x1
-MV x2 (gauntlets)
-GMW x1 (gauntlets)
-Keen Edge x2 (gauntlets)
Another stab rocks the dragon, drawing more blood as you leap up and stab it in the throat. It's bleeding all down the front, hitting the ground in a small waterfall of bloodshed. "THE ENEMIES OF BAHAMUT WILL NOT TRIUMPH!" The dragon demands, as...
Lisa's still holding. Mirima.
As Mirima heals, she jukes to the side and hurls yet another orb.
> roll 1d20 1 check
<Rei-chan> Koaway rolled : 1d20 check --> [ 1d20=16 ]{16}
> roll 10d6
<Rei-chan> Koaway rolled : 10d6 --> [ 10d6=36 ]{36}
Another blow solidly to the chest and the dragon is knocked back as it slowly takes to the air, trying to get up and away.
Provokes an AoO from you, which it'll endure.
"Fuck you!"
Jaela punctuates her opinion with Gae Trocaire!
[22:20] <@Annerose> roll 1d20+62+6
[22:20] <Rei-chan> Annerose rolled : 1d20+62+6 --> [ 1d20=9 ]{77}
[22:20] <@Annerose> roll 1d8+61+4d6 last is goldenfire, bypasses DR
[22:20] <Rei-chan> Annerose rolled : 1d8+61+4d6 last is goldenfire, bypasses DR --> [ 1d8=7 4d6=9 ]{77}
You stab deeply into the dragon again, as it retreats 200ft up, above the canopy and into the clear sky. Its blood rains down, wound after wound dogging it, yet it remains aloft.
Init is Gold Dragon (38) > Jaela (37) > Mirima (27) > Lisa (10)
Jaela.
Jaela gestures up and the summons attempts a teleport right below the dragon in melee range!
Can the summon fly?
it's an elephant with wings, so yes
The hollyphant appears without incident.
Continue.
Jaela copies that trick, appearing right over the dragon's unprotected neck and wasting no time in striking down!
[21:05] <@Annerose> roll 1d20+61+1+2
[21:05] <Rei-chan> Annerose rolled : 1d20+61+1+2 --> [ 1d20=4 ]{68}
[21:05] <@Annerose> roll 1d20+61+1+2
[21:05] <Rei-chan> Annerose rolled : 1d20+61+1+2 --> [ 1d20=20 ]{84}
[21:05] <@Annerose> roll 1d20+61+1+2 crit?
[21:05] <Rei-chan> Annerose rolled : 1d20+61+1+2 crit? --> [ 1d20=14 ]{78}
[21:05] <@Annerose> roll 1d20+56+1+2
[21:05] <Rei-chan> Annerose rolled : 1d20+56+1+2 --> [ 1d20=19 ]{78}
[21:05] <@Annerose> roll 1d20+56+1+2 crit?
[21:05] <Rei-chan> Annerose rolled : 1d20+56+1+2 crit? --> [ 1d20=5 ]{64}
[21:05] <@Annerose> roll 1d20+51+1+2
[21:05] <Rei-chan> Annerose rolled : 1d20+51+1+2 --> [ 1d20=11 ]{65}
[21:06] <@Annerose> roll 1d20+46+1+2
[21:06] <Rei-chan> Annerose rolled : 1d20+46+1+2 --> [ 1d20=10 ]{59}
[21:06] <@Annerose> roll 3d8+186+4d6 bypasses dr, last is goldenfire
[21:06] <Rei-chan> Annerose rolled : 3d8+186+4d6 bypasses dr, last is goldenfire --> [ 3d8=16 4d6=7 ]{209}
[21:06] <@Annerose> roll 1d8+61+4d6 bypasses dr, last is goldenfire
[21:06] <Rei-chan> Annerose rolled : 1d8+61+4d6 bypasses dr, last is goldenfire --> [ 1d8=6 4d6=9 ]{76}
[21:08] <@Annerose> roll 1d8+61+4d6 bypasses dr, last is goldenfire
[21:08] <Rei-chan> Annerose rolled : 1d8+61+4d6 bypasses dr, last is goldenfire --> [ 1d8=1 4d6=14 ]{76}
Gambit foreva~Holy Warrior 4/5
Init: +13
HP: 465+20/490
AC: 74 =65base+2Foresight+4CelestialValor+3Recitation, 20% miss chance
Full Attack (Gae Trocaire, GMW, HW, haste, K:D +5, GH +4 morale, CV +4 sacred, Recitation +3 luck, Holy Warrior +5/+7 damage, Divine Might +14): +61/+61/+56/+51/+46 or +67 AoO, 1d8+61+4d6 last is goldenfire
Spells Active: Spell Turning CL 24, Contingency CL32, Permanency/Greater Blindsight CL32, Permanency/Mantle of Good CL33, Foresight CL25, Lore of the Gods CL28, Fortunate Fate CL28, Heroes Feast CL20, Righteous Halo CL28, Vision of the Omniscient Eye CL28, Greater Heroism CL28, Recitation CL24, Celestial Valor CL28, Assay Spell Resistance CL28, Protection from Energy/Sonic CL24.
Resistances and Immunities: Fire Immunity, Cold Resistance 10, Acid Resistance 20, Electricity Resistance 20, Sonic Resistance 20/Sonic Protection 120, Damage Reduction 25/Epic and Evil and Cold Iron, Spell Resistance 35 (45 vs Evil spells/permanent Mantle of Good), Immunity to Disease (normal and supernatural/magical), Immunity to Compulsion effects, Immunity to Petrification, Immunity to Sickened/Nauseated, Immunity to fear and poison/Heroes's Feast, Immunity to dazzled and blinded/Vision of the Omniscient Eye, Never surprised or flat-footed/Foresight.
Spells Left (1-9): 8/8/3/4/9/8/8/7/7
Spells Left (10-11): 6/2
Saves: Fort +68, Ref +63, Will +68
Gae Bolg: GMW, Keen Edge
Gae Trocaire: GMW, Keen Edge
Turning Left: 14/17
-Longstrider
-True Strike x2
-Foresight x1
-Spell Turning
-Time Stop x1
-Moment of Prescience x1
-Greater Teleport
-MV x2 (gauntlets)
-GMW x1 (gauntlets)
-Keen Edge x2 (gauntlets)
You teleport over and stab down on the dragon - and before it can react, you've plunged your spear into his neck. The dragon gushes blood and gasps for air, thrashing and falling. It fights every step of the way, but as it chokes on his own blood, he falls and hits the ground. This knocks him still, bleeding out.
Mirima sighs, "A disgrace, even if a temporary one. A dragon like this should be our friend, not a sworn enemy thanks to Bahamut."
Free act.
"Yeah, fuck him." Jaela declines to spend too much on the dragon, telling Lisa, "Let's keep on going to Sunhome."
"At least death means nothing in this world," Mirima concludes, following along.
Refresh me on your Spot/Listen capabilities for the party since an encounter interrupted things?
"I've mellowed out a bit," Jaela assures Mirima, "I wouldn't have gone all out if the idiot could've died for real."
I have blindsight and foresight (no surprises, everything is clear to me!)
Lisa takes 10 for Spot 52, Listen 52 and she has Scent.
> roll 1d100
<Rei-chan> Koaway rolled : 1d100 --> [ 1d100=47 ]{47}
You're lead on for another ten minutes, Lisa taking you to a cave deep in the jungle. She turns, wags her tail and barks once, then leads you within.
Hoping they're not making a detour for food, Jaela follows!
Speaking of that, as you go in, you notice the stone walls of the cave are rather bloodstained. Old bloodstains, too. Regular and large ones, not just a few drops.
Jaela keeps on following, though she keeps near Mirima and Lisa in case she needs to teleport them out.
The passage begins to narrow as you go and the ceiling descends. Not much, but enough to make it awkward, but fortunately not much more. The tunnel goes on, down and then begins to slope up. As it does Lisa turns again, wagging her tail and barking once, before hurrying along.
"Let's hurry up," Jaela agrees, still following.
You come up...and the cave comes into a dark, forgotten cellar. The scent of mold and water is strong here, a stone stairway leading up amid rotted boxes and forgotten supplies.
Jaela looks around with her magical sight, asking Lisa, "Are you sure the way to Sunhome is through here?"
If there's anything to spellcraft, ten for 52.
Lisa goes right to the stairs as you see no magic in this cellar.
Mirima takes one sniff and waves her hand in front of her face, "It appears we're in the city, if I don't miss my guess."
"A shortcut, then, and an escape tunnel? Nice!" Catching up to Lisa, Jaela says, "We need a golden sun medallion from one of the temples here. Do you know where the temples are? I know they've got strong guardians-- hey, is one of them guarded by a golden dragon?"
Precasting Moment of Prescience and Sign in case I forget later.
That gets whimpers and a slow, hesitant head shake.
Oh well, they'll find a temple by its architecture if it comes to that.
You walk up out of the cellar. Here is an empty space, once perhaps a shop. Rotted things are on shelves and on the floor, an open door leading into gloom outside.
Your blindsight sees something on the ceiling 15ft above you and 20ft behind you.
Jaela points Gae Trocaire directly at the target provided to her by blindsight, saying out loud, "Everybody out."
If they manage to exit without complications, she will bring up the rear.
You can see it - a rather large spider, a bit smaller than Hanna. It's watching you but making no move forward, at least not yet. Mirima turns as Lisa trots outside without a second look. She follows the wolf a few moments later.
Jaela retreats through the door, taking the ruins of the city in!
It is vine covered and greenery overgrown, but the ruins of a city are all around you. Some places are little more than foundations amid the wild, while in other places entire buildings are intact. It's old all around, ancient and battered.
"The temples will be more or less intact," Jaela says out loud, raising to fly at roof level and take in the city better. "It wouldn't be much of a quest if we came to an empty lot for a straight-forward fight. They'd also be in suitably thematic spots. Upon elevation, near the central square, adjacent to statues...."
"Yes," Mirima agrees, "Take to the air and look for things that stand out?"
"That's what I'm doing! Go on up and help me look!"
Up the two of you go. There's a few things that stand out.
There's a crumbling building on a hill, with the insides hidden by shadows.
A large building near a pool of water shimmers with unearthly heat.
An old, white painted structure remains intact atop a smaller hill, coated in vines that you can see moving even from here.
Jaela points the shimmering pool out to Mirima. "How about there? We're fire-proof, and I can make sure we all breathe naturally in water beforehand."
"It should be easy," Mirima smirks, "Though hopefully a good workout."
Jaela touches back down, and touches Mirima and Lisa's shoulders to imbue all three of them with Water Breathing, before setting off towards the building by the lake!
Spot.
Casting Invisibility Purge
Lisa: Spot 52, Listen 52, Scent
Jaela: Spot 38, Listen 26, Blindsight, Invisibility-busting 140ft radius aura
As you begin to approach, you see the rippling heat shimmers and blurs, moving in odd and unnatural patterns.
Jaela ensures that Lisa is reasonably protected from the heat, while raking her mind for the reasons for the unnatural movement.
Resist Fire 30 on Lisa. Divine Insight recast, as always.
Anyways, do I think this is a magical phenomenon? Something that fits a planar animal, maybe? Taking ten for... K:A 60, K:N 41, K:R 65, K:P 65, Spellcraft 52
You don't think it's a creature. Something's manipulating the heat waves there, you aren't sure precisely how offhand. Some manner of control or powerful fire-aligned force? You just don't know enough, it's not distinctive. ]
Whatever it is, you're fairly sure it's harmless. A sign or a side effect more than something dangerous.
"Once we go in, we'll stick to the same tactics as before," Jaela says, continuing to advance. "I'll hold and counter any attack. Lisa, take cover and alert us if there's a second attack or an ambush. You can probably smell one even if nothing shows." Turning towards her girlfriend, Jaela says, "I need you to keep your distance and skirmish to harass the opponent. If it's a golem or something you can't easily hit, try for magic to contain, like with the walls of force. Once we have what we came here for, I'll teleport us out."
"Yes, yes," Mirima agrees, "Are you that uncertain as to our odds here?"
"We're not exactly taking on a Duke of Hell, but I don't want us to pick up too many scars either. If I mess up here after that shit with Kras, I'll just seal myself in a cave from shame."
"Hah," Mirima smirks, "Then we'll have to make this a battle to remember!"
"Works," Jaela agrees with a matching smirk.
As you get closer, you see the building is one big, sprawling story with a lake near it. Doors go out from the building right in front of the lake, which shimmers in the heat as well. It's largely overgrown and otherwise unremarkable.
Jaela heads for the doors!
The doors are solid stone, carved to fit in with the walls rather than being wood. They're in good shape and closed tight.
Good Hope on all of us.
Jaela could break them open, of course, but instead she tries to see if there are any mechanisms that aren't visible to the naked eye. She also tries to just get the doors open with her strength alone.
Spot and Strength check, respectively.
[spoiler]
Mirima
HP: 307/307 (fast healing 3)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Good Hope (CL20)
Bonuses: +1 morale attacks/will, immunity to fear and poison, good hope morale bonuses add in morning.
Negative Conditions:
Resources Used: 5 4th level spell
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
[/quote]
Lisa: Spot 54, Listen 54, Scent
Jaela: Spot 38, Listen 26, Blindsight, Invisibility-busting 140ft radius aura
[14:57] <@Annerose> roll 1d20+11 str
[14:57] <Serith> Annerose roll for Serith < 24 > [d20=13]
There's no hidden traps or levers that you can see.
A hard shoulder check to the door jars them partway, though isn't quite enough to pop them open. Yet a moment later they groan and crack open, enough to push them open if you please.
Jaela does so!
The doors crack open. Within is a short hallway lined with crumbling statues. Curled up around the statues and on the walls is a smattering of man-sized worms, bright red in color and with bull's horns rising from their heads. They slowly creep about, slithering along the ground and walls like snakes.
On the far side of the hall way is another door that leads further in, partly open already.
Any knowledge that helps? Taking ten for Knowledge/Nature 41, Knowledge/The Planes 65, Knowledge/Arcana 60.
These look to be some sort of mutated or magically altered worms with fire affinity. They don't seem bothered by the head and the horns are downright odd. Whatever it is, it's likely unique to here.
Logically, you can surmise that they may have some function for those horns. A gore attack perhaps, or perhaps as some sort of energy channel.
Unlike Afina, she can't burn with fire so hot it smites everything in her way. Which is unfortunate, of course, as it forces Jaela to use less efficient means to dispatch them.
Horrid Wilting, Fort DC32 half.
[19:20] <@Annerose> roll 20d6
[19:20] <Serith> Annerose roll for Serith < 84 > [d6=4,3,6,3,6,4,5,6,3,2,2,2,5,6,3,6,6,5,1,6]
Gambiting, Gae Trocaire out.
Caster level check, they have SR.
[19:45] <@Annerose> roll 1d20+23
[19:45] <Serith> Annerose roll for Serith < 34 > [d20=11]
A shock - the spell crumbles before them. Suddenly all the worms freeze and turn your way, eyeless 'heads' all gazing in your directions as sparks fall from their horns. They move in perfect tandem and coordination, as...
Init. You can also make a follow up K:A check here.
[19:59] <@Annerose> roll 1d20+17
[19:59] <Serith> Annerose roll for Serith < 32 > [d20=15]
Lisa stays out of combat and just does her spot thing for sneak attacks/ambushes.
Taking ten for K:A 60
"More strangeness," Mirima brandishes Woven Gold, a tight smile on her face, "Be grateful, worms. Today you will see true grace as we slice you apart!"
> roll 1d20+11 Mirima
<Serith> Kotono roll for Serith < 21 > [d20=10]
> roll 1d20+18 worm oddness
<Serith> Kotono roll for Serith < 24 > [d20=6]
Initiative is Jaela (32) > Worms (24) > Mirima (21)
Lisa holds the flank against ambushes and stays out of the way as much as possible, noted.
Well, that answers some questions for Jaela. The way those beasts move, the coordination and sameness. Combined with them all resisting your magic and it's clear to you now - you're facing a sort of hive mind, one overmind controlling these worms and probably far more within. You're essentially fighting little fragments of something far greater, bolstering these creatures well beyond what they would normally be.
This will not be an easy battle. That your spell failed suggests they have a great deal of combined might, enough to perhaps threaten you. Your planar lore reminds you that Ysgard would doubtless strive to have it that way. It is conflict or death.
Open Jaela.
Jaela opts to cast Celestial Valor and Recitation upon the three of them and handle the swarm with Gae Trocaire, one by one if she has to.
On top of these two spells Mirima would also still benefit from Good Hope from earlier. Will use Divine Might with the attacks. In Gambit.
Give me a benefit summary real quick?
[spoiler]
Mirima
HP: 307/307 (fast healing 3)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Good Hope (CL20)
Bonuses: +1 morale attacks/will, immunity to fear and poison, good hope morale bonuses add in morning.
Negative Conditions:
Resources Used: 5 4th level spell
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
[/quote]
[/quote]
Good Hope [+2 morale to attack/damage/saves/ability checks/skill checks
Recitation [+2 luck to AC/attack/saving throws; +3 if worshiping the same religion]
Celestial Valor [a +8 sacred bonus to saving throws against fear and calm emotions/crushing despair/similar emotional effects, a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws, and any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets (doesn't stack if the weapon already has the holy special property)]
Awesome, thanks. Also CL on Recitation and Celestial Valor?
Your magic wraps around the party in a glow of light above, raising you up a little taller and filling you with unearthly courage. Any lingering hesitation is gone, you see your foes with a clear eye and sharp mind. The worms all retreat back to the door, clumping up around that wall as more sparks fly between their horns. They wobble about in the same exact ways as suddenly the air around you becomes desert dry and...
> roll 1d20+28 CL check vs SR for Jaela
<Serith> Kotono roll for Serith < 42 > [d20=14]
SR, Jaela?
[spoiler]
Mirima
HP: 307/307 (fast healing 3)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Good Hope (CL20) placeholder for CV and Recitation once CL is known.
Bonuses: +1 morale attacks/will, immunity to fear and poison, good hope morale bonuses add in morning, +2 morale attacks/damage/saves/ability checks/skill checks, +3 luck AC/attack/saving throws, +8 sacred vs fear and emotional effects, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws, any weapon counts as a holy weapon, does not stack.
Negative Conditions:
Resources Used: 5 4th level spell
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
[/quote]
[/quote]
[/quote]
Spell Resistance 35 (45 vs Evil spells)
Taking ten for Spellcraft 52
If a spell I don't like, I'll counterspell.
Celestial Valor is CL29, Good Hope and Recitation are CL28
Ironically enough, it's horrid wilting. Going to counter?
Denied!
[21:03] <@Annerose> roll 1d20+35 counterspell
[21:03] <Serith> Annerose roll for Serith < 53 > [d20=18]
The worms recoil as one as a shower of bluish-white sparks erupt from their owns, all falling back in precisely the same way. The dryness around you crackles out as if it never was, the humidity of the jungle returning like a suffocating blanket.
"Too bad," Mirima says lightly, already advancing as Woven Gold erupts with goldenfire, dashing forward to the worms and slicing amid them like a dancer, all grace and poise, moving between them with flowing agility.
> roll 1d20+59 (+2 morale, +3 luck, +4 sacred)
<Serith> Kotono roll for Serith < 62 > [d20=3]
> roll 1d20+54 (+2 morale, +3 luck, +4 sacred)
<Serith> Kotono roll for Serith < 74 > [d20=20]
> roll 1d20+49 (+2 morale, +3 luck, +4 sacred)
<Serith> Kotono roll for Serith < 64 > [d20=15]
> roll 1d20+54 (+2 morale, +3 luck, +4 sacred) crit check
<Serith> Kotono roll for Serith < 56 > [d20=2]
> roll 1d10+45+4d6+4d6
> roll 1d10+45+4d6+4d6
> roll 1d10+45+4d6+4d6
<Serith> Kotono roll for Serith < 84 > [d10=5][d6=2,4,5,5,6,5,2,5]
<Serith> Kotono roll for Serith < 79 > [d10=7][d6=6,1,6,5,3,1,3,2]
<Serith> Kotono roll for Serith < 77 > [d10=6][d6=5,2,3,1,4,1,5,5]
Mirima cleaves worms apart with deceptive ease, dodging bursts of fire as she bisects one after another. About half of them are maimed by the attack, severed and bleeding out thin, runny purple blood. She retreats back 30ft and behind a statue.
Jaela.
[spoiler]
Mirima
HP: 307/307 (fast healing 3)
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Good Hope (CL20) placeholder for CV and Recitation once CL is known.
Bonuses: +1 morale attacks/will, immunity to fear and poison, good hope morale bonuses add in morning, +2 morale attacks/damage/saves/ability checks/skill checks, +3 luck AC/attack/saving throws, +8 sacred vs fear and emotional effects, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws, any weapon counts as a holy weapon, does not stack.
Negative Conditions:
Resources Used: 5 4th level spell
Golden Bracers (Hidden Dawn): Ranks are unlocked by using them in battles of the appropriate CR or higher. Multiple ranks can be unlocked in a particular battle if it meets the CR requirements and is particularly epic.
Rank 1: CR 10 or sparring, fire resistance 10, 100ft range.
Rank 2: CR 13, +2 fortitude saves, 125ft range.
Rank 3: CR 15, searing light at will as an SLA, 150ft range.
Rank 4: CR 18, +2 reflex saves, 200ft range.
Rank 5: CR 20, flame strike at will, 300ft range.
Rank 6: CR 21, +2 will saves, 400ft range.
Rank 7: CR 24, +2d6 goldenfire damage on weapon damage rolls, natural attacks and spells and spell-like abilities with the fire descriptor, 700ft range.
Rank 8: CR 27, immunity to fire, 1000ft range.
Rank 9: CR 29, save bonuses increase to +7, 5000ft range.
Rank 10: CR 32, goldenfire damage rises to +4d6, unlimited range as long as on same plane. <-- Current Rank
Jaela wades into the melee, striking down one of the worms and inviting the others to try their worst!
[21:27] <@Annerose> roll 1d20+58
[21:27] <Serith> Annerose roll for Serith < 76 > [d20=18]
[21:28] <@Annerose> roll 1d8+54+4d6
[21:28] <Serith> Annerose roll for Serith < 77 > [d8=6][d6=4,6,4,3]
Jaela rushes into the worms head on, the statues a blur to her as she reaches them in an instant. Her spear stabs into them, goldenfire running through the surviving worms like they're kindling. They writhe with you nearby, the survivors shaking as the winds suddenly pick up sharply.
It looks to be a custom spell, 9th circle. It will knock you back with a burning wind that deals fire and slashing damage. It'll also get Mirima you think, though the statue will give her some cover against it.
[22:24] <@Annerose> roll 1d20+35 let's not
[22:24] <Serith> Annerose roll for Serith < 41 > [d20=6]
Another burst of magic shatters the wind like glass, the magic becoming a visible lattice of broken energy that fades away as it violently breaks apart. As it does Mirima is charging forward once more, a wild grin on her face as her blade goes for the worms.
> roll 1d20+59 (+2 morale, +3 luck, +4 sacred)
<Serith> Kotono roll for Serith < 74 > [d20=15]
> roll 1d20+54 (+2 morale, +3 luck, +4 sacred)
<Serith> Kotono roll for Serith < 60 > [d20=6]
> roll 1d20+49 (+2 morale, +3 luck, +4 sacred)
<Serith> Kotono roll for Serith < 67 > [d20=18]
> roll 1d20+49 (+2 morale, +3 luck, +4 sacred) crit
<Serith> Kotono roll for Serith < 51 > [d20=2]
> roll 1d10+45+4d6+4d6
<Serith> Kotono roll for Serith < 75 > [d10=5][d6=5,4,5,2,1,4,3,1]
> roll 1d10+45+4d6+4d6
<Serith> Kotono roll for Serith < 76 > [d10=2][d6=5,5,5,4,3,2,4,1]
> roll 1d10+45+4d6+4d6
<Serith> Kotono roll for Serith < 84 > [d10=4][d6=5,6,6,6,4,1,5,2]
The remaining worms are sliced into bloody ribbons, purple blood splashing over the two of you. The last worm is cut in half and goes still, the victory yours.
"Mere worms, nothing more," Mirima waves her hand, magic cleansing the two of you right away.
Free act.
"Let's press on," Jaela responds, since the spells upon them could still be of use for the short while. "Good work." She'd smile but they're fighting vermin, it's all she can do to avoid turning to stone.
Quickie reply here, but are you trying to hide that reaction from Mirima at all?
Not that hard, I don't think it's a huge secret for the officers I hate bugs and I did turn into stone our last trip on Astral.
"Yes," Mirima only pauses one moment to add, "Be strong, they're merely worms," she murmurs to you, "I trust that you have the willpower to finish this."
Quick note, what's the duration of the spells you applied?
"I know, it's just...."
good hope is 28 min, the other two are 28 rounds.
Mirima nods once and goes on ahead, throwing the door open. Here is a small antechamber, barely more than 10ft wide and long. A few ancient chairs lie here, rotted. There's a door leading further in, closed. As you view it, you momentarily see iron bands of light snare around it.
Taking ten for K:A 60, Spellcraft 52 on the bands of light
Looks to be a beefed up arcane lock spell, making it much harder to batter down or break than normal for that manner of spell.
"Arcane Lock, coming down in three... two..."
Greater Dispel Magic.
21:16 <CATS> roll 1d20+30
21:16 <Kobot> CATS rolled 1d20+30 --> [ 1d20=1 ]{31}
Today from the Halls of Iddy Dice Rolling....
No good - the magic by it withstands your dispel, despite all you throw at it.
Mirima draws her blade, "Shall we do this the hard way?" she asks, "It's only a door, we will overcome it as surely as we overcome the rest."
"The spell's just a lot stronger than I expected, the basic version pretty much falls over itself trying to unlock the door for you when you prod it," Jaela responds, not willing to give up on the magical solution just yet.
21:30 <CATS> roll 1d20+30
21:30 <Kobot> CATS rolled 1d20+30 --> [ 1d20=8 ]{38}
There's a shudder as the iron-gray magic around the door reappears, shaking and breaking apart into nothingness. There's no sound to it, purely a visual representation as your dispel shatters the magic before you.
"Finally," Mirima says, "Lead the way, love." She has her sword ready, body tensed and ready to pounce. Her red hair is a bit sweat-stained, hanging heavy in the humid jungle air. Her gaze is fixed ahead, sharp as can be.
Jaela opens the door, heading inside!
Within is a large room, gilded with crumbling gold and marble. Pillars advance ahead, froming a path to the center of the room, 60ft ahead. In there is what was once a pool of water, now dry. Beyond that is open space with the remnants of pots and troughs of dirt. One can hardly spend too long looking ahead, however, nor to the doors that lead deeper within.
The dry pool ahead is filled with dozens and dozens of red worms. They're already starting to move as one.
"Another batch of them. Have courage, Jaela, because you'll get to see them smashed like the vermin the are." Mirima's already sprinting ahead towards them as...
Init.
17:57 <CATS> roll 1d20+13
17:57 <Kobot> CATS rolled 1d20+13 --> [ 1d20=13 ]{26}
As a reminder, I'm not flat-footed due to Foresight, so if there's anything nasty to counterspell I'll do it.
> roll 1d20+11 Mirima
<Serith> Kotono roll for Serith < 20 > [d20=9]
> roll 1d20+18 worm hivemind
<Serith> Kotono roll for Serith < 30 > [d20=12]
Init is Worm Hivemind (30) > Jaela (26) > Mirima (20)
Before you can do anything, you feel your perspective beginning to flip. Up is down, left is right, all the world's a spinning blur.
"Wh-" Mirima begins, grimacing as her charge is momentarily interrupted.
It's reverse gravity with a custom aspect tacked on to disrupt your sense of perception and make it harder to deal with. Going to counter?
[18:21] <@Annerose> roll 1d20+35 I'll try
[18:21] <Serith> Annerose roll for Serith < 55 > [d20=20]
The spell crumbles before you, dissolving into flecks of iron and crackles of orange lightning. Your reality returns to how it should be, senses straight and feet firmly on the ground.
Mirima lands nimbly and keeps going, barely interrupted by it.
Jaela, you're up. Go.
Jaela crashes into their midst, and Gae Trocaire still remembers the taste of the worms as it seeks out to put yet more of them down!
[19:03] <@Annerose> roll 1d20+56
[19:03] <Rei-chan> Annerose rolled : 1d20+56 --> [ 1d20=16 ]{72}
[19:04] <@Annerose> roll 1d8+54+4d6 bypasses DR
[19:04] <Rei-chan> Annerose rolled : 1d8+54+4d6 bypasses DR --> [ 1d8=8 4d6=14 ]{76}
You plunge into the worms, Gae Trocaire thrust into them. The one stabbed bursts into motes of goldenfire as the rest recoil as one, skittering away from you as Mirima closes the distance and joins you.
> roll 1d20+59
<Rei-chan> Kotono rolled : 1d20+59 --> [ 1d20=15 ]{74}
> roll 1d20+54
<Rei-chan> Kotono rolled : 1d20+54 --> [ 1d20=9 ]{63}
> roll 1d20+49
<Rei-chan> Kotono rolled : 1d20+49 --> [ 1d20=3 ]{52}
> roll 1d10+45+4d6+4d6
> roll 1d10+45+4d6+4d6
<Rei-chan> Kotono rolled : 1d10+45+4d6+4d6 --> [ 1d10=4 4d6=12 4d6=21 ]{82}
<Rei-chan> Kotono rolled : 1d10+45+4d6+4d6 --> [ 1d10=3 4d6=19 4d6=19 ]{86}
Mirima slices through them in a blur, severing more worms as she falls back. As some fall, the remainder pool together and suddenly you go numb.
They're shooting an empowered cone of cold at you and Mirima. Going to counter?
[21:31] <@Annerose> roll 1d20+35 yes
[21:31] <Rei-chan> Annerose rolled : 1d20+35 yes --> [ 1d20=15 ]{50}
Another spell crumbles before you, turning to ice that melts down into a watery haze in the air. The magic is again crushed as...
Go.
Now in their midst, Jaela cuts loose!
[22:04] <@Annerose> roll 1d20+56 Serith
[22:04] <Serith> Annerose roll for Serith < 62 > [d20=6]
[22:04] <@Annerose> roll 1d20+56 Serith
[22:04] <Serith> Annerose roll for Serith < 60 > [d20=4]
[22:04] <@Annerose> roll 1d20+51 Serith
[22:04] <Serith> Annerose roll for Serith < 67 > [d20=16]
[22:04] <@Annerose> roll 1d20+46 Serith
[22:04] <Serith> Annerose roll for Serith < 65 > [d20=19]
[22:04] <@Annerose> roll 1d20+41 Serith
[22:04] <Serith> Annerose roll for Serith < 50 > [d20=9]
[22:04] <@Annerose> roll 1d20+51 Serith crit?
[22:04] <Serith> Annerose roll for Serith < 57 > [d20=6]
Wrong mod, should've been +46 so 52 is the crit confirmation result.
[22:06] <@Annerose> roll 4#1d8+54+4d6 bypasses DR
[22:06] <Serith> Annerose roll for Serith < 70, 78, 73, 73 >
[22:06] <@Annerose> roll 3d8+162+4d6 bypasses DR, crit
[22:06] <Serith> Annerose roll for Serith < 191 > [d8=4,6,4][d6=1,5,5,4]
Jaela is a blur of goldenfire and feathers as she strikes. Worm after worm is pinned to the ground and impaled, not rising as it bleeds out its strange, free-flowing purple blood. 3, 6, 9, 12. You skewer a dozen in a few seconds, as Mirima leaps to the side and then runs up to your left, coming at the worms from a different angle. As she does, she sings a note of beautiful, heavenly clarity that echos throughout the room. It momentarily enthralls you, eyes on her as she moves like a whirling dervish throughout the remainder.
> roll 1d20+59 Mirima 1
<Serith> Kotono roll for Serith < 70 > [d20=11]
> roll 1d20+59 Mirima 2
<Serith> Kotono roll for Serith < 70 > [d20=11]
> OOC: -5 for that for 65.
> roll 1d20+49 Mirima 3
<Serith> Kotono roll for Serith < 66 > [d20=17]
> roll 1d10+45+4d6+4d6
> roll 1d10+45+4d6+4d6
> roll 1d10+45+4d6+4d6
<Serith> Kotono roll for Serith < 88 > [d10=5][d6=6,2,4,6,3,6,5,6]
<Serith> Kotono roll for Serith < 72 > [d10=3][d6=3,6,5,4,3,1,1,1]
<Serith> Kotono roll for Serith < 78 > [d10=6][d6=3,2,2,2,3,5,5,5]
You can barely follow Mirima as she fights and sings, a performance all its own as she cleaves asunder the enemy. More worms are neatly bisected, cut in half and left to quickly bleed out. Goldenfire immolates others, about 70% of the worms down. But the remainder still lives, doggedly channeling energy as suddenly the hairs on your body all stand up on end.
A customized, empowered lightning spell that's a 9th level equivalent. Gonna zap both of you two hard. Going to counter?
Let's try!
[06:29] <@Annerose> roll 1d20+35
[06:29] <Serith> Annerose roll for Serith < 38 > [d20=3]
CRACK!
The air shudders as a thunderclap rattles your eardrums. Electricity dances in the air before fading away, another spell conquered before your magic.
Go Jaela.
Jaela's attack continues, even as her magic triumphs!
16:27 <CATS> roll 1d20+56
16:27 <Serith> CATS roll for Serith < 72 > [d20=16]
16:27 <CATS> roll 1d20+56
16:27 <Serith> CATS roll for Serith < 63 > [d20=7]
16:27 <CATS> roll 1d20+51
16:27 <Serith> CATS roll for Serith < 70 > [d20=19]
16:27 <CATS> roll 1d20+51 crit?
16:27 <Serith> CATS roll for Serith < 71 > [d20=20]
16:27 <CATS> roll 1d20+46
16:27 <Serith> CATS roll for Serith < 54 > [d20=8]
16:27 <CATS> roll 1d20+41
16:27 <Serith> CATS roll for Serith < 59 > [d20=18]
16:27 <CATS> roll 4#1d8+54+4d6 bypasses DR
16:27 <Serith> CATS roll for Serith < 73, 77, 64, 78 >
16:28 <CATS> roll 3d8+162+4d6 bypasses DR, crit
16:28 <Serith> CATS roll for Serith < 186 > [d8=1,7,5][d6=2,5,2,2]
Extermination.
Stab after stab skewers the remaining worms, leaving them naught but ruin and blood. The battle if finished, Mirima coming to a stop next to you. "Ah, a worthy warm up," she says, "How are your magical reserves holding up, love?"
Free act, that was as brutal as imagined.
"It takes a lot to burn through them," Jaela responds. "I can't remember the last time I was in a fight that used up all of my top spells and left me with fumes."
"Heh," Mirima grins, "Then let's go before they can test that. Which way?"
There are doors ahead and to the left and right, as you saw in passing when you came into this room.
Let me know if you need me to copy/paste the info you got there as a refresher.
"Right," Jaela responds, picking at random.
Roll a d3 if you wanna choose at random, say.
[21:51] <@Annerose> roll 1d3
[21:51] <Rei-chan> Annerose rolled : 1d3 --> [ 1d3=3 ]{3}
It was center-left-right, just for the record.
You choose the right side door and open it. It leads to a worn hallway with a door 15ft ahead on the right side, before going on a little further into a stairway going down. Hanging down from it on one surviving chain is a sun emblem, weathered and old. It's made of gold and easily as big as a heavy steel shield.
Mirima whistles quietly, "Interesting. Also unexpected to see something so Lathanderite here."
Jaela approaches the emblem, and after checking it for magic picks it up. At its size it is easily stored with her other shield.
Spellcraft 52 to check for magical traps.
There's magic around it, alright. It's enchanted to shed light on command as well as send searing beams of light at anyone who comes at it from the other side.
Jaela stores it away, capable of searing beams of light all on her own!
Obvious question, but going on down the stairs?
Yes
The stairs are well worn, ancient things crumbling at the edges. As you begin to go down, you notice it's hotter down here. Each step makes it even hotter, though your protections are still more than sufficient to shield you. The air wavers with heat, yet the two of you do not. Mirima seems too bright for the dark heat below, super-real and imposed over it.
Down in this basement is ruin. Old supplies and the like are everywhere, only the barest remnants of them. Yet you can see them crawling amid this mess - more of the worms, moving as one to a point 50ft ahead of you, atop a mess of crumbled stone and ruined supplies. Just behind that a bright reddish glow comes, giving the room a strange light.
"Ah, of course. To find worms you go to the ground. How obvious," Mirima remarks, looking over the rubble strewn ground. Walking through that won't be easy, as the air around the two of you begins to throb.
Init here.
[19:57] <@Annerose> roll 1d20+13
[19:57] <Serith> Annerose roll for Serith < 28 > [d20=15]
> roll 1d20+11 Mirima
<Serith> Kotono roll for Serith < 25 > [d20=14]
> roll 1d20+18 Worms
<Serith> Kotono roll for Serith < 22 > [d20=4]
Init is Jaela (28) > Mirima (25) > Worms (22)
Open.
A gentle tap is all Jaela needs to imbue Mirima with flight. But rather than charge in immediately, Jaela focuses on the reddish glow first....
I want to make sure I don't think it's charging up or about to blow us up or whichever. Taking ten for K:A 60, K:N 41, K:R 65, K:P 65, Spellcraft 52
Will act after!
Your natural knowledge tells you what it is - the glow of lava or something of similar heat and coloring.
Don't break the wall. She can do that! But for now, Jaela uses her superior flight skills to seek out melee!
[20:44] <@Annerose> roll 1d20+56
[20:44] <Serith> Annerose roll for Serith < 66 > [d20=10]
[20:44] <@Annerose> roll 1d8+54+4d6 bypasses DR
[20:44] <Serith> Annerose roll for Serith < 75 > [d8=2][d6=5,6,3,5]
Gambit!
You charge in, spearing four worms on your spear and skewering them. They go limp on it, blood pouring down the haft as you're able to see past the hill of rubble from here. A pool of lava is here, about 20ft wide. In the center is a big, brain-like thing, worms crawling out of holes from it. It pulses every few seconds, lava pulsing along with it.
Mirima meanwhile zooms ahead, darting in to savage the worms. A blur of red, her blade flashing through them.
> roll 1d20+59 Mirima
<Serith> Kotono roll for Serith < 67 > [d20=8]
> roll 1d20+54 Mirima
<Serith> Kotono roll for Serith < 56 > [d20=2]
> roll 1d20+49 Mirima
<Serith> Kotono roll for Serith < 66 > [d20=17]
> roll 1d10+45+4d6+4d6
> roll 1d10+45+4d6+4d6
<Serith> Kotono roll for Serith < 72 > [d10=8][d6=2,3,1,1,1,5,4,2]
<Serith> Kotono roll for Serith < 78 > [d10=6][d6=3,4,4,5,1,3,2,5]
Worms are cut in half as she flies through them and then back, calling out as she goes, "What in the Triune's name IS that?"
Any answer is cut off, as the brain pulses and eldritch blue flames surround it. Suddenly you feel like you're being crushed from all directions.
A custom spell that uses crushing force to obliterate many targets at once through sheer damage. Going to counter?
"The hive queen?" Jaela calls back. "This is where we go all out, so do your crazy flurry thing!"
[21:17] <@Annerose> roll 1d20+35
[21:17] <Serith> Annerose roll for Serith < 39 > [d20=4]
I'll try!
"I'll be over there!" Mirima cries, as the crushing pressure ceases. The air reverbrates with the sound of a gong, the spell broken. Your senses vibrate from the dispel as you regain your balance, righting yourself before the worms.
Go.
Jaela focuses on eroding the swarms of vermin, all to make it easier for Mirima to get at the hive queen!
[21:44] <@Annerose> roll 1d20+56
[21:44] <Serith> Annerose roll for Serith < 61 > [d20=5]
[21:44] <@Annerose> roll 1d20+56
[21:44] <Serith> Annerose roll for Serith < 73 > [d20=17]
[21:44] <@Annerose> roll 1d20+51
[21:44] <Serith> Annerose roll for Serith < 71 > [d20=20]
[21:44] <@Annerose> roll 1d20+51 crit?
[21:44] <Serith> Annerose roll for Serith < 58 > [d20=7]
[21:44] <@Annerose> roll 1d20+46
[21:44] <Serith> Annerose roll for Serith < 55 > [d20=9]
[21:44] <@Annerose> roll 1d20+41
[21:44] <Serith> Annerose roll for Serith < 45 > [d20=4]
[21:45] <@Annerose> roll 4#1d8+54+4d6 bypasses DR
[21:45] <Serith> Annerose roll for Serith < 69, 68, 77, 66 >
[21:45] <@Annerose> roll 3d8+162+4d6 bypasses DR, crit
[21:45] <Serith> Annerose roll for Serith < 185 > [d8=1,5,6][d6=2,4,4,1]
Still in Gambit.
The worms before you are sliced apart, severed and broken. You simply get one after another, after another and another. Meanwhile Mirima flies in, positioning right next to the brain.
"I have this! Finish the small ones off," she calls back, as suddenly the lava erupts out. The glow becomes brighter as it rushes at Mirima, as if directed.
Using magic to entomb Mirima in boiling lava, then flash freeze it to deal even more damage and trap her within stone. Going to counter?
"Go!"
[22:07] <@Annerose> roll 1d20+39 I don't want this
[22:07] <Serith> Annerose roll for Serith < 45 > [d20=6]
The lava freezes in midair, turning to hunks of stone that rain down on the floor. The brain pulses faster as its spell is ruined, lava still in spite of the spell worked merely moments ago.
"Do you see now? No worm is going to stop the Graceful Blow," Mirima says, "Grace is superior to all of your magic."
Jaela.
Jaela pauses long enough for Mirima to strike, intending to follow up on that!
Holding for Mirima.
Mirima splits into many and abruptly space around her begins to twist oddly, like a skein of reality jumbled together.
You can tell this spell will make space twisty around Mirima, making it difficult for her to strike true. Going to counter?
[07:29] <@Annerose> roll 1d20+35
[07:29] <Serith> Annerose roll for Serith < 41 > [d20=6]
The spell explodes - dozens of streamers of the same space fly everywhere, momentarily making everything the same. Then it passes and Mirima is many, striking decisively at the brain. Half a dozen blades attack at once, a flurry aimed at it from all angles.
> roll 1d4+4 images
<Serith> Kotono roll for Serith < 6 > [d4=2]
> roll 1d20+57
<Serith> Kotono roll for Serith < 77 > [d20=20]
> roll 1d20+57 crit check
<Serith> Kotono roll for Serith < 69 > [d20=12]
> roll 1d20+57 image 1
<Serith> Kotono roll for Serith < 76 > [d20=19]
> roll 1d20+57 image 1 crit check
<Serith> Kotono roll for Serith < 61 > [d20=4]
> roll 1d20+57 image 2
<Serith> Kotono roll for Serith < 75 > [d20=18]
> roll 1d20+57 image 2 crit check
<Serith> Kotono roll for Serith < 72 > [d20=15]
> roll 2d10+90+4d6
<Serith> Kotono roll for Serith < 118 > [d10=6,9][d6=4,4,3,2]
> roll 2d10+90+4d6
<Serith> Kotono roll for Serith < 119 > [d10=6,7][d6=6,5,1,4]
> roll 2d10+90+4d6
<Serith> Kotono roll for Serith < 114 > [d10=1,9][d6=3,2,3,6]
Wow okay, that happened on crits. No more rolls needed, but finishing up the set anyway.
> roll 1d20+57 image 3
<Serith> Kotono roll for Serith < 67 > [d20=10]
> roll 1d20+57 image 4
<Serith> Kotono roll for Serith < 60 > [d20=3]
> roll 1d20+57 image 5
<Serith> Kotono roll for Serith < 74 > [d20=17]
> roll 1d20+57 image 6
<Serith> Kotono roll for Serith < 60 > [d20=3]
> roll 1d10+45+4d6
> roll 1d10+45+4d6
<Serith> Kotono roll for Serith < 59 > [d10=7][d6=1,1,1,4]
> roll 1d10+45+4d6
<Serith> Kotono roll for Serith < 59 > [d10=5][d6=3,3,1,2]
> roll 1d10+45+4d6
<Serith> Kotono roll for Serith < 64 > [d10=7][d6=6,2,2,2]
<Serith> Kotono roll for Serith < 68 > [d10=10][d6=6,1,5,1]
Mirima's is many, over half a dozen swords batter the hive mind, one slicing deep into it and the others pounding it down. The thing goes limp in the lava and immediately the worms stop moving as one. They begin to thrash erratically, and after a moment, no more magic comes. Have you won?
Free act.
Jaela moves methodically between them, executing the thrashing things. "Nice work!" she calls out to Mirima. "Let's clean up and give this place a look through?"
Mop up the worms, check the place for any lingering/building-up magic, then see if there's any doors onwards.
Sure, toss a quick Search check.
I'll take 10 for 22, we'll look more thoroughly later once we've defeated anything hostile at the ruins here.
There's fading magic around the brain - a quick study shows it's just the bonds of the hive mind.
Mopping up the worms is easy. They don't meaningfully resist in this state and have nowhere near the defenses they did before.
There's a pile of rubbish on one wall, and you can just see the top of an archway of stone that may be the tip-top of a doorframe. It's covered in rubble, debris and old supplies, though.
"Let's put this on hold for now and look at the other passages first?" Jaela offers. There was the way forward and a door leading left, and the leftmost path is one she intends to double back and head down.
"Better than moving aside rubble," Mirima agrees as you return and go left.
Here lies a passage to a large dormitory, communal style beds and housing. It's mostly ruined and rubble, and a few worms slither about as you look around. It's a mess on a glance.
"Take a quick look around while I dispatch them?" Jaela asks of Mirima, dealing with the disoriented worms.
> roll 1d20+32 Mirima does have search, huh
<Serith> Kotono roll for Serith < 52 > [d20=20]
Worm extermination is unremarkable. Besides, they'll just resurrect tomorrow.
Mirima looks around while you do, coming back after a quick inspection. "There's some surviving valuables, but it'll take a good deal of time to find them all, more than a quick search allows."
"Just the one path left, then!" Jaela says cheerfully. "It's probably all cleanup, but let's stay on our toes all the same."
Heading down the remaining path.
This path leads to a short hallway full of candles and sunlight, and then into a ruined cathedral. The ceiling is transparent, letting sunlight in all over. Sun designs are everywhere and a grand altar is far ahead, decorated with gold.
Worms slither about here, quite a lot of them in all.
"What do you think?" she asks Mirima, cleaning up here as well. "Time for a more thorough look through everything, and then exploring that archway?"
"I think we have it," Mirima searches around, stopping by the altar. "Here." She holds up a golden medallion of the sun, "What we came here for. Ah, our passion was far too much for this place." She tosses it over to you, "We have plenty of time before night falls, let alone the dawn."
"I really wanted to get this over with quickly, since worms," Jaela says, gesturing about vaguely as the rest of the vermin is put down. She puts the medallion away, saying, "Let's look for anything all the same. Between you and Lisa we should figure everything of note, and I'll clear out the path by the queen. If we're not supposed to actually take any of this, Strength of Light will let us know and help us put it back after we've returned."
Let's take the time to search stuff (which Mirima is aces at) and Lisa has high spot and Scent. I'll clear stuff from the archway to take a look there for magic and then get it opened if I can.
Like taking twenty time to search?
She already rolled a 20 for that one room, but we can do it for the rest, sure. Like Mirima said we have plenty of time.
You find the following objects of worth:
A pile of various coins, mostly gold. Many are bigger than standard gold coins.
A small sun emblem, made of gold.
An ornate golden knife, dotted with sunstones.
Several gold forks, spoons, knives and other untensils.
A few dozen golden plates with a sun motif.
A golden handbell.
A golden vase.
A fullblade of solid gold with a sun motif.
Additionally, you clear away the rubble and open the door there. Within is a room mostly given to lava, worms thrashing about all inside. The heat is intense, powerful. Broken egg sacs littler the room, and you can notice some of the worms are smaller than usual.
"But... it was covered with rubble," Jaela says out loud, visibly stumped. "I understand hiding the nest, but isn't this needlessly complicated? And didn't she spawn them from her body as we fought?"
Pressing the heel of her hand to her forehead, Jaela mutters, "You know what, nevermind. Gather around, I'll take the three of us back."
"Oh, I think I get it," Mirima says, "The lava here probably connects beneath the lava the brain was in. It's protecting the children with extra effort. Commendable."
Mirima puts an arm around you, "They're also worms, let's go back already."
With a snort, Jaela uses her magic to transport herself, Mirima and Lisa back to the entrance to Sylica.
Strength of Light isn't hard to find. A lantern archon is waiting for you by the Felic Gate and escorts you to him, in his offices in Liberton.
It's a nice place. Battle trophies are about, as well as a big map of Sylica taking up one wall. A glass case full of weapons takes up another. There's a desk - sized for him - and an array of chairs sized for all sorts of creatures.
"Back in good order, and did you befriend one of those light wolves?" Strength of Light looks to Lisa.
"We both glow, it was a match made in heaven," Jaela responds with a grin, tossing the medallion to him. "We also did the adventurer thing while in the ruins of the temple that held that. I hope I wasn't wrong about it being the done thing in such a situation?"
Strength of Light catches it, examines it and puts it down onto his desk. "Which temple did you go through?" he asks. "It's Ysgard, you took them through strength of arms. You did nothing wrong."
"Lathander's. It was infested by a hive of worms. Pretty decent magically, but nothing to write home about otherwise."
"Silandros, the Hive Mind." Strength of Light nods slightly, "He is reasonably formidable. An accident but a happy one, he uses the challengers to test and strengthen his own magic. You did well to defeat him."
"...him?" Mirima asks, "I saw the eggs and the young."
"His race does not have a meaningful gender, and he prefers to be addressed as a man." Strength of Light says, "So that is that."
"With that level of magical aptitude, gender becomes fluid," Jaela muses, before admitting, "Anyway, I got some fresh mental scars out of the deal but I'm not quite sure how to adapt this to training to better myself in battle."
"You did pass it easier than I anticipated," Strength of Light admits. "So we'll have to make up for that in other ways." He pauses, takes out paper and writes for a few minutes. "Here. There is a tulani eladrin named Bythalos in the Court of Stars. Find him and give him this letter. He moves around, but the way the court works, you'll find him soon enough. My letter should make sure of that."
"We can do that," Jaela agrees. "In the end, the dragon was the real challenge. Had a nice entrance, too, but so much rage. Then again, Ysgard?"
"Ysgard," Strength of Light laughs, "Have I ever told you about the time I first met Alicia and Antenora? Those two....most people die in Ysgard. They're a few of the exceptions, like you are."
Mirima smirks, "Not everyone is so weak and ungraceful. We are far superior to that."
"Lots of fond memories of fighting in Ysgard when I was just starting out," Jaela is all too happy to agree, grinning.
"Cheers to that," Strength of Light grins right back. From there...
Good to head back to Aurora?
Sure! We'll listen to the story and then return to deal with devils and traitors!
Okay, locking this thread and some others.