You've made it to level 37, Moore.
I'd like a run down of your todos, if any, so I can better sort out your coming events.
We have the pending meeting with The Adversary, so that's first on the list.
Other than that, I'm pausing in any direct dealings until we can find out what's going on with the last piece of the Wheel. Once we assemble it we can get started on a few other projects.
Side things:
Waiting on the Syllen pieces from Dis, but that's probably a non-starter anyway, but we'll keep waiting.
I need to talk to Antenora about rescuing some souls from Leonar.
I also recall Crystalle had asked us about a Ring of Air Elemental Command a long time ago. We can probably track one down for him.
Okay, refresh me on who is going with you to the Adversary thing, and if you have any preparations to make about it. I thin Antenora's going, and if so, we may discuss the Leonar thing first as a simple matter of her being here anyway.
Moore, Antenora and Sylvie.
Moore's going to buff everyone with Inspire Excellence on Charisma and Intellect, so everyone gets +16 to their Charisma and Intellect scores, totaling a +8 bonus.
With that he's also going to do Song of Fortune and Inspire Competence for +22 on skill checks - those effects last for 10 minutes each, we can do those right before we get to the location and I can refresh them by just talking during this, so the Surge of Hope buffs probably don't matter.
That's it for buffs on other people for the most part, unless Antenora has any she suggests here.
EDIT: We will hit the Blessing Stone just to be safe, that gives the following: Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
As you get ready to prepare, Antenora and Sylvie chat. "Oh, and there's that other business," Sylvie says, "Moore, it's a perfect chance to bring it up."
Moore snaps his fingers. "Right." He says with a nod. "This was something that started back in my Aurora days - there's a soul I promised to rescue... it's apparently in the clutches of Leonar. I've never exactly made any sojourns to Baator to rescue souls before, so I wanted to discuss the idea with you to better understand what that process even looked like. I realize Leonar's pretty deep in there, so it isn't exactly going to be an easy matter to accomplish."
"Vastly difficult," Antenora agrees with that, "Leonar is an old, powerful Duke of Hell with many allies. If you went to where he resides you'd have to challenge him in the frozen wastes of Cania."
"Which sounds like you're suggesting you make him come to us somehow," Sylvie agrees.
"It's far from that easy, but that would be superior," Antenora concedes, "More than anything else, stealth and nondetection would be paramount. If Mephisto noticed you on his layer, he'd have to respond."
"Well, there's not much of a way to hide us like that as we are now." Moore says. "Well.. that we know of, but maybe we can investigate some way around that. There's exceptions to every rule, after all." Moore says.
"But... well, are you suggesting we just were to challenge him for the souls in some capacity at all and he'd have to give them up if we won?" He asks.
"If he'd agree to ti in a binding contract," Antenora muses, before she gives you a severe look, "If you can get him to agree to that."
Moore nods. "It's something to consider and investigate for the future. If you decide to make any crusades to Hell in that regard, do let me know. I'd be happy to support your endeavors." A smile before his own serious look comes back. "I think that's everything before we meet with him."
I don't have anything else pending for right this second on this.
Mechanus.
The noise of the gears is a melody that is faintly distasteful to your ears. Something about it is off as you listen to it, in a sparse but not uncomfortable sitting room. A wait here, plain decorations, just fractal art on the walls. Images of lines and patterns, Antenora inspects them as you wait. Sylvie is merely content to sit, awaiting what is to come.
Hm, maybe it's the Prophecy? He wonders.
I wonder if he'll come with anyone else.
Moore is content to sit and wait as well, knowing that the reason they're waiting is likely both a strategic move as well as a symbolic one.
He will refresh all the songs if they wait more than 5 minutes.
20 minutes pass. Still no sign of him. Antenora waits with silent patience as...
How long can you keep the music up?
After the first 5 minutes, he wouldn't refresh them until they were going to wear out at 10, so... let's see. 120 minutes.
If we wait another 40 minutes without him showing up we can decide if we're going to entertain this at all.
40 minutes pass.
"So," Sylvie breaks the silence, "Has he stood us up, or is he waiting out Moore?"
"He will not stand us up," Antenora says, "But this? It is a statement. A challenge." She gestures ta Moore, "Your skills are well known from Aurora and more recent deeds."
"The funny thing is, I could just stop." Moore says. "I don't think he'd be able to tell if I did anything, my bardic talents aren't magical in nature. So it isn't as if I have to keep renewing them anyway." A smile after that and a small shrug. "But I wonder if he'd just wait until after some sort of divination told him I could keep them up for."
"You could," Antenora almost smiles at that. "Or it's nothing more than jockeying for time."
Going to keep renewing them?
"I think it's intended for several purposes, perhaps to frustrate us." Moore says.
Nah, but once the doors open or we sense him showing up he will just redo them. :) If he needs to be sneaky about it let me know.
"Anything to take us off guard or off our game is an advantage for him," Sylvie begins, but then the door opens. A simple metal servant enters.
"It is time, sirs and ma'ams." It says, "You may go in this way."
Moore nods. "Thank you."
He smiles to his friends, before he speaks a word and then goes forward.
He will redo the songs before they go in. He will ensure privacy with his divine will to be super secret on the matter.
Done and done.
You come into a large, open room. Works of fractal art hang here, and a robed, hooded figure inspects one. His back is to you and Antenora's gaze narrows slightly, but doesn't comment. He turns after several moments, face obscured.
"Moore," he greets, "Come forward."
"How would you care for me to address you? Is 'Adversary' acceptable?" Moore asks. He may as well be polite.
He does fly forward slightly.
Can I tell if this is really him or an avatar or something else?
It feels like him, if that matters at all. He's not hiding his nature.
Do you have any reason to doubt this is really him? He asks Antenora and Sylvie only.
We may proceed.
It's him.
"The Adversary will do," Is his answer, his voice soft. Almost hard to hear, but you can still make it out just fine.
"Very well. May we get down to business?" Moore asks. "I would like to see what it is we're dealing with, but I imagine you'd like to have an agreement from me first - so tell me what, specifically, you are offering?"
Just a question since it matters here, but what's your Diplo modifier here?
+177 (irony) right now. If he were to take 10 that would be +187.
Give me a Will save.
[22:07] <Nephrite> roll 1d20+88 will, mettle
[22:07] <Penuche> Nephrite invokes Penuche's magic: < 106 > [d20=18]
You feel a sudden moment of disorientation, but it passes.
The Adversary produces a large, gray box from within his robes, a few feet wide and a foot tall. He places it down onto the air, where it floats. "It is within there."
"I'm sure you won't take offense." Moore says as he studies the box for anything averse.
Arcane Sight, CL 38
[22:21] <Nephrite> roll 1d20+38 CL check if needed
[22:21] <Penuche> Nephrite invokes Penuche's magic: < 46 > [d20=8]
Spellcraft for 115, K:A for 120 if needed.
If it isn't horribly trapped and evil he will open it.
Are you casting Arcane Sight as a spell, an SLA or something else real quick?
I have it up all the time since I can SLA it with divine power, I'm just using it right now. So I suppose it's the latter, but it was already on him if it matters.
Nothing - you can tell the box is intensely warded, as well as made of lead. That'll stop most anything. You might be able to get past it if you seriously apply divine power, but arcane sight just isn't enough here.
Opening the box might help.
Well, if it is trapped and he does it so blatantly in front of both Antenora and Sylvie then that's certainly something.
He will open the box!
The box is opened. Within lies an old harp. It's made of iron and with worn strings intact, hints of rust about it.
Moore will take a look at the harp!
Same checks as before.
The harp is minorly enchanted. It will produce better quality music when played, but nothing else.
Yet to your divine gaze, you can see deeper magic within it. The magic of an artifact, something charged with a far deeper purpose.
Can I figure out what specifically will tell me what it will do? Maybe something I can magic up with Wish to identify an artifact's properties?
It's resisting. Epic magic in a deity's hands possibly could if turned to this, a proper divination. Alternately, a magic god's ability to see magic (the SDA of the same name) would certainly reveal it.
Well we don't have the latter available, so perhaps the former?
Not sure I can just come up with a spell on the spot for this like that.
Hmm, if I allowed Oghma to see it (like, allowing him to use his divine sense for an area or something, assuming that isn't blocked here) would that work? Just trying to suss out what my options are. I guess if that doesn't work I can try my Commune with Knowledge spell focused entirely on this?
You don't know, simply because you don't know Oghma's stats and abilities, so I couldn't possibly comment. He is a deity of knowledge for what that's worth.
You could try your spell or something else as you please.
If I go the Oghma route do I think The Adversary would know?
Or, to more articulate the question: If a Deity uses their sensory ability through a willing target (I am assuming I can let him anyway) do other deities know that happened, if I happen to... know that?
You doubt you could hide it as the Adversary is looking right at you.
Okay.
"I assume you don't know exactly what this is?" Moore asks. "Or am I mistaken?"
"There are elusive secrets," Is what the Adversary says at length.
Antenora goes to look at it as well, Sylvie hanging back. "So what is it that's so worth this trouble, Sammael?" Antenora asks, plainly. "Before you inevitably turn the situation to your profit."
The Adversary is merely silent for a few moments, letting it stretch out, before, "You are the goddess of truth, Bloodflier. You tell me."
The two stare each other down, stone silence in the room before, "The Adversary is a poor name, or have you chosen another personal name?" Antenora challenges back, voice strong. "Or has Violet's arts changed you that deeply?"
"Yes." The only answer the Adversary provides, Antenora's expression utterly unamused.
"The devil's answer," she says, flatly. "Are you so stupid as to waste our time when you request a favor from Moore?"
A hint of a smile - a flash of the Astral, of a battle and undead, of drowning in poison. Of choking on poison, of dying in poison. "I merely sought to prove your inadequacies, so that you may correct them."
"And yet," Antenora declares, "I'm the one will will have to correct you again," With a sharp, unkind smile, "But I'm resigned to it. A cowardly failure such as you, well, needs a great deal of correction. Though perhaps you'd prefer the current Lord of the Seventh's touch to mine?"
"Again? Violet was a gift," The Adversary retorts. "But I do congratulate you. You merely chose a more palatable butcher to serve in your escape from Hell, while I serve no one."
In one smooth motion the Black Horn Spear is in Antenora's hand. It is pointed right at the Adversary's face, not that it seems to quail him at all. In a dreadfully soft voice, "If you impinge her honor once more, I will kill you. If you insult her one more time, I will kill you. If you imply the tired old idea that she's just like a fiend? I will fucking kill you." Antenora's face is tight, her gaze ablaze with anger.
Meanwhile, Sylvie moves forward, tense but ready.
One finger comes up to push away the speartip from his face, pale white. It burns and sizzles from that momentary contact, but the wound heals in seconds, even as bright light is shed from the spear. "Hasn't Sylica made its share of mistakes from anger and hubris recently?"
Antenora takes a breath - a deep one, and slowly lowers her spear. "Get to the point with Moore."
He really is good at getting under people's skin like a poison, isn't he?
"Peace." Moore says - no force given to the words except his own hopes for it. He does not turn to look at Antenora as if to admonish her, instead his attention is on The Adversary.
"I think I may know what this is." He says. "But I'd like to verify it before we continue this discussion. Is that acceptable?" He asks - he's not trying to defer to The Adversary with his words, but if they are going to learn anything then he has to do it his own way.
'Do it," The Adversary agrees immediately. "As long as the means are not objectionable to me. What are they?"
"I know someone who may know what this, and I would like them to look and see if it is." He says. "It is no one from Celestia, if that matters. I would let them see it and verify if it is what they think it is. If that doesn't work, I have a spell that may work."
"Who is it?" A simple question again, but to the point.
"Oghma." Moore says.
"No," The rejection is immediate, "His presence is not desired."
"Hm." Moore makes a non-committal noise.
So either he knows what it is already and doesn't want Oghma to know, or there's more to it than that...
Is this something he presses? Well, if he can figure it out either way, then it's a moot point.
He considers for a moment before he shakes his head. "Very well, I will try on my own merits, but if they do not work then I will ask you to reconsider your stance. Let me try something." He says.
Moore reaches out to put a hand on the harp and focus the magic he knows!
So, what is going to try and do is focus his Commune with Knowledge spell entirely on the harp - basically foregoing the usual questions he'd get to ask in order to pull as much information from the harp itself to him. YMMV if you'd allow that to happen.
This is a way as written something the spell can do? Either way, just go ahead and paste the spell under the circumstances.
It's not, it'd be a modification of it. Here is the current one:
Commune with Knowledge
Divination
Level: Brd 11, Clr 13, Sor/Wiz 13
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Concentration
This spell contacts the platonic ideal of knowledge itself to obtain answers. This spell functions as contact other plane, except that the chance of a true answer is 1-96, the chance of a random answer is 97-100 and the Intelligence DC to avoid Intelligence and Charisma loss is 18, it lasts 1 day and a natural roll of 1 always results in a failure, no matter the total*. Certain questions, such as those that seek the secrets of deities, anathemic knowledge or knowledge protected by epic abjurations cause this spell to return a result of unknown instead of an answer. Unlike with contact other plane, the answers may be as long as needed and not only one word.
* Bards and clerics use Charisma and Wisdom in place of an Intelligence check, and lose their bard or cleric spellcasting in place of arcane spellcasting.
If need be to work with what we've got, it'd be something like
"This spell contacts the platonic ideal of knowledge itself to try and obtain answers from an artifact, or by drawing out the knowledge of the artifact itself for the caster."
Something like that. Obviously if it is Oghma's item then this probably wouldn't work anyway, but you never know!
Okay, list your SDAs real quick first of all?
Divine Bard (0), Divine Blast (1), Extra Domain: Inspiration, Song of Hope, Divine Shield
His other domains are Good and Hope.
Improvising spells on the fly is usually the domain of higher divine rank, magic domain, or the supreme eldritch knowledge/spontaneous spells SDAs.
You could come up with a new spell much faster than a mortal, but probably not on the make in on the fly level yet.
Okay. In that case we'll just go with the default and hope that he can get some answers by being so close to it. Maybe Oghma can sense him using the spell or something.
If that is the case - his first question would be
'What am I currently touching?' to which I am guessing the answer is 'unknown' but let's see.
'The Last Tear.'
I don't think we heard about this one did we?
My avatar is going to do a Knowledge check of either A, P, or R at 120 for this while the spell goes along in case it helps us avoid any other questions. The below question is a just in case this doesn't work.
'Who created it?'
2/18
There's only a few very scraps about this. It's daemon-lore, something said to have been birthed by Anthraxus or an even older former Oinoloth. Little is available and less is known, the questions great and many about it.
All that is said that the name both means a tear from the eye and a tearing of flesh. To cry and to rend, both together.
'Unknown.'
There's that name again...
'What can it do?'
'Destroy the body, mind and soul.
Remove sorrows.
Bring the peace of the death of a person's identity.'
Tch, of course that's what it does. But something like this wouldn't have any good purpose anyway, would it?
'It is currently inert. If it is activated, does it remain that way?'
4/18
As in does it remain active once activated?
Yes. There's a follow up to this, but the question is basically like this:
It's currently a harp.
Question A) If we activate it, does it permanently turn into its new form?
Question B) Does it then need to be activated again every time to be used?
The current question is Question A, if that helps clarify.
'No.'
'So a bard of my skill needs to activate it every time it is to be used?'
'Yes.'
'Outside of this spell, who would know the most about Lost Tear who can be identified?'
7/18
'You.'
Ha, how unexpected.
'What question should I ask about the harp that is the most important to discover?'
Hm, can he even use the spell like this? Well, it's worth a shot...
'Why you should use it.'
Do you mean 'you' as in 'Moore' or other than that? Just clarifying since I think it'd be obvious to Moore but it isn't to me.
Moore, yes.
'Why should I use this?'
10/18
'It can remove the deepest sorrows and pains of evil.'
Can it, now? Hm, maybe they can come to some sort of agreement...?
'What is the next most important thing I need to know about this harp?'
'It is never safe, but you are skilled enough to strum it.'
'Is there anything else about it I need to know right now?'
His avatar will speak to Sylvie and Antenora while he focuses on the harp.
It's called the Last Tear. It was likely made by Anthraxus or someone older. It destroys the body, mind and soul - but it can be used to purge someone of deepest sorrows of pain and evil. We need to find a way to get this out of his hands or agree to work with him to keep it.
If either of you have any quick ideas now is the time.
We are at a disadvantage at trickery. Perhaps blunt force is more effective.
Perhaps that was his plan all along? He might know everything I know and this is just a scheme.
But we can't let ourselves get to that level - if we do this, we do it open and honestly, even if we are at a disadvantage. It would sully our names to do anything less.
Do as you will, but wisely. I will support you.
We do things openly and honestly. Sylvie, what do you think? Besides all my ideas being bad.
At this juncture the idea's better than trying to win oneupsmanship with an ancient fiend.
Then let's return to his last question: 'Is there anything else about it I need to know right now?'
'Yes.'
'What is it that I need to know about the harp I need to know right now?'
12/18
'The price is collects.'
'What is the price it collects?'
'The harp stores what it takes for an unknown purpose.'
Hm.
Is it really possible this information is so easy to obtain...?
'Where is this information coming from?'
15/18
'This spell.'
Is it possible to fool the spell...? No matter.
'What else should I know about the harp?'
16
'Nothing.'
'How old is the knowledge supplied by my questions so far?'
'It varies depending on the knowledge.'
'Was any of the knowledge created within the last month?'
final question
'Yes.'
The spell ended, Moore turns his attention to The Adversary.
"So, I know more about it now." Moore says as he takes in a breath. "Are you familiar with 'The Lost Tear'?" He asks.
"Yes," A simple, one word answer before, "I have heard legends of it."
Moore nods. "Well, I am going to show you my earnest desire for this accord to work out - it can only be used by bards of my skill safely, so as it is to you now it's useless." He says. "So... with that in mind, what was your real intention with it? What do you want me to do with it?"
The Adversary's pale hand gestures, "Loss." A single word reply, heavy in the air. "The Prophecy has spoken. Primus is no seer to be ignored. Loss must be understood and mastered to stop her."
"You think this is tied to her?" Antenora says, voice level as her gaze turns to the harp for but one moment.
"I believe so," The Adversary confirms as...
Antenora takes the softer tack of a Sense Motive check rather than sparring with trying Power of Truth on him (and a rank check she's probably at a disadvantage on).
> roll 1d20+91 (+22 Moore, +15 divine insight)
<Penuche2> Kotono invokes Penuche's magic: < 103 > [d20=12]
"...A liar that speaks truth, or a truth deadly enough that no lie is needed?" Antenora muses aloud. "Or a lie so pretty that the poison in it looks as appealing as a fine fruit?"
The Adversary is silent a time more as Antenora's gaze drifts to the harp. "It's your choice, Moore. Merely do not pretend that this is a fair and equitable trade, no matter how it appears." Antenora declares.
Wisdom is to walk away. That is my council, but I did not lie. The choice is yours.
"How?" Moore asks. "Did you intend for this to be used on someone to that effect?" He asks. "There's... quite a bit that this can do, though..." A shake of his head. "It is risky, whatever is done with it."
"There is always risk in great ventures," The Adversary declares. "Such a Prophecy involves a great deal of risk to oppose it."
"I'd like to understand who you'd like me to use this on." Moore says. "I'm certain you have someone in mind?"
"A test subject first," The Adversary says, "A minor daemon of no importance."
"I see." Moore says with a nod. "All right. Since I understand now how you intend to use it... It could be used in a lot of other ways too, I think, other than trying to learn about loss... I honestly wonder what would happen if you used it on one of Shar's to make them forget their hopelessness, for example."
"You'd have to make them forget they're idiotic assholes, too," Sylvie speaks up here.
The Adversary merely ignores that in favor of, "There many avenues this may open."
"You are aware a lot of good can be done with this item, I'm sure?" Moore asks. "Not just 'it's good for you,' either."
Give me a Sense Motive check.
Take 10 for 110.
A rapier is in the Adversary's hand. It is made of what looks to be shiny steel, catching the light. Yet it looks faintly wet, damp. "You speak of every other weapon in Creation," The Adversary declares, holding the rapier before him, horizontal.
"Sure he does," Sylvie concurs. "But most people are fools, foolish or idiots. How often do we repeat the basics to them and they stumble like moronic children?"
Antenora's gaze travels to Sylvie as she speaks, expression neutral.
"You know what poison and hate are," The Adversary observes. "You know them very well."
"You learn that best when you grow to hate yourself," Sylvie admits, "Some of us even have the strength to grow past it." Her face has a smile now, one as sharp as Antenora's speartip. "Even if only a little."
"Celestia's standards have grown lax," Sammael slowly lowers his rapier, as it is gone in between blinks of an eye.
"That's the one thing I admire about Mount Celestia," Antenora interjects here. "They don't give up on anyone, even Sylvie. Unlikely as it is, she may one day reach the pinnacle. They don't throw those with hope away like yesterday's trash, Sammael."
"Even poison can be used against evil." Moore says with a small smile. "I don't pretend to understand your motives, motivations or goals - or whether you still work with Asmodeus in the shadows as an agent of his. If you would seek for me to find a way to use this against Shar, then I would appreciate you allowing me to do it in my own way." He says, as he clears his throat.
"My proposal is this: You let me take the harp and study it further and do tests with it. I will agree to use it to its fullest extent on a variety of subjects to see what it is capable of regarding the power of loss." He says. "I will provide you with full and complete reports on it to your satisfaction and agree to return the harp to your upon your request." He says. "I am certain you can find someone else to use the harp, but I doubt you'd find anyone willing to deal with you open and honestly." He says.
I'm going to call for a Diplo check here, you said something right.
Take 10 for 156.
"You vow not to use it against me," The Adversary notes back.
"I vow to not use it against you." Moore repeats. "Do we have an agreement?" He asks.
He'd say something about not having it used against him, but he's sure The Adversary already has something like that anyway...
"Take it," Is the answer, The Adversary giving you no more resistance.
Moore will take the harp out of the box!
"I know we don't agree on many things, but you're right that we need to get more advantages on Shar." Moore says. "I'm sure this will provide hope in that regard."
In that case, anything more to do here?
Nope, we can go home and chat about this. Maybe have Will investigate it - I'm curious if Antenora will have any suggestions as to what to do with it or anyone she might want to use it on.
Thus you return back. "At the moment, no," Antenora says, "But I'll think about it."
"I don't know if we just played into his hand or not." Moore says. "Some of the knowledge I found from my spell was only recently uncovered, and it could've been planted by him. But we have tools here to make sure this can be used for a truly good purpose and not for torture."
"Keep me advised, Antenora agrees, "But if that is all, I must return to my duties."
"I think your presence allowed for more good to be done today." Moore says. "Thank you for your time, and your wisdom."
Assuming there are no interrupts, let's take the Lost Tear to Will and see if he can help us identify anything we might not know.
Sure. Still with Sylvie?
Yes.
Thus you return to Will. As you do, Sylvie speaks aloud. "There was real tension between The Adversary and Antenora, wasn't there?"
"She mentioned they'd had some sort of encounter with him, didn't she?" Moore says. "Something about someone named Violet? I don't know who that is or was - and she said something about her 'arts changing him,' I wonder what that was about." He says.
He holds the harp up to Will.
"I'd like you to analyze this please." Moore says. "I know the basic functions of it, but I think your perspective may tell me more about how to use it and anything hidden in it that may be problematic."
"I'm glad I didn't feel any sexual tension from it," Sylvie confesses, "Because there was enough tension as it was. I'll ask them quietly later."
"I will do so," Will agrees, "What do you know of it?"
Moore turns slowly to Sylvie. "I... ...hope you don't mention that to any of them." He says.
He turns back to Will. "I know the following: It can destroy souls, destroy the mind and body. In that regard, it can remove the sorrows of pain and evil from someone. I also understand it's dangerous to use - I also understand that it stores what it takes for some purpose, so I'd like to know if we can figure that out." He says.
Sylvie's soft laughter is a warm backdrop as you speak to Will.
"I will inform you," Will agrees. "I will not be long."
Moore nods. "Take your time, and be careful. I don't think anyone knows about you, but I don't know if this might bring harm to you in some way."
"It takes and destroys," Will says at last, "Deeply and completely. You are correct. It tries to take and destroy from those who use it as well."
"What I expected," Sylvie notes, "Dangerous to use then."
"Can you tell if it does anything with what it takes?" Moore asks. "Or does it just store it?"
"It grows with it before it is gone." Is the answer, "Do not underestimate it."
"Hm. Do you think someone skilled might be able to do something about it?" Moore asks. "I'd like to try and change its... nature, as it were, if we have that ability. Maybe not here, but I bet I can find someone who can, if it's possible."
"Doubtful, it is strong," Is Will's answer.
"Then we'll just have to navigate it." Moore says. "Thank you, Will."
He turns to Sylvie. "I'm not sure how we should even test this, but maybe I should just... try it out and see what happens?" He asks.
"It's your life and soul," Sylvie agrees, "The bigger question is who we test it on. "
"Hm." Moore nods. "Let's do this - I'll just use it in my room and not try and do anything with it at all and we'll see what happens?"
Sylvie lets out a long breath, "Jetina will meet us there," she says, following along.
Moore chuckles at that as he goes to his room and leaves his door open and waits for them!
Jetina soon arrives, "Sylvie told me what's going on," she says, "Is it that dangerous?"
"Probably." Moore says. "Remember that awful Anthraxus? It was made by him." Moore says. "Right now I'm just trying to 'turn it on' and see what happens."
"Be careful," Jetina says, "I'll be here if anything goes wrong."
"If," Sylvie declares, a single word that says it all. "It's not that I don't have faith in Moore, but I don't trust the works of Oinoloths."
"Me neither." Moore says, as he goes ahead to try and strum it.
Take 10 on Perform: String Instruments for 153.
You play a simple melody on the harp. Nothing immediately seems to happen, you strum it well enough.
"So pretty," Jetina murmurs in her beautiful voice.
"Hm..." Moore says. "I expected something more obvious to happen."
Can I tell through a Spellcraft of 115 / K:A of 120 if it's 'activated' right now?
It has activated, yes.
"Okay, well, I turned it on and nothing untoward seemed to happen." Moore says.
Hm.
He uses his divine will to produce a piece of paper with a memory of his - his first meeting with Elena. It's just writing of the memory, but he's curious if it works this way.
He directs the power of the harp at the piece of paper with the memory written down to see what happens!
The paper crumbles away into dust right away.
"Okay..." Moore says. "What else can we do to test this? I'd really like to try it in some sort of controlled environment. Maybe... some sort of construct that has no soul but has memories?"
"You see fine," Jetina chips in.
Sylvie hms, "It's also possible that you're resistant to casual usage by your nature. I suspect a mortal bard would not be as fortunate."
Moore nods. "I don't feel it doing anything strange to me either. So I guess my question is what do we do next? I do admit that I'd like to try its ability to remove sorrow and pain from someone, but only in a very controlled environment."
"We're playing with something...hm." Sylvie goes to the window, "We should try it somewhere besides Celestia, too."
"You think it could interfere?" Jetina asks, going over with her.
"I think that if Anthraxus came here to make trouble, he'd burst into holy flames under this light," Sylvie says, "Or at least once Zaphkiel noticed him making trouble. The point is that yes, it might influence it as well."
"We could always go somewhere exciting like Limbo." Moore says with a smile.
"How about somewhere neutral?" Sylvie suggests, "Discreet and neutral. Limbo is never neutral."
"Hm... Ysgard?" Moore asks. "I'm open to suggestions."
"Safer," Jetina says, "It's not the worst."
"Far from the worst," Sylvie says, "We can find some quiet valley or peak and experiment there."
Moore nods. "All right. We may get some notice because we're visiting, but we'll deal with anything that happens." He says.
We can go hit up the Blessing Stone before we go.
Anywhere in particular in Ysgard?
Somewhere known for (relative) quiet.
It's not hard to get a private little valley, virgin forest met by rocky slopes and capped by snowy, jagged peaks. You can't see or hear another soul within it, nothing but the quiet solitude of the mountains of Ysgard.
Moore will repeat the same as last time - a piece of paper with some memories written on it. He will also create a large rock, about 5 feet across with Words of Creation.
Then he will strum the harp again against both and see what happens!
Give me a Fortitude save.
[13:05] <Nephrite> roll 1d20+63 fort, mettle
[13:05] <Penuche> Nephrite invokes Penuche's magic: < 79 > [d20=16]
You feel momentarily weak when you strum, but you hold it together.
"Ah, there it is." Moore says. "A momentary feeling of weakness, but I resisted it. Now, let's see if anything else happens."
He directs the power of the harp at the paper and the rock!
The paper immediately is consumed - but the rock resists. It weathers a bit, but nothing immediately happens.
"Interesting." Moore says. "I wonder if it isn't that useful against material objects?" He says. "Should we try other things?"
Sylvie goes and grabs a roughly equal rock from nearby. "Try it on this. My first guess would be that a deity creating it with the Words impacts it."
"Oh yes, I thought that too," Jetina says, "Something full of new life has to be harder to undo."
"If we're wrong, then we eliminate it as a factor," Sylvie seconds, putting the rock down. "Give it a try, Moore."
He quickly reinforces his fortitude before he tries again!
Inspire Heroics for the fort save booster.
[14:11] <Nephrite> roll 1d20+63+16 fort, mettle
[14:11] <Penuche> Nephrite invokes Penuche's magic: < 95 > [d20=16]
This rock crumbles away without resistance, even as you again resist that feeling within you.
Sylvie nudges the dust with her foot before, "I was hoping I was wrong, but I didn't think I was. Damn. It's just the Words being potent in Moore's hands, not any weakness of the harp."
"I didn't expect anything else, either," Jetina confesses, "Weakness won't be this harp's problem, unfortunately."
"I think I'm relatively safe from its pull, but it may get stronger if we use it on something... well, stronger. I do also wonder if we can study it more if I just intentionally fail to resist it?" He says. "But... that's a bit too risky, I think. Maybe I could have my avatar do it?"
"It's your avatar," Sylvie shakes her head, "Use it as you will. There's worse ideas. Better ideas, but also worse ones."
"Regardless, I think we've established we need something more," Jetina agrees.
"Right." Moore says. "I hate to do it, but... we could always use it on something living here. I don't think it'd permanently harm them."
"Are you sure?" Jetina asks right away.
"No, but I don't know how else to test this." Moore says. "If you have any ideas I'm open to them."
A pause here. "To be clear, I'm not just going to saunter up to someone and use it - I'd ask them to be willing." He says.
"Not really," Jetina says, but Sylvie snaps her fingers.
"Summons. By their nature a summoning has no lasting impact on the creature. We can't be certain of course with something like this, but it's the safest option I can think of," Sylvie explains.
"Oh, of course." Moore says with a nod. "Let's try it with an elemental then. Hm, should we... ask for permission first from it?"
"It's a summon," Sylvie says flatly, "But in this case...yes, I suppose so."
Moore nods and will use his divine will to summon a fire elemental!
Just summoning a standard Fire Elemental, which I think is covered under his divine power up to level 5 spells...
A medium sized fire elemental appears, as desired. It crackles and burns.
"I need to ask your permission to test something on you." Moore says in Ignan. "It is an item that may remove some of your memories, and I will ensure you are restored properly should anything happen to you."
"Yes." The answer is without hesitation, in crackling Ignan.
"Thank you."
With that, Moore strums the harp, trying to see if he can control what it does, or influence it in some way.
[22:20] <Nephrite> roll 1d20+63+16 fort, mettle
[22:20] <Penuche> Nephrite invokes Penuche's magic: < 95 > [d20=16]
Take 10 on Spellcraft for 115 and K:A for 120 to see if he can make any heads or tails of it.
Okay, how are you trying to control it exactly?
I want to see if I can just affect memories first and foremost and if so, which ones or if I can basically specify memories.
You think you can, it feels right - but you'd need practice and experimentation to have that level of control. That's your verdict after some focus.
Then he will just have to practice and see what happens with it. If it seems to have some permanent effect then he will make amends for it and heal the creature.
For now he just focuses the harp on the elemental in order to start practicing.
[blockquote]Rolled 1d20+79 : 4 + 79, total 83[/blockquote] fort, mettle
The creature slackens - and in moments its eyes are empty, before the summon itself fades away into the ether.
"That's about what we expected." Moore says with some solemn tone. "Can we try and summon the exact same thing? I honestly never investigated how summoning magic really works."
"You're a god. Try," Sylvie waves a hand, "It should be possible for you."
He tries to will the same lesser elemental back the same way it was summoned!
The elemental appears - empty eyed, blank. It only slowly gazes at you, eyes clearing with slowness, but clearing.
"...Hm." Moore taps his chin. "I'm guessing someone else wouldn't be recovering..." He hums once and decides to wait and see if the elemental recovers further.
Can I tell from a K:A / Spellcraft check what's going on? Maybe going back started some kind of recovery process?
Go for it.
Take 10 for 120 and 115 respectively, then.
It's recovering but slowly.
"It's recovering, just slowly." Moore says. "I wonder if that's a property of where it returns to? Sylvie, do you think I should just try something stronger this time? A normal elemental instead of lesser?"
"Well, the summon seems proof and protection," Sylvie finally concludes, "If you feel another test is helpful, then yes."
Moore nods and dismisses the elemental's summoning, before he tries another!
I'll use Wish to emulate Summon Monster VI for a large fire elemental, ask its permission, then try again.
[14:04] <Nephrite> roll 1d20+79 fort, mettle
[14:04] <Penuche> Nephrite invokes Penuche's magic: < 95 > [d20=16]
K:A for 120 and Spellcraft for 115 to study the magic and keep learning how to control this.
The elemental promptly gives permission, as desired.
Give me an Intelligence check as well.
[14:32] <Nephrite> roll 1d20+13+16 int check
[14:32] <Penuche> Nephrite invokes Penuche's magic: < 45 > [d20=16]
It's difficult - to control it you have to precisely play the music just so.
You think you can, you're quite good at this, however.
"Ah... ha." He murmurs as he strums the harp. "It takes a delicate touch, but let's see..."
He's basically just going to experiment - he'll start with the memory portion and see if he can affect just certain memories, or if it's kind of an 'all memories from now back' type. Basically if he can fine-tune (ha!) it like a modify memory spell except on a greater scale.
Take 10 for String Instruments for 132 as needed, as well as the same K:A and Spellcraft checks as before.
Okay, give me one more int check.
[15:27] <Nephrite> roll 1d20+13+16 int check
[15:27] <Penuche> Nephrite invokes Penuche's magic: < 44 > [d20=15]
You begin to grasp it - you can do it, alright, it just takes care and precision.
"Okay, I see now." Moore says. "Let me see if it's any different like... this?"
He'll see if the fundamentals are more or less the same with the aspect of the soul, if it 's basically the same ideas and concepts, just on a ... well, I guess 'soul' other level, get it?
Yeah, anyway, he's going to try it via the soul side now.
Actually I don't, walk me through this?
Basically, he's repeating the same test that was used against memories against the soul instead. It seems to be able to attack souls, or something like that - or at least that was his impression.
If he has a belief that this will be extraordinarily damaging (since it is the soul, you know) then he'd probably not just go all willy-nilly with it.
The moment you do so, the summons instantly collapses and the creature is gone.
"...Well, that answers that, I suppose." Moore says. "Unfortunately, I think we need something else if I'm going to experiment with the soul-related side of this... but I don't know how we can ethically do that."
"You can't," Sylvie says at last, "But we've learned something pushing it as far as we dare."
Moore nods. "I can control it better now, if nothing else." He says. "Hm... I suppose I could try it out on an avatar, but... I don't know that we'd learn much from that."
"With what it's done to summons, no," Jetina speaks up right away, "Don't risk it."
"No, you're right." Moore says with a nod. "But... ugh, what do we do with it now? I'll still write up my report on what we've found, but... well, perhaps we'll find a suitable person to try it out on. I... want to use it to help someone suffering from evil somehow, to help them move from their sorrows."
"That should be a last resort," Sylvie points out, gently so. "When nothing else will do. Something in the face of deep evil, the sort that scars the mind and soul."
"Yes, I agree." Moore says. "Well... I think we've done about all we can do with this for now."
In that case, heading back? If so next move?
I don't have anything on the agenda since we're hopefully getting that last piece of the wheel soon. So please feel free to throw quests at me!
[22:47] <Nephrite> roll 1d100
[22:47] <Penuche> Nephrite invokes Penuche's magic: < 38 > [d100=38]
Reroll that d100? You hit an event already done that I forgot to remove from my table.
[20:31] <Nephrite> roll 1d100
[20:31] <Penuche> Nephrite invokes Penuche's magic: < 58 > [d100=58]
"Damnation and fire!"
Kaja's words startle you out of your work. You look up from the book you're studying, his voice carrying from outside through the open window into the room where you work. It's a loud exclamation, nothing but fury and frustration.
Moore pokes his head out of the window to see if anything is obviously amiss.
"Goodness, what's gotten into you?" He calls out.
Kaja's fist is buried into the stone wall of the fortress. The fortress lost, a fist sized hole in it as he withdraws his hand. "Three of my new followers and my first church were just destroyed." He answers, snappishly.
Moore frowns, immediately appearing next to him with a hand on his shoulder.
"I've lost some too." He says, solemnly. "It's unavoidable. All we can do is help them decide what their fates are to be." He adds. "It's... limiting that we can't just appear and get out vengeance. ...Hm, but maybe we still can bring hope out of this - who was it? I mean... who did they serve?"
"Someone hiding themselves effectively," Kaja grinds out, "Cloaked, masked and warded in powerful magic!"
"Hm... so no idea on who the responsible deity is?" Moore asks. "Well... I think once we find that out, we should go pay a visit to one of their strongholds and cause a ruckus."
"No idea. This was meant not to be discovered," Is Kaja's answer, "This is a personal insult."
"Interesting. Well, the most obvious answer is Tiamat..." He says. "Do you want any help in investigating it? I could ask Melia to spend some time on the matter."
"As I can't go and personally solve it, yes, I would," Kaja's voice is strained. "Whoever did that knows I can't have an avatar yet to respond!"
"Hm..." Moore taps his chin. "I don't know about that, necessarily... but sending an avatar to face the followers of someone else is still serious." He says. "Regardless, I'll ask Melia to investigate and get back to us. We don't have a lot we're currently working towards until we can get that last piece of the Wheel... but, actually, I may have something we can do in the meantime. I still need to do some magic to find what we're looking for, but I owe Crystalle a favor, would you like to go if it's anywhere interesting?"
"Yes," Kaja says immediately, "If I can't take immediate revenge for this insult, I'd better do that than stew."
Moore nods. "Then give me a few minutes." He says.
There's no real harm in doing it right here, so...
Commune with Knowledge, I get 18 questions as usual.'Can this spell locate a generic item, such as a Ring of Air Elemental Command?'
I know your feelings on Locate Object, so I figure I may as well ask the spell itself as well as you. : )Commune with Knowledge
Divination
Level: Brd 11, Clr 13, Sor/Wiz 13
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Concentration
This spell contacts the platonic ideal of knowledge itself to obtain answers. This spell functions as contact other plane, except that the chance of a true answer is 1-96, the chance of a random answer is 97-100 and the Intelligence DC to avoid Intelligence and Charisma loss is 18, it lasts 1 day and a natural roll of 1 always results in a failure, no matter the total*. Certain questions, such as those that seek the secrets of deities, anathemic knowledge or knowledge protected by epic abjurations cause this spell to return a result of unknown instead of an answer. Unlike with contact other plane, the answers may be as long as needed and not only one word.
'Generally, yes.'
'Where is one place we find a Ring of Air Elemental command that is guarded by forces of evil that we would generally see as a challenge?'
Trying to be very specific with this question! It also may turn up bupkis due to the specifics.
'Unknown.'
Too specific. Figures. Maybe a little less specific...
'Where is one place we find a Ring of Air Elemental Command that is held by evil?'
'The Jangling Hiter, in particular the Flensed Tower and in the possession of Morsoel.'
Moore will search for a few more locations, just to be safe!
Handwaving him asking more questions about the same subject in case we find this particular one not to our liking. You don't have to list any, just have them potentially available.
Take 10 on whatever relevant Knowledges for 120 for where the Jangling Hiter, Flensed Tower are and who Morsoel is.
The Jangling Hiter is on Minauros, the third layer of Hell. It is a city of chains above a rotting, all consuming swamp. It is considered the main base of chain devils in Baator.
The Flensed Tower was built from the broken chains of chain devils that failed to live up to Baator's expectations. It is a prestigious location owned by various rich devils over the years, and is currently owned by Morsoel, a fallen tulani who has a great fondness for chain devils.
Speaking of, Morsoel is a tulani who fell perhaps 10,000 years ago. The details aren't clear, but he slew his sister and fled Arborea and the Court of Stars. However, you know in truth that they fell together, and the previous is a lie Morsoel and his sister, the Chained Tulani, have propagated. Both somehow became sadists and monsters of the highest degree, and chose to defect completely to Baator.
Some also suggest they've taken a page out of Belial and Fierna's book and mated to produce unspeakable horrors, though this is unsubstantiated and may be another intentionally spread lie.
Regardless, while powerful, they keep a low profile outside of Baator so are relatively little known.
Interesting...
They can't go waltzing in there, unfortunately, but... Though, perhaps they could? Surely there's some way around that... It may bear a bit of investigation and work, though.
With the Wheel they could probably do it...
"Well, one of the places we would need to go is Minauros." Moore says. "I don't think we could just bust in there, unfortunately, but I have an alternative idea. Did you hear about the Deep Stacks? There are still a few matters there I'd like to investigate, and I have a feeling it should be a suitable challenge for us now."
"Something to beat up's good here or there or anywhere," Kaja agrees sourly.
"Great." Moore says. "Let me see if Sylvie wants to go. She has a right to, after... everything that happened there." Moore says.
Obviously anyone else is welcome, but I figured we could keep this to three for simplicity's sake.
I'm inclined to agree. Any prep?
Hit the Blessing Stone for the basics, then head on over. The last time we were here we weren't deities so I doubt it'll be any trouble to get to the Deep Stacks like it was before, and Mystra did give us permission to go there.
When you arrive at Dweomerheart, a solar awaits you. "Mystra requests your presences," he says, in a tone that suggests it's not a request at all.
"Of course." Moore says.
He wouldn't deny her request regardless!
The three of you find Mystra sitting on a throne in a darkened room. A darkness that resists even your sight, the only light Mystra and the dark throne she sits on. Her gaze is faraway as you enter, but slowly turns on the three of you once you walk in.
"Moore," she greets.
"Lady Mystra." Moore says, his normal levity not present. "I hope you are well."
"I am alive," Is Mystra's response. "What is your purpose here today?"
"We had intended to further investigate the Deep Stacks." Moore says, then pauses for a moment before he decides to go ahead. "But if now is not a good time for such an excursion, we can come back."
"The Deep Stacks are closed indefinitely," Mystra says, to the point. "Dweomerheart prepares for war."
"War?" Kaja asks, "Who? Who has wronged you so?"
"Isn't it obvious?" Sylvie says with a tired expression, "There's only one person it could be: Shar."
"Perhaps we've spent too long dealing with other matters." Moore says with some sadness. "Regardless, I understand. If there is anything we can do to aid you in this time, you need only ask."
"When I have need of your aid, answer my call," Mystra says, expression solemn, "I fear a great reckoning comes, and days that perhaps none of us will survive unscathed. Gather your strength, so that when the time comes it will be put the the right ends."
"Of course." Moore says. "To that end, may I ask you about something? It involves the Hecatoncheires."
"Go on," Mystra agrees.
"I... have been tasked with defeating it, but I do not believe doing so in battle is truly just, or right." Moore says. "I understand that Mask knows some secrets about it, and I intended to try and parley with them somehow to learn about it, or to try and find them... I honestly think the way to defeat it is to simply show it hope, and find a way to help it. I wanted to know what your thoughts were on that."
"Foolish," Mystra says shortly, "But commendable. You know well that the Hecatoncheires was a mistake."
"Yes, but it was a mistake that can and should be forgiven. By both you and the others, but also that creature." Moore says. "No one is below being redeemed."
"Below being redeemed?" Mystra asks right back.
"Many people might say above, but the concern is with being too far below, in my experience." Moore says. "Perhaps no one ever thought Eblis could recover from his Fall, but the times we live in prove anyone can be saved, with enough application of determination and hope." He finishes his point with a smile.
"I won't try to dissuade you, but I wish you luck. You'll need all of it," Mystra notes.
"I know." Moore says. "Please stay safe." He adds.
We can go back. Let's make plans to visit Mask.
Your return is without incident. Once home and safe, "If Mystra's preparing for war," Sylvie says without preamble, "She's been shaken. Badly."
"Something must have happened. If she wanted us to know then she would have told us." He says. "I had put it off but it's probably time for us to finish our business with the seed in Elysium."
"We'll need its power," Kaja agrees, "Do you have a plan?"
"Sylvie, did 21 give you any insight there by chance?" He asks. "If not, I'm just going to ask Mask directly."
"Nothing that helpful," Is Sylvie's answer, "I didn't put him as a serious subject considering I had many other things to look into."
Moore nods. "A moment." He says.
Lord Mask, please forgive this sudden introduction. My name is Moore, of Celestia.
If possible, may I come visit? I wish to speak to you of some matters.
There is no reply.
"Well that's... odd." Moore says. "No reply. Maybe we should just try going over...?"
"I just tried too," Kaja says, "No response."
"Well, he does oversee secrets," Sylvie opines, "It may be harder to get in touch with him than that, anyway."
"You're right." Moore says.
Do any of my Knowledges at 120 (Religion at 123) give me any insight here? If there's a process to get to his realm or anything?
As you recall, it is said that Mask lairs in the Plane of Shadow, though he has holdings in the Lower Planes as well, particularly the ones dominated by yugoloths. All you have to do to meet him is go to his realm there and find him.
"Who's up for some hunting for a Lord of Secrets?" Moore asks.
I think we're still fine to go with Sylvie and Kaja here, unless they object for some reason.
"We could," Sylvie says, "But Moore,"S he holds up a finger. "What plane is his lair on?"
"I mean, you already know." He says. "But it's not like Mask serves Shar or anything. We can't just... not go, to get the answers we need from him about this."
"Then we send at least avatars or something expendable in case Shar attacks because we went dallying into her plane of greatest strength," Sylvie says, "Rather than risk fates worse than death. For all we know, she's suborned Mask or he isn't even there right now."
"I suppose it's possible. But we can't send avatars." Moore says. "If we do that, it exposes the fact that we even have them... ugh, I'm not sure how we get around that."
"We don't have a choice here," Sylvie agrees, "I think we need to ask an established deity to help us with this by sending an avatar and owing them a favor. That or take a different approach altogether."
"Then let's ask in house." Moore says.
Lord Erathaol, may I speak to you if you are not busy?
The turn of a page. In the corner of the room Erathaol sits, reading a book. He marks his place and closes it. "Moore?" he asks.
"We have need to get in contact with Mask." Moore says. "It's time we appease the Archangels for access to the divine seed in Elysium."
"He's not responding? Hardly unusual for him," Erathaol notes, "But troubling under current conditions."
"I did not tell him specifically why we were asking." Moore says. "I do not know if that would make a difference, though. Our next option was to go there directly, but Sylvie rightly pointed out that Shar would interdict us somehow, so the idea was to send avatars... of which you know we can't do, else we spread that information, which I think would cause larger problems."
"Both untenable," Erathaol agrees, "So you must choose which of the lesser poisons to imbibe, or you need a favor from another deity."
"That's about it," Sylvie agrees, "But few want to fritter away an avatar since Shar is bloodthirsty and murderous, or a battle they're doomed to lose because of the Prophecy of Primus."
"I wish I could," Kaja says, "Sword on sword, our styles are the same. Give me a chance and I can match her. I know it." His fist clenches tight, "Sword on sword, I can win."
"That's the trouble with her - you can't count on anything being a fair fight." Moore says. "We also can't discount that Shar may have done something to Mask, can we?" He looks to Erathaol. "But if he had, wouldn't someone have known? I... oh. You know... it's a side point, but... Sylvie, you weren't with us yet, but somehow Torm showed up on Arcadia - well, an avatar of his, anyway - and no one noticed his intrusion. I wonder if that avatar had something that shielded it from some sort of divine sight..."
"Also, do not discounting any insights or back doors Torm had because of his former nature." Erathaol says, "It may be that the entire process was corrupted or bypassed."
"Yeah," Sylvie says slowly, "Hard to say there. Interesting, but unless we can go get the truth from Torm, it's not very helpful right now."
"Right. Well... hm, I wonder if that means Shadow has a back door?" He says. "Either way... if Mask has been captured, or... well, perhaps we can't worry about that... but should we operate on an assumption Shar has done something to him?"
"It is possible," Erathaol says, "Or that he serves her willingly."
Sylvie makes a face, "Which just makes this worse. Mask might be a dead end, unfortunately."
"Any of that is possible. If we can find out one way or another we should..." Moore says quietly. "I'm not sure we can do much here. Lord Erathaol, what do you think? If we can help somehow, I'd like to."
"I would suggest the investigation of Mask's holdings beyond Shadow," Erathaol says, "If you cannot reach him directly, try more indirect means."
"Ah, of course, that does make sense." Moore says. "We can do some digging, I'm sure they're relatively discreet."
"Well, he has holdings on other planes, particularly ones dominated by the daemons," Sylvie says in deep consideration, "When you put it like that, the fact that someone owes us a favor could be useful."
"I'm not sure that person would see it as owing us anything." Moore says. "But I can ask them nonetheless."
"We have the harp. We have..." Sylvie smiles just a little bit, "A certain bit of unspoken leverage. He'll understand that without it being said."
"Let me see, then." He says.
He prepares himself, and then reaches out!
Adversary, I have an update on the harp.
He will be 100% honest (as promised) about the tests they did on the elementals and other things, including the resiliency against the Words of Creation.
Go ahead and write it out? I'm usually fine with an expo skip but this situation may depend on your words and phrasing here.
No problem. In that case:
Is now a good time?
Speak.
First - the results of how summoning interacts with it. Unsurprisingly, lesser elementals were affected without much issue. When resummoning the same creature, they were still affected by the harp's influence, but they seemed to recover from the effects. It may be unique to the way summoning works.
I did not test this extensively as of currently, but when I studied the function of the harp to specifics between its mind-affecting function and its soul-impacting function, the summoning spells we used completely unraveled and were destroyed. It is possible that the harp may have an impact on magic, like a dispel does. I will investigate that further.
Finally, the harp is able to also destroy mundane matter. Things created with the Words of Creation have a resilience to its effects. The harp also doesn't seem to be able to evoke its... for lack of a better way to describe it, soul-stealing aspects in a place like Celestia.
Give me a Diplomacy check here, -40 penalty for ???.
Take 10 for 121 in that case.
Interesting. Is that all?
I believe I can control the power of it and direct it now that we've done these tests. We will continue to test the limits of it as we can. Oh, it does seem to try and... do something every time you use it - I assume steal their life force or something along those lines. If I figure it out I will inform you.
That is all I have to report on the harp as of currently - but I am investigating something that I believe you may be aware of. We have concerns that Shar may have done something to Mask and are seeking to investigate any of his holdings outside of Shadow. Are you aware of any bychance?
...
Daydon Hill in Oinos.
Thank you. If I find evidence, I will let you know.
Take 10 for Knowledges at 120 for what that place is!
It's in the first gloom of Hades. Not much is known of it - it has meaning to the daemons. In particular, you know it is a place where Anthraxus was defeated and forced back to his throne, as part of the circumstances that ultimately lead to his loss of the Siege Malicious.
It all comes back to him, doesn't it?
"We're going to go to Daydon Hill in Oinos. I don't think we're being duped by him." Moore says after his conversation. "I don't think we all need to go - Sylvie, you and Kaja should be sufficient. We can use some amount of subtlety to investigate. Lord Erathaol, I will keep you informed as to what happens there if we find evidence to suggest Shar's involvement."
"Be cautious - and not showing your true forms or faces may be wise," Erathaol notes.
Moore nods. "We can use a spell I developed for this." He says. "It can hide us as well as from things like true seeing, then we can just see what we can find out by observation and some sneaking. If we need to get the truth out of someone then we can do so with subtlety." He adds.
In that case, prep?
We will hit up the Blessing stone again. If anyone super duper wants to come they can, otherwise it'll be us three.
Moore will cast the following on himself, Sylvie and Kaja:
Moore's Marvelous Invisibility
Abjuration/Illusion (Glamer)
Level: Brd 10, Sor/Wiz 12
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched or an object touched weighing no more than 100 lbs per caster level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell functions like superior invisibility, except as noted here. Creatures under the effect of the spell can not be detected by true seeing. In addition, this spell also provides the benefits of a nondetection spell.
Alas, this trip won't have any more hilarious charades trying to happen.
The above spell is cast at CL36.
As you prepare?
"Hopefully the third try is the charm," Kaja remarks as he touches the stone.
"It might be," Sylvie says, "But I suspect we'll run into servants whom if we force to speak, will honestly say they haven't seen him in some time, but this is hardly abnormal."
With a sour look at Sylvie, "That's more likely than I am welcome to admit."
Sylvie's will spreads out, privacy assured.
"It's still the best idea we have, and it's better than doing nothing. We need this seed before things get any worse with Shar." Sylvie seconds, tapping the stone with one finger. "I wonder if Shar's discerned that as powerful as she is, time works against her as we have more chances to prepare? Why give us more chances to get lucky?"
"Luck has nothing to do with it. One on one, I can beat her." Kaja says, quiet determination in his words.
Moore just stays positive, a bright smile on his face. "I've been meaning to one day visit Tymora, actually. I think she's overseen a few more of my adventures than I'd like." A soft chuckle after that. "Regardless, we will find a way to get ahold of him to verify what's going on - and if we can't, then we may have to find a way to get to him. Either way, we'll find out more about what's going on." He says. "I think you're right that Shar is making moves right now - probably a gamble to try and finish things before she can lose. We can see how far she's extended with this operation."
"Then let's get this going," Sylvie says, "Take us over, Moore."
Moore will Greater Plane Shift them there! Time to find out if they can get there directly or not.
So you're aiming for the hill directly?
Let's give us some wiggle room in case of something crazy and say 2 miles south of there as best as I can manage it.
Boing.
Yep, that's the feeling of something interdicting your teleport.
"Ugh, here we go again." Moore says as the spell fails. "Let me try a little farther...?"
Do I get the sense that it's something like when Grumbar did it, or does this feel like something just not allowing teleportation, like a generalized blocker?
If it's the former, do I have any idea who it is?
It feels like an extremely powerful general blocker. Something innate, maybe.
"I don't think it's anyone specifically blocking us, just a teleportation canceller. I'm going to keep trying." He says.
3 miles, 5 miles, 7, then 10 miles.
All are blocked.
"That's an impressively big one," Sylvie notes, "Or a network of smaller ones, or someone making a concerted effort through magic items - or something innate to the area."
"Hmm." Moore says. "Let's just keep trying? If we have to do some traveling, we can." He says.
12, 15, 20 miles.
CL check this time.
Not sure if you needed one for all of them... also I rolled 4 instead of three, whoops. I thought I cast it four times, oh well.
[22:16] <Nephrite> roll 4#1d20+37
[22:16] <Penuche> Nephrite invokes Penuche's magic: < 57, 51, 43, 48 >
No good. You feel it's a little weaker, but you still can't pierce it.
"Wow." Moore says. "Even 20 miles out. It's weaker, but... do we keep trying? I mean, we need to get there somehow." He says.
"I think at this point we ask further questions before we force our way in," Sylvie shakes her head, "We can be prudent, we're the ones on the attack."
"Any suggestions?" Moore asks. "I can try my divination spell..."
"It's a pretty big hammer, and if that fails, we're facing a particularly protected nail," Sylvie admits, "If that fails I'll go ask a few people personally."
Moore will prepare his spell!
'Who is preventing us from going to Daydon Hill?'
'It is not a who.'
'What is being used to prevent us from going there?'
'A psychic storm.'
'What is causing it?'
'The N'Kari Crystal.'
Take 10 on whatever Knowledge is relevant via my avatar for 120 on that!
'Can we bypass it somehow?'
A psychic storm is a series of howling windstorms on the Astral that can cause mental injury. They also can block teleportation at times if in the right position.
'With sufficient strength on the outer edges.'
Sorry, I meant on the N'Kari Crystal.
'Where are the outer edges of this storm?'
6/18 just to keep track
'10 to 40 miles away from the hill.'
'Will a Greater Plane Shift suffice as force, or is a Gate required?'
Take 10 for 120 on Knowledges for the N'Kari Crystal as needed as well. : )
'At least a Gate.'
The N'Kari Crystal is said to be a powerful psicrystal. Not much is known about it, but it had a role in a githyanki/githzerai bit of ugliness a long time ago.
'What is the most dangerous threat at Daydon Hill that is not shielded from this spell?'
'Alurias.'
There's not much more information that can be gleaned from this, so he ends the spell and tries to recall if he's heard that name before.
Take 10 for 120 on whatever Knowledge check is appropriate.
Doesn't ring a bell.
So either not important enough to worry about or incredibly skilled at hiding.
"It's being caused by something called the N'Kari Crystal. We're going to try and open a gate and break through it." Moore explains.
"Then let's go already," Kaja says, "My blades itch for battle."
Moore nods and tries to open a Gate at 10 miles off, like the spell suggested!
[13:54] <Nephrite> roll 1d20+37 CL
[13:54] <Penuche2> Nephrite invokes Penuche's magic: < 38 > [d20=1]
Well, that's a yikes. But hey, I can't technically fail!
[13:55] <Nephrite> roll 1d20+37 CL
[13:55] <Penuche2> Nephrite invokes Penuche's magic: < 42 > [d20=5]
In case the first one didn't work. I can keep doing this as needed.
The first two fail, sure enough.
He will keep trying! And Trying! And Trying!
The good news is is he can do this forever.
[14:03] <Penuche2> Nephrite invokes Penuche's magic: < 45 > [d20=8]
[14:03] <Nephrite> roll 1d20+37 CL
[14:03] <Penuche2> Nephrite invokes Penuche's magic: < 50 > [d20=13]
[14:03] <Nephrite> roll 1d20+37 CL
[14:03] <Penuche2> Nephrite invokes Penuche's magic: < 48 > [d20=11]
[14:03] <Nephrite> roll 1d20+37 CL
[14:03] <Penuche2> Nephrite invokes Penuche's magic: < 47 > [d20=10]
[14:03] <Nephrite> roll 1d20+37 CL
[14:03] <Penuche2> Nephrite invokes Penuche's magic: < 49 > [d20=12]
[14:03] <Nephrite> roll 1d20+37 CL
[14:03] <Penuche2> Nephrite invokes Penuche's magic: < 49 > [d20=12]
[14:03] <Nephrite> roll 1d20+37 CL
[14:03] <Penuche2> Nephrite invokes Penuche's magic: < 42 > [d20=5]
[14:03] <Nephrite> roll 1d20+37 CL
[14:03] <Penuche2> Nephrite invokes Penuche's magic: < 41 > [d20=4]
[14:04] <Nephrite> I mean at this point it's the principle of the thing.
[14:04] <Nephrite> roll 1d20+37 CL
[14:04] <Penuche2> Nephrite invokes Penuche's magic: < 57 > [d20=20]
Eventually you manage to open a portal.
"Must be one hell of a storm," Sylvie remarks thoughtfully.
"Let's go with that." Moore says, before he casts his invisibility spell on them and passes through!
It's pitch black here. There's no light in the slightest as...
What modes of sight and sensing do you have?
I have True Seeing all the time, but we also have Afina's Perfect Vision, so:
You gain all-around vision, which prevents you from being flanked. You see invisible and ethereal creatures normally. Your senses sharpen to razor keenness, granting you blindsight 200ft. Finally, you gain a +25 competence bonus to spot and listen checks.
You can sense into the darkness. Nothing is here, just flat land all around. Dead land, dust choked and forgotten.
'This way,' Sylvie sends, her footsteps heard as she walks ahead.
Moore follows!
Since you're in a low perception situation, give me Perception checks, all.
Take 10 for 98 for Moore. Do you want me to do one for Sylvie?
Kaja will Take 10 for 69.
Take 10 for 108 in her case.
> roll 1d100
<Penuche2> Kotono invokes Penuche's magic: < 75 > [d100=75]
You wander in the dark - each step careful and yet steady, eating up ground by the moment.
'It's so dead here,' Kaja sends. 'Dead and cold.'
'I don't think it is intended, the storm doesn't fee connected,' Sylvie remarks as you go, 'Terrible luck if that's true, though.'
'Something is definitely wrong here.' Moore says to the others. 'Can we find the Crystal?'
'Doubtful,' Sylvie says, 'It would be in the Astral, not here. You don't cause an Astral storm from another plane.'
'So somehow the crystal is causing a storm here?' Moore asks. 'That's... odd, isn't it?'
'No,' Sylvie sends, 'A psychic storm is an event on the Astral, and it impedes teleportation in a matching location elsewhere. I don't think this darkness is related to the storm at all. Two separate events, possibly more.'
'Oh, I see.' Moore says. 'Interesting. Well, we can investigate the Crystal after this. Can you see anything around here at all?'
'Nothing, but we have a lot of space to cover. Going in like this is going to be troublesome so take it slow and careful,' Sylvie spends, 'We don't have a reason to be hasty yet.'
'Understood. I'll keep an eye out as best as I can.' He says. 'It's still odd... this darkness.'
'Maybe the storm's a coincidence,' Sylvie reflects, 'But this feels like something's going on here. Who knows what with the natives.'
'They die all the same,' Kaja says, 'Let them try.'
'It's a little suspicious, given why we're here.' Moore says. 'We just need to find out what's going on.'
Okay, are you running mind blank or anything similar?
Everyone has Mind Blank, yes, as well as non-detection.
As you walk on...
Since this is a walk in bad conditions, marching order? May very well matter.
Sylvie, Moore, Kaja.
You walk on. Soon enough, ahead you sense something. A hut, a building rising from the ground. But a single story, but larger. Large as a nice house perhaps.
There.
'Interesting. I suppose we ought to investigate.' He says.
He intends to fly towards it further, slowly - unless Sylvie suggests otherwise.
The three of you smoothly advance on. Once you get about 50ft away, light returns. A halo of dim light surrounds the house, enough to see by. It's a crumbling, forgotten brick and stone house, windows closed with ancient wooden shutters. The door's likewise barred shut. A chimney is sealed up above as well, you notice.
'Whatever this is, it couldn't have... really survived whatever happened here, could it?' Moore asks.
He investigates the surrounding area for magic!
Arcane Sight, Spellcraft for 115 and K:A for 120. Identifying any casters of anything notable if possible.
There's overwhelming magic here. Incredibly powerful defensive wards, all focused inwards, to prevent anything from coming out of this house. There are no protections to stop someone from going in, however.
Your divine level of skill also lets you discern that in particular, they're keyed towards aberrations.
'So... someone's trapped something or... a lot of somethings in here. That's my take, anyway.' Moore says. 'You can see the same thing I can, I assume, right Sylvie?'
'It's keyed to aberrations, and I see why it's intact,' Sylvie agrees. 'It's like a honeyed trap, to draw the unwary or brave in.'
'We aren't here to investigate this, so maybe we should leave it be for now and come back?' Moore suggests. 'We do, unfortunately, have a more pressing matter to attend to.'
'Wise,' Kaja seconds, 'We could doubtlessly rout what lies inside, but it is a distraction.'
Moore nods. 'Let's continue on towards our destination for now.' He says to the others.
Thus you proceed on and...
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=83 ]{83}
You wander onwards - on and on and on.
Your mind can discern the whispers. Mental suggestions, little murmurings. Urges. Prods to succumb, to listen, to obey.
'Hardly a threat,' Sylvie breaks the silence as you listen to the suggestions, 'At least to us.'
'I'd almost say we shout loud enough, but that'd ruin the element of surprise I hope we still have.' Moore says as they continue. 'Still, this place is certainly awful.'
'Did you expect otherwise?' Sylvie asks right back as you go.
'Not really.' He says. 'It's just... you forget about the horrors of places like this when you don't have to confront them every day.'
'It's easy to forget how blessed you are,' Sylvie seconds.
'Trust me, I know.' Moore says. 'Did I ever tell you about the Lost Realm? I wonder if we can go there freely now... I've never looked into it.'
'I know enough,' Sylvie sends back, then quieter, 'But we're losing track of our current goals here.'
'Let's proceed then.' Moore says, intent on figuring out what's going on with Mask!
Give me a d100.
[12:28] <Nephrite> roll 1d100
[12:28] <Rei-chan> Nephrite rolled : 1d100 --> [ 1d100=67 ]{67}
You wander a time more. It's simple darkness, but nothing seems to lurk in it. At least nothing that dares challenge you.
Until you smell the scent of brimstone and death, a wind bringing it to you at once. A moment later you hear it in the far distance - the grinding of metal on metal, of sword on sword.
'We'll keep going. If we run across whatever this is, the chances that they can see us through this magic are very slim.' Moore says to the others.
Thus you go on. The sounds and scent become more pronounced as you do - until they stop entirely. Ahead lies a dull, cobblestone path inwards.
'This may be it, we've walked far enough,' Sylvie sends, 'But considering Mask, it's hardly so straightforward.'
Take 10 for 115 on Spellcraft and 120 on K:A with Arcane Sight. anything notable?
CL on Arcane Sight.
[14:02] <Nephrite> roll 1d20+37
[14:02] <Rei-chan> Nephrite rolled : 1d20+37 --> [ 1d20=12 ]{49}
You don't detect any magic.
'I'm not willing to believe there isn't any magic here, but if there is, it's likely Mask's, so we probably can't scrutinize it anyway.' Moore says. 'So let's just proceed and see what happens.'
'No choice otherwise,' Kaja agrees, blades out nonetheless.
Sylvie merely takes the lead, walking on.
It's a path in the darkness. Yet it becomes brighter as you walk. Only dim now, enough to see the dead ground all around you. Nearby is a tree full of black ravens. A dead tree, but sitting around the base is a heap of golden coins. Beyond this, perhaps a few minutes of walking, lies a river and ferry-boat, where a shrouded figure stands before a skiff.
'I think I know where we need to go. I assume the coins are a diversion for the greedy.' Moore says as he proceeds towards the shrouded figure. 'There are lots of stories about a ferryman like this, I wonder if he'll be able to see us at all.'
"It's a persistent legend around a particular type of daemon,' Sylvie agrees. 'But let's also remember that it's a thief-god's domain, not a righteous one. Stealing may be the point.'
Kaja strides forward, 'Then we fly over the damned river if we must,' Kaja declares.
'If we've actually entered Mask's domain, then he'd know we're here.' Moore says. 'We can try and communicate with them and see what they'd want us to do to be hospitable.'
'Worth a try, if you want to give up stealth,' Sylvie points out, 'Not an exchange without risk to a deity of thieves and stealth, but not the worst idea either.'
'Hm. Let's go to them and observe for a moment. Maybe they go and come every now and again?' Moore suggests. 'There's no harm in observing.'
You mean the daemon, right?
I mean the shrouded figure at the ferry boat.
Of course.
You approach the figure. The river is wide and rapid, a thin spray of dull brown waters misting in the air. The hooded figure watches you, and when you come within 100ft? 'Do you bear the coin to pay my toll, seekers of Mask?'
'We have coin, but perhaps not the coin you require for your toll.' Moore says.
It certainly seems like they can be seen even through this spell. Figures.
'What is your price?'
I'm sorry, I had a legitimately stupid moment. Refresh me on the spell you're under?
Moore's Marvelous Invisibility
Abjuration/Illusion (Glamer)
Level: Brd 10, Sor/Wiz 12
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched or an object touched weighing no more than 100 lbs per caster level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell functions like superior invisibility, except as noted here. Creatures under the effect of the spell can not be detected by true seeing. In addition, this spell also provides the benefits of a nondetection spell.
Alas, this trip won't have any more hilarious charades trying to happen.
The above spell is cast at CL36.
Strike my line.
You come closer. No reaction from the hooded figure, who merely holds his vigil silently.
Moore will wait - and see if anyone happens to come by!
Let's wait... I dunno, half an hour? If Sylvie gets impatient (or Kaja) they can say something.
In that case Perception.
Take 10 for 98.
After perhaps 10 minutes, the ferry man turns and begins to pole across the river, heading away from the party.
'Let's follow him.' Moore says as he takes to the air to do that!
Fort saves, all.
[11:20] <Nephrite> roll 1d20+71 Fort, Moore, mettle
[11:20] <Rei-chan> Nephrite rolled : 1d20+71 Fort, Moore, mettle --> [ 1d20=7 ]{78}
[11:20] <Nephrite> roll 1d20+35 Fort, Kaja
[11:20] <Rei-chan> Nephrite rolled : 1d20+35 Fort, Kaja --> [ 1d20=15 ]{50}
[11:20] <Nephrite> roll 1d20+47 Fort, Sylvie
[11:20] <Rei-chan> Nephrite rolled : 1d20+47 Fort, Sylvie --> [ 1d20=6 ]{53}
You begin to fly over - and you feel pulled down. A force, a pressure - yet you endure it. All of you do.
Kaja looks down and bares his teeth.
Sylvie merely sends, 'If Mask dislikes our approach, he can complain in person.'
'It's probably not meant to be a deterrent for us.' Moore says. 'Nonetheless, let me help us along.'
So, here's a question - can Moore use his Inspire abilities without revealing themselves? The only requirement is that people hear him, and he can make sure that only those two hear him. I just want to make sure he's able to do it without letting anyone else hear him if he doesn't have to.
It could work if they can hear you and no one else can, I suppose. Glancing over bard abilities, they just say hear the bard sing.
Okay. As they go, everyone gets Inspire Heroics then.
+18 Dodge bonus to Armor, +18 morale bonus to saves.
The river is quite long - but you see the other side and land there. On the far side you see the path begin anew, and a mile ahead, is a patch of darkness that the path leads right to.
'An invitation?' Moore asks. 'Let's continue.'
Thus, they proceed on!
As the path goes on, trees rise from the ground. Old, gnarled trees with dead leaves. Yet they blow in an unseen breeze. With each step a little bit of green comes to the leaves, life and vitality as you head closer to the darkness. Soon enough ripe, succulent fruits dangle from the trees.
'Fool's bait or an invitation to steal?' Kaja reflects.
'Sylvie's right - we are in the den of someone who appreciates stealth and stealing. It's probably a chance to test your mettle or something.' Moore says. 'I think it's both, honestly - an invitation as well as bait. We'll keep going. He knows we're here at this point, if we've actually entered his realm.'
A pause.
'Still... it doesn't answer any of our questions, but we haven't seen a single person except that ferryman. Isn't that... odd?' He asks. 'I can't help but think something still may have happened.'
'One way to find out,' Sylvie agrees, heading onward, as Kaja follows.
Onward they go!
[13:30] <Nephrite> roll 1d100
[13:30] <Rei-chan> Nephrite rolled : 1d100 --> [ 1d100=9 ]{9}
Just in case you need one.
Also: Spooky!
The rest of the walk is uneventful, and you soon reach the edge of the patch of darkness.
'Hm.' Moore floats forward to reach out to see if there's something preventing them from going forward or if he passes into it.
'I have a feeling we simply have to keep going forward.' He says.
Nothing stops you.
'I think so,' Sylvie agrees, stepping forward and after a moment, Kaja follows.
Moore follows as well!
Just for the sake of reference, he is keeping Inspire Heroics up as they go as needed.
You step ahead.
Ahead lies a burnt ruin. What was once perhaps a manor and grounds is now nothing more than a blackened patch dotted with craters. The only thing to be found here is utter ruin.
Kaja growls low, not a word spoken.
'Damn.' Sylvie murmurs in your minds.
'A moment.' Moore says.
He's going to cast Hindsight to see what happened here, and if it happened recently.
Days: You sense the events of the past, stretching back one day per caster level. You gain detailed knowledge of the people, conversations, and events that transpired.
Weeks: You gain a summary of the events of the past, stretching back one week per caster level. Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.
He can see either 38 Days or 38 Weeks, if whatever happened wasn't 38 days ago.
He will do a 120 Knowledge check on if any important names or figures that come out of this.
[14:27] <Nephrite> roll 1d20+39 CL check
[14:27] <Rei-chan> Nephrite rolled : 1d20+39 CL check --> [ 1d20=15 ]{54}
CL check if necessary, +2 bonus from it being a Divination school spell.
Do you have to choose which you use or does it apply both? If the former, which one first?
I do have to choose based on the casting. I'll do Days first, and if that doesn't turn anything useful up, Weeks after.
It's there - a nice place, if shadowed and discrete - until shadows are there and then it simply isn't. It's mostly hidden, but one figure is not - brazenly so.
Shar.
'It was her.' Moore says. 'We definitely have a problem now. She openly destroyed it. I think we may need to get some assistance on this.'
Can I tell from the spell if the notable people here were followers of Mask? Just to 100% ensure I have the facts correct?
You could only see one, the rest was hidden. Almost certainly Shar's work.
'A moment.'
Moore will go to the center of where the mansion used to be so he may be able to get some names out of the spell specifically.
You get the same results, just ruin as you fly along.
Beneath you as Sylvie and Kaja stay close, the ruins begin to shift and stir.
'We may need to make a retreat.' Moore says. 'Actually, let's get away from this - back the way we came. It may be sealed off, but let's not stay directly on top of this.'
With that, he makes to move back!
'Flee like cowards? We're gods, we don't run lightly!' Kaja chides.
'I agree in 9,999 of 10,000 cases,' Sylvie grabs Kaja's arm and pulls him along, 'But let's at least put some distance between this and us, because the 10,000th case is Shar.'
'Let's just see what it is.' Moore says. 'If we need to fight, we fight.'
How far are you flying back?
However far away we were originally to see the devastation when we got here.
You fly back several hundred feet. Just in time - for a shadow rises. A shadow bigger than a castle, tall and looming into the sky. It moves with sinuous grace as it reaches out to the darkness that surrounds this place. From it a great shadow-blade is pulled forth, the darkness giving way to the normal gloom of this realm.
From the shadow's mouth a voice speaks, amused.
Hello, Moore.
Hello, Shar. Were you invited to this house party, or did you invite yourself?
Survive and I may tell you.
The shadow rises up, a massive blade ready to sweep forth. It stands, a mountain over the ruins.
Suffice to say, you have a problem.
Init.
Everyone gets +18.
[21:23] <Nephrite> roll 1d20+56 Moore
[21:23] <Kobot> Nephrite rolled 1d20+56 Moore --> [ 1d20=1 ]{57}
[21:24] <Nephrite> roll 1d20+18+18 Kaja
[21:24] <Kobot> Nephrite rolled 1d20+18+18 Kaja --> [ 1d20=13 ]{49}
[21:24] <Nephrite> roll 1d20+37+18 Sylvie
[21:24] <Kobot> Nephrite rolled 1d20+37+18 Sylvie --> [ 1d20=18 ]{73}
> roll 1d20+27
<Kobot> Kotono rolled 1d20+27 --> [ 1d20=10 ]{37}
Init is Sylvie (73) > Moore (57) > Kaja (49) > Shadow (37)
Sylvie will hold a second so go, pixie bard.
If you want a fight, Shar, then I'll show you!
Power flows into his allies, bolstering them!
Harmonize is being cast so he can use his bard songs as movement actions.
-Swift: Inspire Courage: Immunity to charm and fear effects and a +22 morale bonus on attack and weapon damage rolls
-Movement: Destined Strike: +6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls.
That is his turn.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
Total Buffs:
+31 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
Sylvie slowly cracks her knuckles at that, "Fine, you want a battle?" she challenges, going to charge in, fast as a gale. Yet just as fast the shadow's sword swings, a hurricane tempest of wind that sweeps against all the party.
Provokes an AoO, yes it has combat reflexes.
> roll 1d20+31 (+1 divine rank, +24 brains over brawn)
<Kobot> Kotono rolled 1d20+31 (+1 divine rank, +24 brains over brawn) --> [ 1d20=13 ]{44}
Give me Strength checks, Kaja and Moore.
[spoiler]
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
Total Buffs:
+31 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
Kaja
HP: 956/956
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 849/849
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 30/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 9/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[11:50] <Nephrite> roll 1d20+21 Moore
[11:50] <Kobot> Nephrite rolled 1d20+21 Moore --> [ 1d20=2 ]{23}
[11:50] <Nephrite> roll 1d20+15 Kaja
[11:51] <Kobot> Nephrite rolled 1d20+15 Kaja --> [ 1d20=18 ]{33}
Moore is blown back 100ft, tumbling away end over end. Kaja is able to stay up as Sylvie isn't stopped, reaching the shadow and letting out a single, powerful blow.
> roll 1d20+88 (+2 charge, +31 Moore, +22 inspiration, +8 smite, -30 PA)
<Kobot> Kotono rolled 1d20+88 (+2 charge, +31 Moore, +22 inspiration, +8 smite, -30 PA) --> [ 1d20=12 ]{100}
> roll 5d10+153
<Kobot> Kotono rolled 5d10+153 --> [ 5d10=18 ]{171}
Sylvie slams the shadow in the side, a blow glistening with arcane power. It barely has any effect at all, not even seemingly noticed as...
Kaja.
[spoiler]
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
Total Buffs:
+31 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
Kaja
HP: 956/956
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 849/849
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Kaja isn't going to wait for any shenanigans, and makes a leap at the same shadow along with Sylvie!
Dervish Dance, is there anything preventing him from doing so? Another AoO? If so his AC currently is 106 if that matters, he'd eat one to get in close.
He'd provoke an AoO by moving, yes. Your call there. Okay then.
Give me another strength check for Moore and Kaja real quick.
[13:05] <Nephrite> roll 1d20+21 Moore
[13:05] <Kobot> Nephrite rolled 1d20+21 Moore --> [ 1d20=14 ]{35}
[13:05] <Nephrite> roll 1d20+15 Kaja
[13:05] <Kobot> Nephrite rolled 1d20+15 Kaja --> [ 1d20=7 ]{22}
> roll 1d20+31 (+1 divine rank, +24 brains over brawn)
<Kobot> Kotono rolled 1d20+31 (+1 divine rank, +24 brains over brawn) --> [ 1d20=16 ]{47}
The wind is too much. Kaja is checked and blown back, approach ruined by it, blown back to where he started. Fortunately Moore is not blown further back, nor is Sylvie.
Anything else for Kaja?
He's going to use his standard action to divine magic up an Improvisation on himself for future rounds. That's it for now.
Init is Moore (57) > Sylvie (56) > Kaja (49) > Shadow (37)
Shadow is up.
The great, looming shadow raises his blade. It becomes misty and ethereal, little more than darkness, before it swipes across all the battlefield.
> roll 1d20+60 touch AC
<Kobot> Kotono rolled 1d20+60 touch AC --> [ 1d20=7 ]{67}
Touch AC all?
82 on Moore, 73 on Kaja, 71 on Sylvie.
Yet the blow is avoided by all, at least for the moment. The sword is dodged, Sylvie leaping beyond it, as you fly back and Kaja sidesteps.
Go.
Do not succumb! Go!
Magic flows out of Moore as his allies are further strengthened!
Moore is casting Celestial Valor on everyone with a Standard action.
+8 sacred vs fear and emotion effects that would sap the will to fight, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws, weapons count as holy
In addition, he will use his Swift action for the turn on Inspire Excellence for Strength. Everyone gets a +16 competence bonus to Strength.
That is his turn. Fuck 'em up!
Okay, go ahead and do Kaja first since I'm juggling two fights.
[15:14] <Nephrite> roll 1d20+15+8+15 Kaja str
[15:14] <Kobot> Nephrite rolled 1d20+15+8+15 Kaja str --> [ 1d20=20 ]{58}
[15:15] <Nephrite> roll 1d20+21+8 Moore str
[15:15] <Kobot> Nephrite rolled 1d20+21+8 Moore str --> [ 1d20=11 ]{40}
Assuming he passes, he will go in. AC is 112 now if there's any attacks he needs to AoO for.
[15:16] <Nephrite> roll 1d20+105 Gem 1
[15:16] <Kobot> Nephrite rolled 1d20+105 Gem 1 --> [ 1d20=16 ]{121}
[15:17] <Nephrite> roll 1d20+100 Gem 2
[15:17] <Kobot> Nephrite rolled 1d20+100 Gem 2 --> [ 1d20=4 ]{104}
[15:17] <Nephrite> roll 1d20+100 Gem 3
[15:18] <Kobot> Nephrite rolled 1d20+100 Gem 3 --> [ 1d20=16 ]{116}
[15:18] <Nephrite> roll 1d20+100 Gem 4
[15:18] <Kobot> Nephrite rolled 1d20+100 Gem 4 --> [ 1d20=16 ]{116}
[15:18] <Nephrite> note to self to subtract the right numbers there
Gem 3 is 111, Gem 4 is 106
[15:18] <Nephrite> roll 1d20+105 Gold 1
[15:18] <Kobot> Nephrite rolled 1d20+105 Gold 1 --> [ 1d20=11 ]{116}
[15:18] <Nephrite> roll 1d20+100 Gold 2
[15:18] <Kobot> Nephrite rolled 1d20+100 Gold 2 --> [ 1d20=16 ]{116}
[15:18] <Nephrite> roll 1d20+95 Gold 3
[15:18] <Kobot> Nephrite rolled 1d20+95 Gold 3 --> [ 1d20=20 ]{115}
[15:18] <Nephrite> roll 1d20+90 Gold 4
[15:18] <Kobot> Nephrite rolled 1d20+90 Gold 4 --> [ 1d20=1 ]{91}
I am going to assume everything here hits.
[15:22] <Nephrite> roll 8#1d6+53+2+2d6+40+13
[15:22] <Kobot> Nephrite rolled 8#1d6+53+2+2d6+40+13 --> [ 1d6=1 2d6=7 ]{116}, [ 1d6=4 2d6=3 ]{115}, [ 1d6=1 2d6=7 ]{116}, [ 1d6=5 2d6=9 ]{122}, [ 1d6=5 2d6=2 ]{115}, [ 1d6=3 2d6=7 ]{118}, [ 1d6=4 2d6=8 ]{120}, [ 1d6=3 2d6=3 ]{114}
Total damage is 936. If the last didn't hit the damage is 822.
Gimme d100s on those?
[21:57] <Nephrite> roll 8#1d100
[21:57] <Kobot> Nephrite rolled 8#1d100 --> [ 1d100=16 ]{16}, [ 1d100=15 ]{15}, [ 1d100=71 ]{71}, [ 1d100=50 ]{50}, [ 1d100=46 ]{46}, [ 1d100=25 ]{25}, [ 1d100=79 ]{79}, [ 1d100=87 ]{87}
The shadow ripples. Several blows go right through it harmlessly, but Kaja still tears at it. His blades do score some hits as there is a glisten of something inside, a point of light that - !
Fort, Kaja.
[11:55] <Nephrite> roll 1d20+68 fort kaja
[11:55] <Kobot> Nephrite rolled 1d20+68 fort kaja --> [ 1d20=14 ]{82}
Sylvie Strength check omitted since it's been shown she can't fail it thanks to brains over brawn.
Kaja instinctively shields himself from it - a flare of divine will, enough to smother that light.
Then Sylvie is there with it, "Don't let it get going," She warns, fists and feet already a blur to strike home.
> roll 1d20+88 (+31 Moore, +22 inspiration, -20 PA)
> roll 1d20+88 (+31 Moore, +22 inspiration, -20 PA)
> roll 1d20+88 (+31 Moore, +22 inspiration, -20 PA)
<Kobot> Kotono rolled 1d20+88 (+31 Moore, +22 inspiration, -20 PA) --> [ 1d20=6 ]{94}
<Kobot> Kotono rolled 1d20+88 (+31 Moore, +22 inspiration, -20 PA) --> [ 1d20=18 ]{106}
<Kobot> Kotono rolled 1d20+88 (+31 Moore, +22 inspiration, -20 PA) --> [ 1d20=3 ]{91}
> roll 1d20+83 (+31 Moore, +22 inspiration, -20 PA)
<Kobot> Kotono rolled 1d20+83 (+31 Moore, +22 inspiration, -20 PA) --> [ 1d20=18 ]{101}
> roll 1d20+78 (+31 Moore, +22 inspiration, -20 PA)
<Kobot> Kotono rolled 1d20+78 (+31 Moore, +22 inspiration, -20 PA) --> [ 1d20=9 ]{87}
> roll 1d20+73 (+31 Moore, +22 inspiration, -20 PA)
<Kobot> Kotono rolled 1d20+73 (+31 Moore, +22 inspiration, -20 PA) --> [ 1d20=1 ]{74}
> roll 5d10+116
> roll 5d10+116
> roll 5d10+116
> roll 5d10+116
<Kobot> Kotono rolled 5d10+116 --> [ 5d10=25 ]{141}
<Kobot> Kotono rolled 5d10+116 --> [ 5d10=28 ]{144}
<Kobot> Kotono rolled 5d10+116 --> [ 5d10=19 ]{135}
> roll 5d10+116
<Kobot> Kotono rolled 5d10+116 --> [ 5d10=32 ]{148}
<Kobot> Kotono rolled 5d10+116 --> [ 5d10=21 ]{137}
> roll 5d10+116
<Kobot> Kotono rolled 5d10+116 --> [ 5d10=16 ]{132}
Sylvie's blows are a rain of sharp slashes and the shadow is torn. Her chops and kicks sever away parts of it, but the greater shadow is still barely fazed by this assault. It slashes forward again, as...
> roll 1d20+60 touch AC
<Kobot> Kotono rolled 1d20+60 touch AC --> [ 1d20=1 ]{61}
This time the three of you are ready. Avoidance is simple, but that is not all. From it tendrils of shadows come out in all directions, seeking to grasp and tear at the party.
> roll 1d20+87 touch AC (+8 ???, +19 solitary hunter)
<Kobot> Kotono rolled 1d20+87 touch AC (+8 ???, +19 solitary hunter) --> [ 1d20=7 ]{94}
Touch AC?
[spoiler]
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
Total Buffs:
+31 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
Kaja
HP: 956/956
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 849/849
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 16/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
88 on Moore, 77 on Kaja, 75 on Sylvie.
Moore has a 20% miss chance, Kaja has a 51% Miss chance. Not sure if Sylvie has one.
[12:54] <Nephrite> roll 1d100 Moore miss chance
[12:54] <Kobot> Nephrite rolled 1d100 Moore miss chance --> [ 1d100=15 ]{15}
[12:54] <Nephrite> roll 1d100 Kaja miss chance
[12:54] <Kobot> Nephrite rolled 1d100 Kaja miss chance --> [ 1d100=53 ]{53}
Well, one of us got it!
Moore is lucky, Kaja is not. Give me a Fort save.
[13:07] <Nephrite> roll 1d20+68 fort kaja
[13:07] <Kobot> Nephrite rolled 1d20+68 fort kaja --> [ 1d20=17 ]{85}
> roll 1d20+65
<Kobot> Kotono rolled 1d20+65 --> [ 1d20=8 ]{73}
> roll 60d12
<Kobot> Kotono rolled 60d12 --> [ 60d12=398 ]{398}
Full damage but no other effects.
The tendrils are far faster - and they pass through and leave ripping wounds. Wounds that do not bleed, but that turn a dull black instead. Moore is spared them, curling into a ball and letting space warp around him. Just enough to avoid them, but the other two are not so lucky. Sylvie's side and shoulder are torn open, while Kaja's middle is badly gashed.
Shh.
Stop resisting. The pain will soon fade, along with everything else. You can finally rest and cease your pointless resistance. Won't it feel good to stop struggling?
Moore, go.
[spoiler]
Kaja
HP: 558/956
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 451/849
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 16/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
You talk too much for someone so assured of their own victory!
Nonetheless, Moore won't simply let this stand. He can't simply ignore the wounds of his allies, and thus a word of his own power calls out to heal them.
Mass Heal, 250 restored to everyone.
Not finished, he emboldens his allies with further strength!
Inspire Greatness as a movement.
[13:49] <Nephrite> roll 14#1d10 temp hp
[13:49] <Kobot> Nephrite rolled 14#1d10 temp hp --> [ 1d10=9 ]{9}, [ 1d10=10 ]{10}, [ 1d10=6 ]{6}, [ 1d10=2 ]{2}, [ 1d10=6 ]{6}, [ 1d10=10 ]{10}, [ 1d10=4 ]{4}, [ 1d10=10 ]{10}, [ 1d10=6 ]{6}, [ 1d10=10 ]{10}, [ 1d10=10 ]{10}, [ 1d10=5 ]{5}, [ 1d10=2 ]{2}, [ 1d10=7 ]{7}
97 total temp HP to the total of this for each of them on top of the healing.
Moore: 223
Kaja: 237
Sylvie: 223
They also gain +14 Attack rolls and +7 competence to fort saves.
Need a CL check on that heal.
[14:40] <Nephrite> roll 1d20+37
[14:40] <Kobot> Nephrite rolled 1d20+37 --> [ 1d20=15 ]{52}
Your magic works, wounds healing as Moore's song is heard. As it takes the battlefield Kaja...
Go Kaja.
[spoiler]
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
Kaja
HP: 808+237/956
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 701+223/849
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 16/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Well, he's really had enough of this, so this thing is getting Thousand Cuts to its face. Well, it doesn't have a face, but you know.
Is there anything preventing this, before I start?
No, go for it.
[21:36] <Nephrite> roll 2#1d20+116 Gem 1 and 1 TC
[21:36] <Kobot> Nephrite rolled 2#1d20+116 Gem 1 and 1 TC --> [ 1d20=5 ]{121}, [ 1d20=4 ]{120}
[21:36] <Nephrite> roll 2#1d20+111 Gem 2 and 2 TC
[21:36] <Kobot> Nephrite rolled 2#1d20+111 Gem 2 and 2 TC --> [ 1d20=13 ]{124}, [ 1d20=5 ]{116}
[21:36] <Nephrite> roll 2#1d20+106 Gem 3 and 3 TC
[21:36] <Kobot> Nephrite rolled 2#1d20+106 Gem 3 and 3 TC --> [ 1d20=10 ]{116}, [ 1d20=15 ]{121}
[21:36] <Nephrite> roll 2#1d20+101 Gem 4 and 4 TC
[21:36] <Kobot> Nephrite rolled 2#1d20+101 Gem 4 and 4 TC --> [ 1d20=8 ]{109}, [ 1d20=6 ]{107}
[21:42] <Nephrite> roll 2#1d20+116 Gold 1 and 1 TC
[21:42] <Kobot> Nephrite rolled 2#1d20+116 Gold 1 and 1 TC --> [ 1d20=8 ]{124}, [ 1d20=1 ]{117}
[21:43] <Nephrite> roll 2#1d20+111 Gold 2 and 1 TC
[21:43] <Kobot> Nephrite rolled 2#1d20+111 Gold 2 and 1 TC --> [ 1d20=16 ]{127}, [ 1d20=1 ]{112}
[21:43] <Nephrite> roll 2#1d20+106 Gold 2 and 1 TC
[21:43] <Kobot> Nephrite rolled 2#1d20+106 Gold 2 and 1 TC --> [ 1d20=4 ]{110}, [ 1d20=15 ]{121}
[21:43] <Nephrite> roll 2#1d20+101 Gold 4 and 4 TC
[21:43] <Kobot> Nephrite rolled 2#1d20+101 Gold 4 and 4 TC --> [ 1d20=5 ]{106}, [ 1d20=16 ]{117}
[21:51] <Kobot> Nephrite rolled 16#1d6+53+2+2d6+40+13+4 --> [ 1d6=4 2d6=9 ]{125}, [ 1d6=1 2d6=3 ]{116}, [ 1d6=3 2d6=9 ]{124}, [ 1d6=1 2d6=5 ]{118}, [ 1d6=3 2d6=10 ]{125}, [ 1d6=5 2d6=9 ]{126}, [ 1d6=6 2d6=6 ]{124}, [ 1d6=2 2d6=5 ]{119}, [ 1d6=1 2d6=7 ]{120}, [ 1d6=5 2d6=5 ]{122}, [ 1d6=2 2d6=10 ]{124}, [ 1d6=1 2d6=4 ]{117}, [ 1d6=5 2d6=5 ]{122}, [ 1d6=6 2d6=8 ]{126}, [ 1d6=3 2d6=7 ]{122}, [ 1d6=6 2d6=10 ]{128}
This is a bit confusing, but...
[21:51] <Kobot> Nephrite rolled 16#1d100 --> [ 1d100=6 ]{6}, [ 1d100=21 ]{21}, [ 1d100=4 ]{4}, [ 1d100=83 ]{83}, [ 1d100=34 ]{34}, [ 1d100=45 ]{45}, [ 1d100=93 ]{93}, [ 1d100=41 ]{41}, [ 1d100=54 ]{54}, [ 1d100=72 ]{72}, [ 1d100=20 ]{20}, [ 1d100=6 ]{6}, [ 1d100=9 ]{9}, [ 1d100=73 ]{73}, [ 1d100=67 ]{67}, [ 1d100=17 ]{17}
I'm assuming it's a 50% miss chance? I can suss out which one to hit.
{/i]
Correct, go for it.
Rather lousy luck, but these hit:
[ 1d6=1 2d6=5 ]{118}, [ 1d6=6 2d6=6 ]{124}, [ 1d6=1 2d6=7 ]{120}, [ 1d6=5 2d6=5 ]{122}, [ 1d6=6 2d6=8 ]{126} [ 1d6=3 2d6=7 ]{122}
For a total of 732 damage.
More blows wound the shadow - and this time it is at least fazed enough to pause a moment. It begins to curl inwards as - !!!!
Reflex saves, all, -20 penalty.
[12:03] <Nephrite> roll 1d20+58 Moore, evasion
[12:03] <Kobot> Nephrite rolled 1d20+58 Moore, evasion --> [ 1d20=20 ]{78}
[12:04] <Nephrite> roll 1d20+50 Sylvie evasion (I assume she has some points to spend on this but not sure how many)
[12:05] <Kobot> Nephrite rolled 1d20+50 Sylvie evasion (I assume she has some points to spend on this but not sure how many) --> [ 1d20=4 ]{54}
[12:06] <Nephrite> roll 1d20+51 Kaja
[12:06] <Kobot> Nephrite rolled 1d20+51 Kaja --> [ 1d20=12 ]{63}
That already factored in the -20 on all the rolls. I don't know what Sylvie has to spend on hers and I don't think Kaja has evasion unless I missed it.
There's a gush of shadow, a wave of it. Moore dodges and Sylvie holds her ground, but Kaja is carried away, swept away thousands of feet by it. As he tumbles away Sylvie calls, "Got anything that can hit it all over?"
"That isn't really my specialty! I wish Xandra was here!" Moore shouts. "Well... actually, I haven't used it in quite some time, but... I know something that may at least weaken it."
In that case, after deliberation since she doesn't have that gun either, she'll hold pending what you pull. Shadow is up.
Wounded or perhaps simply angry, the shadow rears back. It raises its blade high and focuses in on Sylvie, before bringing it down all at once.
> roll 1d20+87 touch AC (+8 ???, +19 solitary hunter)
<Kobot> Kotono rolled 1d20+87 touch AC (+8 ???, +19 solitary hunter) --> [ 1d20=1 ]{88}
Unfortunately for it, Sylvie sees the blow coming. She's already gone when it's there, tumbling to the side.
Go.
Moore straightens himself up and looks directly at the creature. The next words reverberate with a power he's not tried to use since he fought against Sylvie.
In the name of the Master of the Illuminated Heavens, the wisdom of the Holy Mountain and the light of Chronias itself, I reject your Oblivion with one word -
Hope!
He's not done this since the Orb of Shar that we dealt with way back, but he's trying a modified version of this.
Chastise Oblivion: You can use the Words of Creation to repel and drive back Sharrans and the essence of entropy, which opposes creation. You can use this to chastise such a creature, stunning them for 1d4 rounds. The creature must be within 30ft of you. This ignores immunity to stunning (except divine immunities) and allows a Fortitude save (10 + 1/2 your hit dice + your Charisma modifier) to negate. Stunning a creature in this way deals 77d4 points of nonlethal damage to you. Failing to stun a creature only deals 7d4 points of nonlethal damage to you.
His goal here is not to stun it, but that'd be cool too - his goal is to shut down its miss chance for a round or two by repelling / weakening it.
Since I assume it'd call for it anyway, here's a Charisma check:
[13:47] <Nephrite> roll 1d20+18+18+15 charisma
[13:47] <Kobot> Nephrite rolled 1d20+18+18+15 charisma --> [ 1d20=3 ]{54}
Forgot a +2 there so that's 56.
Since I'm back but need a sec, what's the save DC?
If we go by the original stun one, it's 46.
> roll 1d20+19
<Kobot> Kotono rolled 1d20+19 --> [ 1d20=14 ]{33}
Moore's words cause the entire shadow to reel. It is knocked back from that, the entire form of it momentarily knocked out of alignment. In that moment, Sylvie...
Anything else?
He's not got anything meaningful to do here since everyone has all the buffs he can provide for the most part.
Actually, that's a lie - He'll throw out an Inspire Excellence (Charisma) to give everyone +16 competence to it.
> roll 1d20+86 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts)
<Kobot> Kotono rolled 1d20+86 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts) --> [ 1d20=4 ]{90}
> roll 1d20+86 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts)
<Kobot> Kotono rolled 1d20+86 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts) --> [ 1d20=5 ]{91}
> roll 1d20+86 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts)
<Kobot> Kotono rolled 1d20+86 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts) --> [ 1d20=2 ]{88}
> roll 1d20+81 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts)
<Kobot> Kotono rolled 1d20+81 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts) --> [ 1d20=8 ]{89}
> roll 1d20+76 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts)
<Kobot> Kotono rolled 1d20+76 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts) --> [ 1d20=16 ]{92}
> roll 1d20+71 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts)
<Kobot> Kotono rolled 1d20+71 (+45 Moore, +22 inspiration, -36 PA, burning PA on any hits too for damage boosts) --> [ 1d20=6 ]{77}
> roll 5d10+132
> roll 5d10+132
<Kobot> Kotono rolled 5d10+132 --> [ 5d10=33 ]{165}
> roll 5d10+132
<Kobot> Kotono rolled 5d10+132 --> [ 5d10=32 ]{164}
> roll 5d10+132
<Kobot> Kotono rolled 5d10+132 --> [ 5d10=28 ]{160}
<Kobot> Kotono rolled 5d10+132 --> [ 5d10=20 ]{152}
> roll 5d10+132
<Kobot> Kotono rolled 5d10+132 --> [ 5d10=24 ]{156}
> roll 5d10+132
<Kobot> Kotono rolled 5d10+132 --> [ 5d10=29 ]{161}
With the shadow stunned, Sylvie kicks down into it long and hard. Brutally hard, into the middle of the beast. Shadows are torn away as she works, each blow taking her deeper - there! The light Kaja saw before. Sylvie reaches it and slams her open palm down on it -----!
A great roaring. A twisting, winds pulling you. Sudden and savage, without a chance to even react.
Strength checks, all. Sylvie is close enough that she suffers a -10 penalty. Moore suffers a -5. Kaja is far enough away to get a +30 bonus.
[spoiler]
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 808+237/956
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 701+223/849
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 3/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[21:29] <Nephrite> roll 1d20+5+8+15-5+1 Moore STR check
[21:29] <Kobot> Nephrite rolled 1d20+5+8+15-5+1 Moore STR check --> [ 1d20=16 ]{40}
[21:30] <Nephrite> roll 1d20+14+15+30 kaja str
[21:30] <Kobot> Nephrite rolled 1d20+14+15+30 kaja str --> [ 1d20=10 ]{69}
I'd roll for Sylvie but I assume she's got a billion different ways to buff hers and Idon't know what they are!
> roll 1d20+21 (-10 closeness) Sylvie
<Kobot> Kotono rolled 1d20+21 (-10 closeness) Sylvie --> [ 1d20=4 ]{25}
Oh, I forgot. Do you have freedom of movement or anything similar active?
Does that also factor in the +16 competence to strength she has from the earlier songs?
We do not have Freedom of Movement or similar.
It does not. That puts her total up to 41. Did that get factored into Kaja and Moore's?
It did, yes. Actually, wait, it did but I did it wrong, so their rolls are +8 higher, oops. Got it confused with Enhancement bonus. So Moore's is 48 and Kaja's is 77
Somehow, against all odds, you manage to resist. You are pulled in but resist, able to break away. You have to flee and you do, away from this maelstrom - and somehow, Sylvie catches up. She screams something lost to the howling winds before...
RUN!
Moore doesn't have to be told twice!
Double movements to do just that. If anyone seems like they're lagging behind, he will use his Move Action power on them.
Swapping to dex aura for this.
Dex checks, you and Sylvie. Kaja's far enough away to be okay.
+26 to Sylvie's roll, whatever it is.
[22:17] <Nephrite> roll 1d20+12+26+15 dex Moore
[22:17] <Kobot> Nephrite rolled 1d20+12+26+15 dex Moore --> [ 1d20=17 ]{70}
> roll 1d20+60 Sylvie
<Kobot> Kotono rolled 1d20+60 Sylvie --> [ 1d20=11 ]{71}
Somehow you do it. Somehow you get away, fleeing this nightmare. It expands behind you yet you go faster, sucking in more and more. You catch up to Kaja as the winds scream, who joins you as you flee from it.
'What in...?' Kaja asks.
'I'm sure it's just yet another present from Shar.' Moore says. 'Keep going - we can't risk being caught in it!'
Even with that said...
Lord Erathaol, can you hear me?
'I hear you.'
We've found a way to Mask's realm - and found Shar. Please see through my eyes what's happening now - we are currently retreating, but I wanted to let you know now that Mask has likely been captured or sequestered by her.
'That is troubling. Escape safely and we will talk.'
'Let's get out of here if we can.' Moore says to the others - trying to go back the way they came - though he's curious if the destruction will chase them indefinitely.
You flee.
!!!
Even as you feel the pull of the wind as you do, miles melting away? She floats there. She is beautiful beyond all words, beyond all meaning. Long, straight black hair and only gauzy, wispy silken scarves worn over her body. Radiant without a speck of light, beautiful without a hint of warmth.
Did you think you'd be able to escape so easily, Moore? I'm here to escort the three of you to eternity.
Before you, 200ft away and unbothered by the cataclysmic winds that howl behind your backs, is an avatar of Shar. Amid the maelstrom of winds that howl, the shadows dance and cavort into looming, leering shapes. From those shadows, carried by shadows who kneel before her, even as they are torn apart by the winds, are two short swords. Swords that are as black as the nothingness of the sleep of death, taken by Shar.
Anurel, Enurel. Look at them and understand, Moore.
I'll pass on being escorted anywhere by you, thank you. He says.
Still, weren't those the weapons she forged? Well, this isn't good at all either way. Maybe he can buy some time... For now, he reaches out to Erathaol.
Lord Erathaol, we've run into an avatar of Shar. If you're able to facilitate my allies getting here, I would appreciate it.
He shakes his head and sighs.
Fine, I'll indulge you. I already destroyed your other creature, don't you at least owe me some amusing retort about what you've done with Mask? Or are you going to claim that he's willingly become subservient to you and has lost all hope? He looks towards the weapons - he knows what they are, he was told about them already, but if she wants to spend time flaunting then he'll certainly take it.
Wisdom check.
[12:04] <Nephrite> roll 1d20+7+16
[12:04] <Kobot> Nephrite rolled 1d20+7+16 --> [ 1d20=13 ]{36}
Those blades hurt you to look at. They offend you. They have to be destroyed. You know that in your bones.
As you realize that Shar's expression twists into a sadistic smile, before - !
Init.
Everyone gets +26 to their rolls.
[12:26] <Nephrite> roll 1d20+64 Moore
[12:26] <Kobot> Nephrite rolled 1d20+64 Moore --> [ 1d20=15 ]{79}
[12:27] <Nephrite> roll 1d20+18+26 Kaja
[12:27] <Kobot> Nephrite rolled 1d20+18+26 Kaja --> [ 1d20=13 ]{57}
> roll 1d20+63 Sylvie init
<Kobot> Kotono rolled 1d20+63 Sylvie init --> [ 1d20=6 ]{69}
Init is Shar (...???) > Moore (79) > Sylvie (69) > Kaja (57)
Go Moore. Shar isn't doing anything that you can discern.
'We have two options - run or fight. It's an avatar, so she's weaker, but I can't tell if those are the real weapons of hers or just the false copies that avatars get. I can try and destroy them with a few tricks, but we have no guarantee about it - or even if we can get away. What do you two think?'
Do I get the impression or sense that my communication to Erathaol was successful or was it interdicted?
'I understand.' Is Erathaol's reply to you.
'Fight and try and break through,' Is Kaja's answer, right away.
'Whatever you do, try to avoid being hit. I am going to see if I can weaken her somewhat... and further bolster us. I'd suggest we just spread out for now. She's going to target me first, I'm sure - maybe use that to your advantage.' He says to the others. 'If we see an opening to run, do it.'
With that in mind... he focuses. He has the power of fate, of destiny at his hands, he can use it, and he will.
Melody of Misfortune (Su): This ability functions as Fated Failure, except it also targets all foes within 30 ft of the Fatesinger that he is aware of. Additionally, the main target of the Melody does not receive a Will save as with Fated Failure as the power of the melody focuses mostly on that foe.
This ability inflicts a -5 penalty on all attack, skills and ability checks. She may of course have something that defies this, but he'll use it just in case.
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
You begin to work and Shar's lips move. A song. A song of profound loss, of desolation and ruin. It is sung in words you have never heard before and yet it is hauntingly beautiful.
You're allowed a divine rank check to resist this.
[14:19] <Nephrite> roll 1d20+1 let's hope!
[14:19] <Kobot> Nephrite rolled 1d20+1 let's hope! --> [ 1d20=20 ]{21}
Can't hope for much more than that!!!
> roll 1d20 moot
<Kobot> Kotono rolled 1d20 moot --> [ 1d20=18 ]{18}
Very lucky.
Her song makes your bardic music and the very hope behind it waver. It's a sickening sensation, like all of your music is unstable and shaky as jelly.
You feel your resolve flicker for a terrible moment.
Rest. No more, Moore. Rest.
Your eyes drift shut. The song is so beautiful. Why were you ever concerned about this? Oblivion is nothing to fear. You feel her hand, cold as death, on your back. You can sleep now.
...
...
The words that come forth are like light, so bright that they illuminate Hades all around you. As if the sun rose to its high zenith, everything illuminated. They come from your mouth, a rejection. A rejection of what Shar said. Your bardic music stabilizes as your vision clears, your divine will radiant around you. Light everywhere, the song rejected.
Shar is before you. Unlike before she now wears a white porcelain mask over her face. It is smooth and without features, save for beautiful purple eyes drawn on it. Her hand is on your back, but somehow you resist. The avatar is pushed back from it, back where it began in the blink of an eye.
"Then the bloody way," Shar brandishes her swords, voice low and dangerous, the song no longer heard.
Chance to react, then I'll do the rest of the boost updating and their turns.
"I reject everything about you, Shar." Moore says.
He needs to say nothing else - they will win, they will stop her.
Because there is always hope.
Okay, checking the math it's actually 296 HP for everyone.
> roll 8*37
<Kobot> Kotono rolled 8*37 --> {296}
You left off a hit die.
Init is Shar (...???) > Moore (79) > Sylvie (69) > Kaja (57)
The clash is like lightning. Sylvie's fist lashes out as she says, "I've been waiting for this, Shar. This is for sending that bitch Senaril!"
> roll 1d20+138 (+45 Moore, +22 inspiration, +2 charge, +16 smite evil, stunning fist used in case she can win the rank check and it isn't blocked)
<Kobot> Kotono rolled 1d20+138 (+45 Moore, +22 inspiration, +2 charge, +16 smite evil, stunning fist used in case she can win the rank check and it isn't blocked) --> [ 1d20=17 ]{155}
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=16 ]{16}
Sylvie's blow is like thunder, yet Shar moves around it. She becomes the shadows even against your radiance, enough to stop Sylvie's shot, at least for the moment.
"Why? So he could live and abandon you once he had his fill of you?" Shar's voice is cold now, harsh.
Then time stops. Sylvie's magic comes in a raw burst of power. It freezes everything in super speed and...Shar moves just as fast as before, as...
> roll 1d4+1
<Kobot> Kotono rolled 1d4+1 --> [ 1d4=4 ]{5}
Timestop but everyone's in on it.
Round 1 of timestop. Go Kaja.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 1115(808)+237/1252(956)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 1008(701)+223/1145(849)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 24/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 7/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Not much reason to hold back here - Can Kaja close the distance with Dervish Dance and go into Thousand Cuts? My understanding is he can move and do a full attack so I see no reason this isn't theoretically possible, but I want to make sure.
Alas, he has no sundering skills or else I'd put those to use.
Nothing in the way but Shar. Good luck.
15:49] <Nephrite> 2#1d20+118 Gem 1 & 1 TC
[15:49] <Nephrite> roll 2#1d20+118 Gem 1 & 1 TC
[15:49] <Kobot> Nephrite rolled 2#1d20+118 Gem 1 & 1 TC --> [ 1d20=1 ]{119}, [ 1d20=20 ]{138}
[15:53] <Nephrite> roll 2#1d20+113 Gem 2 & TC
[15:53] <Kobot> Nephrite rolled 2#1d20+113 Gem 2 & TC --> [ 1d20=16 ]{129}, [ 1d20=2 ]{115}
[15:53] <Nephrite> roll 2#1d20+108 Gem 3 & TC
[15:53] <Kobot> Nephrite rolled 2#1d20+108 Gem 3 & TC --> [ 1d20=12 ]{120}, [ 1d20=2 ]{110}
[15:53] <Nephrite> roll 2#1d20+103 Gem 4 & TC
[15:54] <Kobot> Nephrite rolled 2#1d20+103 Gem 4 & TC --> [ 1d20=15 ]{118}, [ 1d20=19 ]{122}
[15:54] <Nephrite> roll 2#1d20+118 Gold 1 & TC
[15:54] <Kobot> Nephrite rolled 2#1d20+118 Gold 1 & TC --> [ 1d20=14 ]{132}, [ 1d20=10 ]{128}
[15:54] <Nephrite> roll 2#1d20+113 Gold 1 & TC
[15:54] <Kobot> Nephrite rolled 2#1d20+113 Gold 1 & TC --> [ 1d20=2 ]{115}, [ 1d20=8 ]{121}
[15:59] <Nephrite> roll 2#1d20+108 Gold 2 & TC
[15:59] <Kobot> Nephrite rolled 2#1d20+108 Gold 2 & TC --> [ 1d20=10 ]{118}, [ 1d20=9 ]{117}
[15:59] <Nephrite> roll 2#1d20+103 Gold 4 & TC
[15:59] <Kobot> Nephrite rolled 2#1d20+103 Gold 4 & TC --> [ 1d20=16 ]{119}, [ 1d20=3 ]{106}
[16:04] <Kobot> Nephrite rolled 16#1d6+53+2+2d6+40+13+4 --> [ 1d6=5 2d6=10 ]{127}, [ 1d6=6 2d6=10 ]{128}, [ 1d6=3 2d6=8 ]{123}, [ 1d6=5 2d6=4 ]{121}, [ 1d6=2 2d6=7 ]{121}, [ 1d6=4 2d6=4 ]{120}, [ 1d6=1 2d6=6 ]{119}, [ 1d6=1 2d6=7 ]{120}, [ 1d6=5 2d6=5 ]{122}, [ 1d6=2 2d6=6 ]{120}, [ 1d6=2 2d6=5 ]{119}, [ 1d6=6 2d6=4 ]{122}, [ 1d6=5 2d6=5 ]{122}, [ 1d6=6 2d6=7 ]{125}, [ 1d6=4 2d6=7 ]{123}, [ 1d6=2 2d6=3 ]{117}
And since there are miss chances...
[16:04] <Kobot> Nephrite rolled 16#1d100 --> [ 1d100=55 ]{55}, [ 1d100=19 ]{19}, [ 1d100=83 ]{83}, [ 1d100=52 ]{52}, [ 1d100=72 ]{72}, [ 1d100=19 ]{19}, [ 1d100=11 ]{11}, [ 1d100=39 ]{39}, [ 1d100=17 ]{17}, [ 1d100=12 ]{12}, [ 1d100=30 ]{30}, [ 1d100=25 ]{25}, [ 1d100=95 ]{95}, [ 1d100=35 ]{35}, [ 1d100=62 ]{62}, [ 1d100=86 ]{86}
I can figure out which hit, assuming he hit the AC needed to on everything. 50% miss chance again?
Correct.
[ 1d6=5 2d6=10 ]{127}, [ 1d6=3 2d6=8 ]{123}, [ 1d6=5 2d6=4 ]{121}, [ 1d6=2 2d6=7 ]{121}, [ 1d6=5 2d6=5 ]{122}, [ 1d6=4 2d6=7 ]{123}, [ 1d6=2 2d6=3 ]{117}
854 damage.
Sword on sword at last. The clang of metal's embrace against metal's embrace echos across the battlefield, the din of the storm behind you down to a dull, muted buzz under Sylvie's spell. Kaja and Shar clash.
Slash, parry.
Thrust, dodge.
Rend, sidestep.
A dance of death until Gem grazes Shar's shoulder. She does not bleed like a mortal, but her flesh is indeed cut. Then she flows faster - and not a blow can touch her. The two duel, locked together. As they do, in perfect, contemptuous draconic, "I expected more, oh mighty wyrm."
Kaja bares his teeth in defiance, as Sylvie sidesteps and has a chop brushed aside by one of Shar's blades. "But then," Shar goes on, "You are nothing but the walking dead!"
Shar is up. Before I begin, what's Kaja's current AC and any miss chance, or any other relevant defenses, including DR?
AC 126, 51% miss chance, DR 15 epic/silver
> roll 1d20+135
<Kobot> Kotono rolled 1d20+135 --> [ 1d20=14 ]{149}
> roll 1d20+130
<Kobot> Kotono rolled 1d20+130 --> [ 1d20=20 ]{150}
> roll 1d20+125
<Kobot> Kotono rolled 1d20+125 --> [ 1d20=6 ]{131}
> roll 1d20+120
<Kobot> Kotono rolled 1d20+120 --> [ 1d20=12 ]{132}
> roll 1d20+135
<Kobot> Kotono rolled 1d20+135 --> [ 1d20=15 ]{150}
> roll 1d20+130
<Kobot> Kotono rolled 1d20+130 --> [ 1d20=2 ]{132}
> roll 1d20+125
<Kobot> Kotono rolled 1d20+125 --> [ 1d20=11 ]{136}
> roll 1d20+120
<Kobot> Kotono rolled 1d20+120 --> [ 1d20=1 ]{121}
> roll 1d20+135 haste bonus attack
<Kobot> Kotono rolled 1d20+135 haste bonus attack --> [ 1d20=5 ]{140}
> OOC: 8 hits at AC 130. One crit threat, resolving that first.
> roll 1d20+130 crit threat
<Kobot> Kotono rolled 1d20+130 crit threat --> [ 1d20=3 ]{133}
> roll 8#1d100 vs 51, 2nd roll is the crit
<Kobot> Kotono rolled 8#1d100 vs 51, 2nd roll is the crit --> [ 1d100=37 ]{37}, [ 1d100=46 ]{46}, [ 1d100=66 ]{66}, [ 1d100=21 ]{21}, [ 1d100=41 ]{41}, [ 1d100=95 ]{95}, [ 1d100=64 ]{64}, [ 1d100=37 ]{37}
> OOC: Three normal hits.
> roll 6d6+120+3d6 DR does not apply
> roll 6d6+120+3d6 DR does not apply
> roll 6d6+120+3d6 DR does not apply
<Kobot> Kotono rolled 6d6+120+3d6 DR does not apply --> [ 6d6=25 3d6=4 ]{149}
<Kobot> Kotono rolled 6d6+120+3d6 DR does not apply --> [ 6d6=22 3d6=7 ]{149}
<Kobot> Kotono rolled 6d6+120+3d6 DR does not apply --> [ 6d6=18 3d6=16 ]{154}
> roll 149+149+154
<Kobot> Kotono rolled 149+149+154 --> {452}
452 damage. 215 damage after temp HP is exhausted. This damage is both to his current HP and to his maximum HP.
> roll 6d6+120+3d6 rend
<Kobot> Kotono rolled 6d6+120+3d6 rend --> [ 6d6=25 3d6=15 ]{160}
160 more damage. Again, damage to his current and max HP.
This time, the dance is bloody. Kaja blows many, sometimes flickering away entirely, but Shar's blades know no mercy. Kaja's flesh is torn open, his side bloodied and snout broken. He manages to stay in there, even as Shar whispers a strange, horrid word that...-!
Fort all.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 740(433)/877(581)(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 1008(701)+223/1145(849)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 24/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 7/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[blockquote]Rolled 1d20+103 : 3 + 103, total 106[/blockquote] Moore fort, mettle
[blockquote]Rolled 1d20+69 : 7 + 69, total 76[/blockquote] Kaja Fort
[blockquote]Rolled 1d20+81 : 19 + 81, total 100[/blockquote] Sylvie
Not sure if Sylvie has anything else to boost hers. I think Kaja has mettle but It's hard to check on the phone.
Do you want to wait until you get to computer for this? I know it's tough to run this sort of battle on a phone.
We can keep going at least until Kaja's turn!
Kaja does not have mettle, that's Cresiel and Jetina.
300 damage, halved since you all made the save.
The word leaves all of you chilled as Shar moves yet faster now, a shadowed blur that you can barely perceive, as...
Moore.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 590(433)/877(581)(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 1008(701)+73/1145(849)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 24/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 7/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
The best thing to do now is destroy those weapons. But can he ignore Kaja?
He has to fight with wisdom- those weapons are the problem.
His goal here is to use his Sharran Rejection Words of Creation ability against the blades themselves. I can roll a Charisma check if you'd like. Or if Moore feels like this wouldn't work let me know and I can modify my action.
Int check, I guess.
[blockquote]Rolled 1d20+27 : 3 + 27, total 30[/blockquote]
You genuinely aren't sure.
more Question time: can I tell if these are the real deal or just avatar copies?
Copies, you think.
'I can try and destroy the weapons, but I think they're just the copies that avatars get. It may be best for me to just further bolster all of you against her attacks. My magic isn't strong enough to dispel hers I don't think, so it may be best to just go all in and try and strike her enough to destroy the avatar. I'm open to opinions.' His words come swiftly, filled with concern - but still full of hope.
Sylvie's a little busy to reply, dodging blades stained with Kaja's blood.
Kaja manages to gasp out in your mind, 'Do something! Disarm her if you can!'
Well, if they're just copies then this should be easier...
I said earlier I reject you. I reject the Hopeless nature of your weapons!
The light of Celestia and Chronias shines even here!
Because there is always Hope!
[blockquote]Rolled 1d20+68 : 20 + 68, total 88[/blockquote] charisma
He is using his Chastise Oblivion power against the two swords - focusing entirely on trying to destroy them both.
Nice time for a crit. Roll 1d20+88.
[blockquote]Rolled 1d20+88 : 5 + 88, total 93[/blockquote]
Give me a level check, too.
[21:29] <Nephrite> roll 1d20+38
[21:29] <Kobot> Nephrite rolled 1d20+38 --> [ 1d20=17 ]{55}
I was not sure whether I should add my divine +1 to that, if not then 54.
Your words are bright and brilliant, a soft grunt from Shar's avatar. The swords seem cracked now, a few notable ones on them. Nothing ruinous as of yet, but you can see the impact your words had on them.
Shar's gaze lingers on you a moment like a funeral shroud, thick and covering every sense you have.
Oh, you want to play with things you scarcely understand, Moore?
Doing anything else this turn?
Well, whether he wanted it or not, he has her attention. That should buy them some more time.
Even you know you're not at an advantage here. If you want so badly to lose an avatar, then keep fighting us. I'll destroy your swords and prove that Hope will be victorious.
He's going to use his movement action to restart Inspire Heroics for the temporary HP on everyone again. I'm not sure Sylvie's been hit, so I think it's just Kaja that gets them.
[12:02] <Nephrite> roll 14d10 temp HP
[12:02] <Rei-chan> Nephrite rolled : 14d10 temp HP --> [ 14d10=103 ]{103}
Oh, actually I forgot, everyone has the +16 to their Constitution score, this ends up being...
Kaja: 355
Sylvie & Moore: 341
So it overwrites what they had before since it's higher.
Walk me through the HP math since it's not matching what I have.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 590(433)/877(581)(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 1008(701)+73/1145(849)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 24/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 7/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Inspire Greatness does the following:
A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
So 14d10 for the first part, which was rolled. Kaja's Consitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
EDIT: Sorry, Moore and Sylvie are the +9, Kaja usually has +10.
Init is Shar (...???) > Moore (79) > Sylvie (69) > Kaja (57)
In that case hammering out math, so go ahead and have Kaja go now while I do that then get Sylvie's turn ready.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Consitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 590(433)/877(581)+355(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 1008(701)+355/1145(849)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 24/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 7/9 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[/quote]
He may as well see what Shar's got going for the sake of Sylvie's turn, so he'll just break out another Thousand Cuts on her.
[13:40] <Nephrite> roll 2#1d20+120 Gem 1 & 1 TC
[13:40] <Rei-chan> Nephrite rolled : 2#1d20+120 Gem 1 & 1 TC --> [ 1d20=1 ]{121}, [ 1d20=13 ]{133}
[13:40] <Nephrite> roll 2#1d20+115 Gem 2 & TC
[13:40] <Rei-chan> Nephrite rolled : 2#1d20+115 Gem 2 & TC --> [ 1d20=13 ]{128}, [ 1d20=10 ]{125}
[13:40] <Nephrite> roll 2#1d20+110 Gem 3 & TC
[13:40] <Rei-chan> Nephrite rolled : 2#1d20+110 Gem 3 & TC --> [ 1d20=10 ]{120}, [ 1d20=2 ]{112}
[13:40] <Nephrite> roll 2#1d20+105 Gem 4 & TC
[13:40] <Rei-chan> Nephrite rolled : 2#1d20+105 Gem 4 & TC --> [ 1d20=9 ]{114}, [ 1d20=9 ]{114}
[13:40] <Nephrite> roll 2#1d20+120 Gold 1 & 1 TC
[13:40] <Rei-chan> Nephrite rolled : 2#1d20+120 Gold 1 & 1 TC --> [ 1d20=13 ]{133}, [ 1d20=3 ]{123}
[13:40] <Nephrite> roll 2#1d20+115 Gold 2 & TC
[13:40] <Rei-chan> Nephrite rolled : 2#1d20+115 Gold 2 & TC --> [ 1d20=3 ]{118}, [ 1d20=7 ]{122}
[13:40] <Nephrite> roll 2#1d20+110 Gold 3 & TC
[13:40] <Rei-chan> Nephrite rolled : 2#1d20+110 Gold 3 & TC --> [ 1d20=4 ]{114}, [ 1d20=18 ]{128}
[13:41] <Nephrite> roll 2#1d20+105 Gold 4 & TC
[13:41] <Rei-chan> Nephrite rolled : 2#1d20+105 Gold 4 & TC --> [ 1d20=1 ]{106}, [ 1d20=16 ]{121}
[13:41] <Nephrite> roll 2#1d20+100 2 bites I've been forgetting
[13:41] <Rei-chan> Nephrite rolled : 2#1d20+100 bites I've been forgetting --> [ 1d20=5 ]{105}, [ 1d20=20 ]{120}
[13:43] <Rei-chan> Nephrite rolled : 16#1d6+53+2+2d6+40+13+4+8 --> [ 1d6=4 2d6=7 ]{131}, [ 1d6=6 2d6=8 ]{134}, [ 1d6=2 2d6=8 ]{130}, [ 1d6=3 2d6=6 ]{129}, [ 1d6=2 2d6=5 ]{127}, [ 1d6=1 2d6=4 ]{125}, [ 1d6=6 2d6=8 ]{134}, [ 1d6=5 2d6=5 ]{130}, [ 1d6=4 2d6=11 ]{135}, [ 1d6=1 2d6=5 ]{126}, [ 1d6=5 2d6=5 ]{130},
[13:43] <Rei-chan> [ 1d6=5 2d6=8 ]{133}, [ 1d6=2 2d6=10 ]{132}, [ 1d6=6 2d6=7 ]{133}, [ 1d6=5 2d6=3 ]{128}, [ 1d6=4 2d6=4 ]{128}
[13:44] <Nephrite> roll 2#1d6+36+8+40
[13:44] <Rei-chan> Nephrite rolled : 2#1d6+36+8+40 --> [ 1d6=5 ]{89}, [ 1d6=6 ]{90}
[13:44] <Rei-chan> Nephrite rolled : 18#1d100 --> [ 1d100=29 ]{29}, [ 1d100=77 ]{77}, [ 1d100=3 ]{3}, [ 1d100=99 ]{99}, [ 1d100=78 ]{78}, [ 1d100=7 ]{7}, [ 1d100=49 ]{49}, [ 1d100=51 ]{51}, [ 1d100=41 ]{41}, [ 1d100=8 ]{8}, [ 1d100=96 ]{96}, [ 1d100=82 ]{82}, [ 1d100=20 ]{20}, [ 1d100=8
[13:44] <Rei-chan> ]{8}, [ 1d100=51 ]{51}, [ 1d100=47 ]{47}, [ 1d100=14 ]{14}, [ 1d100=73 ]{73}
Are we still working with 50 or above or has the miss chance increased with Shenanigans?
If it's still 50 or above, then the total damage is 1132
Miss chance is still 50. Kaja hit with one of the bites, right?
Yes, I factored that in also.
Fort save.
[21:33] <Nephrite> roll 1d20+35+18+8+8+3+7 Kaja fort
[21:33] <Kobot> Nephrite rolled 1d20+35+18+8+8+3+7 Kaja fort --> [ 1d20=15 ]{94}
Rank check.
[21:42] <Nephrite> roll 1d20+1
[21:42] <Kobot> Nephrite rolled 1d20+1 --> [ 1d20=12 ]{13}
> roll 1d20
<Kobot> Kotono rolled 1d20 --> [ 1d20=10 ]{10}
Kaja's blows are hard to land - Shar's guard is still incredible, but a slash cuts her side, a bite into her. Enough to blood her at least a few moments, if she bled. As you fight?
Are you going to stay until the end of this, Moore? Run if you need to.
I'm not going anywhere. It wouldn't do if I left you two to fight her. I'm going to destroy her weapons.
Sylvie presses the attack as Kaja strikes, both committing to the battle as they go back and forth, as Sylvie weaves tighter magic around herself.
Quickened wish from AD for divine power.
> roll 1d20+144 (+45 Moore, +22 inspiration, +16 smite, +8 divine power)
> roll 1d20+144 (+45 Moore, +22 inspiration, +16 smite, +8 divine power)
> roll 1d20+144 (+45 Moore, +22 inspiration, +16 smite, +8 divine power)
<Kobot> Kotono rolled 1d20+144 (+45 Moore, +22 inspiration, +16 smite, +8 divine power) --> [ 1d20=19 ]{163}
<Kobot> Kotono rolled 1d20+144 (+45 Moore, +22 inspiration, +16 smite, +8 divine power) --> [ 1d20=11 ]{155}
<Kobot> Kotono rolled 1d20+144 (+45 Moore, +22 inspiration, +16 smite, +8 divine power) --> [ 1d20=13 ]{157}
> OOC: -5 to the third one, forgot to adjust down.
> roll 1d20+134 (+45 Moore, +22 inspiration, +16 smite, +8 divine power)
<Kobot> Kotono rolled 1d20+134 (+45 Moore, +22 inspiration, +16 smite, +8 divine power) --> [ 1d20=20 ]{154}
> roll 1d20+129 (+45 Moore, +22 inspiration, +16 smite, +8 divine power)
<Kobot> Kotono rolled 1d20+129 (+45 Moore, +22 inspiration, +16 smite, +8 divine power) --> [ 1d20=12 ]{141}
> roll 1d20+144 (+45 Moore, +22 inspiration, +16 smite, +8 divine power) crit threat
<Kobot> Kotono rolled 1d20+144 (+45 Moore, +22 inspiration, +16 smite, +8 divine power) crit threat --> [ 1d20=9 ]{153}
> roll 1d20+134 (+45 Moore, +22 inspiration, +16 smite, +8 divine power) crit threat
<Kobot> Kotono rolled 1d20+134 (+45 Moore, +22 inspiration, +16 smite, +8 divine power) crit threat --> [ 1d20=12 ]{146}
> roll 5#1d100
<Kobot> Kotono rolled 5#1d100 --> [ 1d100=25 ]{25}, [ 1d100=36 ]{36}, [ 1d100=89 ]{89}, [ 1d100=74 ]{74}, [ 1d100=9 ]{9}
> roll 5d10+101
<Kobot> Kotono rolled 5d10+101 --> [ 5d10=29 ]{130}
> roll 10d10+202
<Kobot> Kotono rolled 10d10+202 --> [ 10d10=53 ]{255}
A flurry of blows follows Kaja's dance - but it's hard to hti her even now. A few blows manage to do that, slamming into Shar - but nothing decisive. Shar drifts back as...
She seems to be openly provoking AoOs. Does Kaja take his?
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Consitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 590(433)/877(581)+355(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 1008(701)+355/1145(849)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 13/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 1/9 Mentalism Domain 1/1
Spells Used: AD: Time Stop, Wish
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
He'll try, sure.
[22:30] <Nephrite> roll 1d20+120
[22:30] <Kobot> Nephrite rolled 1d20+120 --> [ 1d20=4 ]{124}
[22:30] <Nephrite> roll 1d100
[22:30] <Kobot> Nephrite rolled 1d100 --> [ 1d100=4 ]{4}
And a miss.
> roll 1d100 Sylvie just going to see if it even hti sfirst
<Kobot> Kotono rolled 1d100 Sylvie just going to see if it even hti sfirst --> [ 1d100=65 ]{65}
> roll 1d20+106 (+45 Moore, +8 divine power)
<Kobot> Kotono rolled 1d20+106 (+45 Moore, +8 divine power) --> [ 1d20=12 ]{118}
Whiff.
Shar glides back, 100ft away in a moment. She vanishes into the shadows, utterly lost to your sight and senses. Yet you feel her. Her warm breath against the back of your neck. The caress of her fingers that brings numbing fire to your body. The ever so soft touch of her flesh against yours. Shar seems to be everywhere and nowhere, surrounding the party and yet nowhere to be seen.
Moore.
I think we take this opportunity to try and break off the fight - or at least not stay here.
Then go if you can get away!
I said we! We go together!
I'm not clear on what the battlefield itself looks like, but can I see the way back we came or is everything shrouded in darkness?
It's pretty dark thanks to Shar and that time stopped mess is behind you, which at least orients you in the direction you need to go.
Move - all of us, together.
Moore will take a movement action (180 ft) in the direction we need to go and we'll see if anything happens from that.
Do you have anything that prevents AoOs from moving?
I do not.
AC is currently not nearly high enough to avoid being hit, but it's 145 with all the buffs. He is also crit immune if it matters, and has a 20% miss chance.
EDIT: Whoops, that's actually a lie. It's actually 155, I did my math wrong.
> roll 1d20+140 (+5 ???)
<Rei-chan> Kotono rolled : 1d20+140 (+5 ???) --> [ 1d20=18 ]{158}
Unlucky.
> roll 1d20+140 (+5 ???) crit threat
<Rei-chan> Kotono rolled : 1d20+140 (+5 ???) crit threat --> [ 1d20=2 ]{142}
Roll your miss chance, and I just read crit immune, dur.
[12:11] <Nephrite> roll 1d100
[12:11] <Rei-chan> Nephrite rolled : 1d100 --> [ 1d100=75 ]{75}
Almost!
> roll 6d6+120+3d6
<Rei-chan> Kotono rolled : 6d6+120+3d6 --> [ 6d6=24 3d6=10 ]{154}
Beats your damage reduction. Does this do any damage past your temp HP?
It does not. He has 187 left.
You begin to fly.
The slash comes from nowhere as you ford ahead in the time stop. You are slashed, bloodied but not. The blow seems to come from everywhere, along with a soothing melody - a melody of nothing, of destruction and of the end. You struggle to resist as...
> roll 1d20
<Rei-chan> Kotono rolled : 1d20 --> [ 1d20=16 ]{16}
Rank check.
[12:40] <Nephrite> roll 1d20+1
[12:40] <Rei-chan> Nephrite rolled : 1d20+1 --> [ 1d20=2 ]{3}
I would have assumed this is one of those "you're immune for a time after beating it" ones, but...
Will save.
[12:59] <Nephrite> roll 1d20+68+36 mettle
[12:59] <Rei-chan> Nephrite rolled : 1d20+68+36 mettle --> [ 1d20=16 ]{120}
Please go fuck yourself, Shar.
Also for whatever it's worth I do still have the rest of my turn, but I wasn't sure if this was an aftereffect of the moving.
You manage to resist that song as you move, advancing forward as...
Continue.
So currently, it's super spooky darkness, but we can see the mess behind us, so in theory we can move away from it which is back the way we came, right?
Question to add to that: Bluff has an epic use where I can bluff alignment. Can I do something similar and bluff myself as a Sharran? Moore has an idea that this darkness is only affecting them because they aren't Sharrans. :)
It's the sort of thing that I might allow, but you have no idea on the DC and if you could do it trying out of the blue. Feel free to try if you want to gamble, though.
He may as well try. I assume it'll eat his standard action?
Either way, Take 10 on Bluff for 133. He doesn't have to make Shar believe him, just reality!
So to be clear: He is attempting to bluff reality into believing he is a Sharran.
What's your base alignment?
Neutral Good. Technically as part of this I'd also be bluffing to be evil since there's... you know, probably no neutral Sharran, but I did not specify that so I'll take the hit on it not working if needed.
Nothing seems to change, at least to your eyes. It does feel warmer, however - you don't feel so overwhelmed by Shar's presence. Your mind is clearer.
Assuming that was his Standard, that's it for Moore's turn. If it wasn't then he'd move again in the same direction.
Okay, Kaja time then. Go.
He's not got anything meaningful to do, so he will follow whatever Sylvie does.
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=12 ]{152}
Hits.
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=12 ]{152}
> roll 6d6+120+3d6
<Kobot> Kotono rolled 6d6+120+3d6 --> [ 6d6=20 3d6=10 ]{150}
Temp HP eats it.
Sylvie hurries along, a blade at her side to slice as she reaches Moore and past him, hurrying along as fast as she can.
Full move. Kaja?
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Consitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 590(433)/877(581)+355(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 1008(701)+205/1145(849)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 13/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 1/9 Mentalism Domain 1/1
Spells Used: AD: Time Stop, Wish
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
He will follow suit and double / full move.
Anything to prevent an AoO?
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=19 ]{159}
> roll 1d20+140 (+5 ???) crit?
<Kobot> Kotono rolled 1d20+140 (+5 ???) crit? --> [ 1d20=8 ]{148}
If not, AC?
Gonna be honest, he probably has some feat that does prevent it but I really don't know what it's called.
If he really doesn't then he could try a tumble I guess? Sorry, this is one of those times where I don't know the name of these things are!
He has mobility for +4 AC vs AoOs. Probably not a difference maker here.
Acrobatics check to avoid AoOs then. Bear in mind it's against Shar so he may fail the check anyway.
[22:12] <Nephrite> roll 1d20+54+24+15 Acrobatics may as well try
[22:12] <Kobot> Nephrite rolled 1d20+54+24+15 Acrobatics may as well try --> [ 1d20=19 ]{112}
Can't do a lot better than that.
Close but no joy. Any miss chance? Roll it.
[22:22] <Nephrite> roll 1d100
[22:22] <Kobot> Nephrite rolled 1d100 --> [ 1d100=44 ]{44}
No luck there either, alas. I also don't think he's crit immune, super alas.
Remember, we do miss chance from 1 to the number, not high. So it's 1-51 for a miss.
Kaja hurries along as well, blurring with raw speed as...
Anything else this turn or is that it for Kaja?
That is it.
Actually, Perception. Just Moore.
Take 10 for 112.
You begin to flee - but she's still around you. Arms everywhere - swords everywhere. From all angles, from all positions. At least for yourself, you keep your wits about you.
You are not flatfooted against this attack. Kaja is unless he has something that prevents flatfooted, like the uncannies or battlesense SDA.
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=7 ]{147}
AC for you and Kaja? If you have miss chance for either, roll it.
[22:40] <Nephrite> roll 1d100 Kaja miss first
[22:40] <Kobot> Nephrite rolled 1d100 Kaja miss first --> [ 1d100=22 ]{22}
He's off the hook.
Moore's AC is 155.
> roll 6d6+120+3d6
<Kobot> Kotono rolled 6d6+120+3d6 --> [ 6d6=17 3d6=18 ]{155}
More slashes everywhere - Sylvie is hit again but endures, able to withstand it. The song of Shar echos all about the emptiness as you try and escape, try and flee. It's getting louder - and ahead the way is gone. Instead, a vast tower of shadows can be seen in the distance.
Come, Shadow. Come and serve your Mistress.
Moore, go.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Constitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 590(433)/877(581)+355(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 1008(701)+50/1145(849)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 13/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 1/9 Mentalism Domain 1/1
Spells Used: AD: Time Stop, Wish
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Perhaps he can drive back the darkness - give them a way forward.
He is going to make an attempt at using the Words of Creation again here, the attempt is similar to what he did in Arcadia to create a path.
You are no one's servant, Plane of Shadow.
In the name of the light of Chronias, we will take our own path!
[blockquote]Rolled 1d20+67 : 17 + 67, total 84[/blockquote] Charisma roll. If you need a rank check here you go.
[blockquote]Rolled 1d20+1 : 17 + 1, total 18[/blockquote]
Could you link me to that last attempt in Arcadia, by chance?
FYI I had family drop in for the weekend, so slowness on account of that.
it will take a bit since I'm on the phone but I will find it
Found it
http://www.soulriders.net/forum/index.php/topic,104397.msg1171193.html#msg1171193
Thank you. In this case Con check too.
[blockquote]Rolled 1d20+36 : 19 + 36, total 55[/blockquote]
You feel pain in you, far less than as a mortal, but still pain.
70 damage.
There's something ahead, by the tower. Something that beckons you, maybe.
'This way.' Moore says. They're probably going to have to continue to endure this assault, but they have to try.
Moving towards the mystery by the tower. Of course, it does mean we have to go toward the tower anyway.
Full move?
If he can, yes, let's do that.
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=2 ]{142}
AC? If needed, roll miss chance.
155, so he's good.
A rush. You flee and blades follow, hurrying towards whatever that is. Your defenses hold for the moment, as you desperately dodge aside.
It buys you a precious moment as...
Kaja.
He's going to follow suit as well after Moore.
[blockquote]Rolled 1d100 : 46, total 46[/blockquote]
Let me get that out of the way now. :)
Kaja is right behind Moore, a pause to parry a blow from above. He hurries on and as he does?
We're coming, Moore.
Boy, do we have a story to share. We're trying to get out of where we are - I think I may have punched a hole in her magic, we're making an attempt now.
Stay alive!
Working on it!
Sylvie. Full move time to keep up.
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=18 ]{158}
> roll 1d20+140 (+5 ???) crit?
<Kobot> Kotono rolled 1d20+140 (+5 ???) crit? --> [ 1d20=11 ]{151}
> roll 24d6+480+3d6
<Kobot> Kotono rolled 24d6+480+3d6 --> [ 24d6=78 3d6=8 ]{566}
Sylvie goes to follow - and the blades come. They slash her deeply, blood pouring from her wounds. Her side is red, her leg is ripped. She slumps in the air, "D-damn it..."[/i]
Not that this stops Shar, who assaults all of you again, her cold song a constant refrain.
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=8 ]{148}
AC, all? Roll any miss chances if needed.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Constitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 590(433)/877(581)+355(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 492(185)/629(333)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 13/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 1/9 Mentalism Domain 1/1
Spells Used: AD: Time Stop, Wish
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[12:20] <Nephrite> roll 1d100 kaja first
[12:20] <Kobot> Nephrite rolled 1d100 kaja first --> [ 1d100=32 ]{32}
[12:20] <Nephrite> roll 1d100 moorie
[12:20] <Kobot> Nephrite rolled 1d100 moorie --> [ 1d100=96 ]{96}
Kaja gets missed, Moore's AC is 155.
Sylvie's is... yeah I don't think she has high enough.
Do I get the impression that the hits Sylvie has taken thus far are still the 'unhealable' ones?
You do, in case that matters here or changes something.
There's not much I can do about it at present until my turn since I don't have any interrupt / immediate actions to help with the situation, so go ahead and proceed and we'll hope she can surve another hit and I can try and help out somehow.
> roll 6d6+120+3d6
<Kobot> Kotono rolled 6d6+120+3d6 --> [ 6d6=24 3d6=11 ]{155}
Another blow. Sylvie is slashed across her back, a slump forward as you hear this voice.
Come, put down your burdens. Rest.
Go.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Constitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 590(433)/877(581)+355(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 337(30)/474(178)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 13/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 1/9 Mentalism Domain 1/1
Spells Used: AD: Time Stop, Wish
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Keep going! I'm not Cresiel, but I'll protect you! Go towards that spot near the tower!
I'm having a little trouble parsing the HP, but am I correct that she has 337/474 HP? Or is it at 30/178?
Either way, Moore is going to forego moving to try and help out with this. He will refresh Inspire Greatness for 341 temporary HP on Sylvie, himself and and 355 on Kaja.
[13:13] <Nephrite> roll 1d20+38 CL check if needed
[13:13] <Kobot> Nephrite rolled 1d20+38 CL check if needed --> [ 1d20=10 ]{48}
He's going to cast Shield Other on Sylvie. He'd cast Sublime Revelry but that's a full round action, so this will have to do. Hopefully with the temporary HP and half the damage she can hold out.
The normal HP is her current HP with Con bonuses, the HP in parenthesis is her true HP without that temporary bonus.
In that case Kaja, go ahead and sort him and I'll resolve it all at once.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Constitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 590(433)/877(581)+355(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 337(30)+341/474(178)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 13/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 1/9 Mentalism Domain 1/1
Spells Used: AD: Time Stop, Wish
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Got it.
Kaja's going to just keep moving. If someone can get to that point we can figure out what to do. Speaking of, how close / far are we from it? If he double-moves he goes 490 ft.
I should've rolled this originally, sorry.
[13:54] <Nephrite> roll 1d100 kaja
[13:54] <Kobot> Nephrite rolled 1d100 kaja --> [ 1d100=13 ]{13}
miss chance for him
Kaja forges ahead as Sylvie barely stays up - he dodges another blow and rushes ahead, rushes on.
Thank you, Moore. We'll get out of this together.
And if not...don't get yourself killed over me. Just make sure that Calley's taken care of if Shar's able to ensure I don't come back.
There is always Hope, Sylvie.
He isn't even going to consider the possibility right now. Forward and ahead, always looking up.
Sylvie hurries as well, bleeding even as Shar takes her toll, as the party continues to desperately flee.
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=13 ]{153}
> roll 6d6+120+3d6
> roll 6d6+120+3d6
<Kobot> Kotono rolled 6d6+120+3d6 --> [ 6d6=29 3d6=11 ]{160}
Again Sylvie bleeds as she is slashed, but only from her existing wounds. This one doesn't seem as bad thanks to your word as again the blades come.
Run all you wish. It matters nothing.
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=19 ]{159}
> roll 1d20+140 (+5 ???) crit?
<Kobot> Kotono rolled 1d20+140 (+5 ???) crit? --> [ 1d20=6 ]{146}
AC/Miss chances?
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Constitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 590(433)/877(581)+355(375 Shar damage, noting separately)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 337(30)+181/474(178)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 13/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 1/9 Mentalism Domain 1/1
Spells Used: AD: Time Stop, Wish
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[14:43] <Nephrite> roll 1d100 moore
[14:43] <Kobot> Nephrite rolled 1d100 moore --> [ 1d100=11 ]{11}
[14:43] <Nephrite> roll 1d100 kaja
[14:43] <Kobot> Nephrite rolled 1d100 kaja --> [ 1d100=72 ]{72}
Moore gets missed, Kaja gets hit. He should have fresh temporary HP which ought to soften the blow.
How far are we from the point that Moore saw at this stage? We've been moving for like three or four turns now.
You're just about there.
> roll 24d6+480+3d6
<Kobot> Kotono rolled 24d6+480+3d6 --> [ 24d6=79 3d6=10 ]{569}
Sylvie spends 4 inspiration on cunning dodge and has never been happier to have it. That's her one use of the day.
Blood - Kaja cries out as his arm is nearly cut in twain. Sylvie...just isn't there somehow, an emergency burst of speed that buys her precious seconds. AS this happens, as you see the path ahead now, right before you...?
Go.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Constitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 376(219)/663(367)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 337(30)+181/474(178)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 9/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 1/9 Mentalism Domain 1/1
Spells Used: AD: Time Stop, Wish
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
I'm right behind you! GO!
He will see them safely out first, regardless of anything else. A word of power spoken to protect them as they get to their allies - who are hopefully waiting for them. Nonetheless, he will not leave any of his friends behind again. They will be safe.
Because there is always hope.
Moore will move once and refresh the temporary HP on everyone just as a safeguard. This may mean he has to spend an extra round where they are currently, which he will chance. He still has a few tricks up his sleeve here.
That's 341 on himself and Sylvie again, 355 back to Kaja.
In that case, Kaja. Go.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Constitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 376(219)+355/663(367)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 337(30)+341/474(178)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 9/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 1/9 Mentalism Domain 1/1
Spells Used: AD: Time Stop, Wish
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[21:22] <Nephrite> roll 1d100
[21:22] <Kobot> Nephrite rolled 1d100 --> [ 1d100=2 ]{2}
He's going to double-move to try and get out.
What's the d100 for?
I assumed he was going to get AoO'ed like every other time he moved, so it was a pre-emptory miss chance roll.
That should have been more obvious to me. Whoops.
Kaja hurries along, hurries - and he's out of sight of Moore now. Gone? Sylvie follows, even as the blades come for her.
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=17 ]{157}
> roll 6d6+120+3d6
<Kobot> Kotono rolled 6d6+120+3d6 --> [ 6d6=18 3d6=13 ]{151}
Sylvie runs, desperate - slashed again, yet she lives. She's okay as she vanishes as well, out of Moore's sight.
At last. Just the two of us, Moore.
Moore. Shar isn't doing anything that you can see.
[spoiler]
He's also going to use his move action to Inspire Excellence - everyone gets +16 competence bonus to Constitution. If we're going to fight, we're going to fight. Of course, now I have to do math, so let me see...
+16 competence to Constitution ends up being a +8 modifier to everyone's total Constitution, so that's... I believe everyone gains 288 Hit points, does that sound right?
So 14d10 for the first part, which was rolled. Kaja's Constitution is at +10 normally, adding +16 to his score brings it up to a +18 bonus. 14 hit dice x 18 con bonus = 252, plus the 14d10s gives us 355.
Buffs currently:
+22 morale bonus on attack and weapon damage rolls
+18 to Dodge AC, +18 Morale bonus to Saves
+6 to attack and damage rolls, Improved Critical Feat, +18 to threat confirmation rolls
They also gain +14 Attack rolls and +7 competence to fort saves.
Total Buffs:
+45 to attack rolls
+28 to damage rolls
+Improved Critical Feat
+18 to threat confirms for crits
Immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. Also immune to fear.
Fast healing 11, and gain damage reduction 11/-.
+16 Charisma.
Kaja
HP: 376(219)+355/663(367)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Sylvie
HP: 337(30)+190/474(178)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 9/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 1/9 Mentalism Domain 1/1
Spells Used: AD: Time Stop, Wish
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
You still haven't explained what you've done with Mask. Though I suppose I wouldn't believe you even if you did tell me - either you took him by force or he submitted to your will.
I truly do feel sorry for you, Shar. I can't imagine what it must be like to have been given the burden of being the deity that oversees Hopelessness and loss. You've seen so much loss yourself... I will bring you hope one day.
He's going to double-move. I've been forgetting about some other spells on him so his AC will be 159 for this next move.
You begin to move, but then she is there. She blocks your way, now at the ready. Shar's avatar, this time in leather armor and tight fitting no less. Her hair is long, black and straight. Her eyes are closed, both swords at the ready.
"Did you think I'd let you escape, Moore? Do you think I couldn't close your escape at any time? I've been playing with you this entire battle, but playtime is over now that it's just the two of us."
You've just begun to move so you can try and react. She seems to block your way squarely, firmly in the path.
I should have plenty of room to go around her, I would think, right? Well, assuming she doesn't have more bullshit.
"I've already put cracks in your weapons." Moore says. "If I destroy them here and now, even though they're just copies, what does that say? Is that something you want to test?"
Are you both safe?
Certainly so, you'd just need to adjust and slow down. Assuming she doesn't have means to intercept of course, which is a big if.
Shar merely smiles. It's a lovely smile, pretty even now. "An acceptable loss. It says that you've truly captured my interest, Moore. Whatever game Erathaol and the Hebdomad play with you, it ends today."
We're alive. Cresiel's just ahead.
Do they still look cracked? The weapons, I mean.
I seem to have caught Shar's personal interest this time.
They still do.
Get out of there Moore, now!
She's kind of in the way! I'm working on it!
Moore's attention turns to Shar and he shakes his head.
I said I rejected everything about you. I pity you in a way I don't think you can ever understand. I can't die here today and don't plan on it.
His face becomes the steel of hope.
I reject your hopelessness!
[22:38] <Nephrite> roll 1d20+67
[22:38] <Kobot> Nephrite rolled 1d20+67 --> [ 1d20=4 ]{71}
He's aiming to try and destroy the weapons again with his ability. That was a Charisma check.
[22:40] <Nephrite> roll 1d20+17+15 Con
[22:40] <Kobot> Nephrite rolled 1d20+17+15 Con --> [ 1d20=20 ]{52}
con check if it's needed.
I'm not sure if his move got interrupted, but he was going to take "the rest of it" if he can pending this.
Also not sure if I need to roll the Con again.
You did. 70 damage.
Moore moves as he speaks. His voice is powerful and the swords crack further - but they aren't broken yet. Second time isn't the charm, indeed.
Yet Shar is there, even with her blades damaged deeply. Her blade strikes, both of them together in one deadly blow to slice you into pieces.
Hope can't deny reality, Moore. Rest now.
> roll 1d20+140 (+5 ???)
<Kobot> Kotono rolled 1d20+140 (+5 ???) --> [ 1d20=18 ]{158}
> roll 1d20+140 (+5 ???) crit?
<Kobot> Kotono rolled 1d20+140 (+5 ???) crit? --> [ 1d20=14 ]{154}
AC? Miss chance if needed?
159 currently, whew.
He is immune to crits, not sure if she will still hit since it's a crit, but
[11:41] <Nephrite> roll 1d100
[11:41] <Kobot> Nephrite rolled 1d100 --> [ 1d100=11 ]{11}
Well now it's moot.
You're stopped - but you dodge Shar's blade. Barely, a jet backwards to dodge her.
Slowly Shar licks her lips as hundreds of knives of shadow form, seeking to impale you from all directions. Little black blades of death, each one seeking some vital part of you.
She can't fail SR here, so Ref.
[12:04] <Nephrite> roll 1d20+54+18+31 evasion
[12:04] <Kobot> Nephrite rolled 1d20+54+18+31 evasion --> [ 1d20=14 ]{117}
+from the bardic musics, charisma booster etc.
Moore manages to dodge them, only to see reality rip behind him as a torrent of raw shadow stuff sprays out over his back. As you dodge daggers you have to try and endure, parrying and weaving away from them even as - !
Fort too.
[12:23] <Nephrite> roll 1d20+56+18+31 fort, mettle
[12:23] <Kobot> Nephrite rolled 1d20+56+18+31 fort, mettle --> [ 1d20=14 ]{119}
Even that is endured somehow as Shar still blocks your way.
She looks unconcerned, almost relaxed as fell magic tries to sunder your body and soul.
Go.
I don't think this is going to work, but I may as well try it. It doesn't really cost me anything to try anyway.
I am going to use my Boots of Temporal Acceleration's 2/day teleport 10 ft as a swift action. If it actually works, I just want to go 10 feet behind her and towards the exit. Again, I do doubt this is going to work, but why not try? :)
The boots do nothing, as you expected.
It was worth a shot in desperation.
You simply cannot fathom losing, can you? He asks - his voice bolstered, even in this dark place. Confidence? Bravery? Foolishness?
No. It's what he's known all along. It's what he knows about himself, about Chronias, about the world Beyond them. Because there is always hope.
That is your true weakness, Shar. That you do not see any other possibility except your own victory. Because there is always hope.
You will never succeed in your plans. Because there is always hope.
Because there is always hope! His voice rings out, even with the avatar of Shar looming so close - so close to be able to kill him. His determination rises and spreads from his voice, from the Words of Creation, the rejection of entropy and hopelessness.
He's going for third time's the charm to bust the weapons first.
[12:46] <Nephrite> roll 1d20+67 charisma
[12:46] <Kobot> Nephrite rolled 1d20+67 charisma --> [ 1d20=17 ]{84}
[12:47] <Nephrite> roll 1d20+32 con
[12:47] <Kobot> Nephrite rolled 1d20+32 con --> [ 1d20=13 ]{45}
Other actions depend on this one.
Give me an immediate Will save, -30 penalty.
[13:08] <Nephrite> roll 1d20+60+18+4 will, mettle
[13:08] <Kobot> Nephrite rolled 1d20+60+18+4 will, mettle --> [ 1d20=12 ]{94}
Adding my Regalia set bonus to give myself a 1/day immediate +5 bonus, so that is 99. Hope that's enough!
You're blown back further by a moment of nothing. When it's gone, when reality is there again, Shar is weaponless. Yet she isn't harmed, but she seems perhaps momentarily stunned. Off balance, eyes half closed.
That is the truth you will realize one day. That even you have hope. That even you will see hope. Moore says, knowing that he still isn't safe now, but this is his chance.
He'll eat an AoO if she has one and isn't actually stunned here to move and try and get around her toward the exit. He's got 180 feet to work with here.
Interesting observation there. It wins you a Perception check.
Take 10 for 120.
You can tell - it's a bluff. She's ready to strike, and what's more. Almost invisible tendrils of shadow await to intercept you.
Do I see any way to possibly avoid them? I am guessing no, but you never know!
No, your only hope will be to try and dodge somehow.
Well, hopefully knowing they're there will give me a bonus. :)
He will move in that direction, knowing Shar is going to likely try and AoO him as well, but he can't just stand next to her and not try and move!
He'll switch his aura to the dex-boosting one in case it's a dexterity check and not reflex.
> roll 1d20+130 (+5 ???)
<Kobot> Kotono rolled 1d20+130 (+5 ???) --> [ 1d20=3 ]{133}
Shar's hand lashes out, a cry as she goes for you. But somehow you're too fast for that, even as it makes you go right into the tentacles, surrounding you, attacks from all directions.
> roll 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???)
<Kobot> Kotono rolled 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???) --> [ 1d20=18 ]{158}
> roll 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???)
<Kobot> Kotono rolled 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???) --> [ 1d20=8 ]{148}
> roll 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???)
<Kobot> Kotono rolled 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???) --> [ 1d20=16 ]{156}
> roll 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???)
<Kobot> Kotono rolled 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???) --> [ 1d20=12 ]{152}
> roll 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???)
<Kobot> Kotono rolled 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???) --> [ 1d20=9 ]{149}
> roll 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???)
<Kobot> Kotono rolled 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???) --> [ 1d20=8 ]{148}
> roll 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???)
<Kobot> Kotono rolled 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???) --> [ 1d20=18 ]{158}
> roll 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???)
<Kobot> Kotono rolled 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???) --> [ 1d20=10 ]{150}
> roll 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???)
<Kobot> Kotono rolled 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???) --> [ 1d20=18 ]{158}
> roll 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???)
<Kobot> Kotono rolled 1d20+140 (+20 ???, +5 ???, +5 ???, +10 ???) --> [ 1d20=11 ]{151}
AC?
Through some sort of divine providence, I currently have 159.
Raw speed. Somehow you manage to evade them all, tumble through.
The path is pitch black.
Where are you?
It's cold here. It's so very cold.
Forward.
That's the only direction he can go in.
Will save.
[21:23] <Nephrite> roll 1d20+60+18+34 will, mettle
[21:23] <Kobot> Nephrite rolled 1d20+60+18+34 will, mettle --> [ 1d20=14 ]{126}
A gasp as you come out. Into Cresiel's arms, who snaps, "Hold on tight!" and begins to fly, fly like the wind, as fast as he can. So fast everything is a blur, wind whipping against you.
"I'm fine!" Moore says, quickly. "How're the others?!"
"Getting out of here," Cresiel's answer is short, as he calls, "BRACE!"
Fort save, +10 bonus since Cresiel, who is shielding you.
[21:40] <Nephrite> roll 1d20+56+18+31 fort, mettle
[21:40] <Kobot> Nephrite rolled 1d20+56+18+31 fort, mettle --> [ 1d20=12 ]{117}
127
Cresiel willingly fails the save and takes full damage here to protect you.
300 damage.
Yet you fly on, shadows and hell kept at bay. A blur, a blue blur.
You land hard on the sands of Lunia, Cresiel kneeling over you. He offers you a hand up.
"What in the world is going on?" Moore asks, taking his hand to pull himself up. "Something seems to to have happened outside of what we encountered in there."
"I'm not entirely sure," Cresiel says, as you look about. Sylvie lies on the sands, bloodied wounds staining beneath her. Kaja sits next to her, as Erathaol inspects both of them with a solemn expression. Jetina is with him, "I wish I saw something, too," Jetina remarks.
Xandra is by the now closed portal, only now lowering her sword.
Quietly, "We owe Lord Erathaol a debt, as well as the Adversary," Cresiel goes on, "Lord Erathaol originally came through as well, and the Adversary intervened. However, he offered aid in exchange for a service from Erathaol, which was accepted due to the emergency situation."
"Yugoloths," Sylvie projects her voice, which is weak and strained. "If you've met one, you've met them all. Always in it for themselves."
"I suppose I ought to work on that harp some more, then. At any rate..." Moore shakes his head. "I destroyed the weapons - the copies, I mean, of Shar's avatar. I think I can heal the wounds they caused too, if I use the same thing." Moore says. "We can deal with the rest of the situation after that."
"Try," Erathaol says immediately, "These wounds are covered in a curse of vast potency."
He takes in a breath - again, that he doesn't need to.
He thinks about the hope he holds in his heart - the hope he carries for his friends.
I reject you, Shar. I reject your hoplessness! His words come again, the hope in his voice to try and break away the oblivion, the hopelessness that Sylvie is enduring.
Same idea as when he broke the weapons - this may be more of combining the Healing portion of the Words of Creation with the Chastise Oblivion portion.
[22:29] <Nephrite> roll 1d20+67 charisma
[22:29] <Kobot> Nephrite rolled 1d20+67 charisma --> [ 1d20=10 ]{77}
[22:29] <Nephrite> roll 1d20+32 con
[22:29] <Kobot> Nephrite rolled 1d20+32 con --> [ 1d20=5 ]{37}
If both of those are needed here.
Yet - nothing happens. The wounds do not heal in the slightest.
"There must be more to it than just Shar." He says. "But..." He looks up towards the top of Mount Celestia.
"No, there must be a way." He says firmly. "You said it's a curse? Then..."
Another breath in, another word of power spoken. Not even Shar's machinations can stand up to the words of the Incarnations themselves.
Break.
He's kind of spitballing here that a strong enough Word of Creation with the idea of breaking a curse might work.
[22:46] <Nephrite> roll 1d20+67 charisma
[22:46] <Kobot> Nephrite rolled 1d20+67 charisma --> [ 1d20=7 ]{74}
[22:46] <Nephrite> roll 1d20+32 con
[22:46] <Kobot> Nephrite rolled 1d20+32 con --> [ 1d20=2 ]{34}
Nothing.
Jetina studies the wounds carefully, "They aren't responding to anything. I fear one problem is that we're simply not strong enough even if we use the right methods. Cursed wounds can be like that, and these wounds are of dreadful potency."
"It may be so," Erathaol agrees as he studies Kaja's, while Jetina sees to Sylvie's. "On top of whatever other malady affects this."
"Then do...what's always done in Celestia in times of challenge. Moore had the right idea." Sylvie manages to look up as well, "I know we're supposed to grow on our own, but can you at least tell us if we can heal these wounds at all?"
Moore frowns as his ideas don't come to any current fruition.
"There's probably one place we can go." Moore says. "But I don't want to resort to it if we don't have to."
He blinks. "Actually... ugh, I don't like this idea, but..." He withdraws The Last Tear. "I wonder if this might work to erode it. It's dangerous, but we have it as an option if we exhaust other possibilities." He says.
Please leave us, Erathaol.
In that moment Erathaol is gone, obedience without question.
"If anything in Creation can, going there would," Sylvie manages to agree as Kaja slowly sits up. His wounds are still there, of course.
Yes. Another visit is not without risk. The glories are not meant to be seen and then retreated from. You may be unable to return until the Last Day, when Chronias is at last opened to all, when evil is no more. Seek your own solutions, as that is the most dire of last resorts.
"It's a shame we still don't have the Fairest Star, on that note, the so called Last Resort would be helpful." Sylvie manages a tight smile, "But thank you, Lord Zaphkiel. You gave me an idea." A grimace and a cough after, thick and bloody.
"We have options," Jetina agrees, "And my own healing arts will help, no matter which path we go on. We'll solve this, one way or another."
"Chronias, The Last Tear and whatever Sylvie's idea is. That's three," Cresiel agrees, "Do we have any others?"
"I wonder if this curse is a byproduct of what Shar got from Mystra." Moore says. "We could ask her to take a look, at the very least. It also may be something she was able to weaponize from the plane of Shadow. Actually..." He trails off and looks to the side.
"I know someone else who might be able to help." He adds. "Before I ask, Sylvie, what's your idea?"
"Chronias, The Last Tear, Mystra's Blood and...?" Cresiel also looks to Sylvie.
"Oberuth. It's not possible to s-stop-" A bloody cough again. "To stop his regeneration. It's something from outside of Creation that Sylian did to him. It may be a dead end, but it's the only idea I have that isn't brute power."
Moore nods. "Then let's try the ideas that take the least amount of time, first. Let me ask Mystra if she is willing to take a look." He says.
Lady Mystra, I apologize for bothering you, knowing what is going on there. I must ask you for a favor - we have run afoul of Shar and I believe your expertise may aid us in counteracting what she's done to some of my friends.
If you would be willing to send an avatar or to look through my eyes at the matter, I would be in your debt.
Shar? In this case I will intervene. Relax your will.
Moore does just that as he kneels down next to Sylvie.
A few moments and your eyes burn. Then...
It is a curse of oblivion. It has not just wounded your allies, it has replaced what they lost with void. Healing is not possible since this void replaces what should be right in them. Shar's divine power is mixed in as well, which will only complicate any attempts to undo this damage.
Do you have any suggestions that spring to mind based on the makeup of the curse? I tried the Words of Creation but they didn't seem to have an impact, but I could try again focusing on simply trying to push the void out.
If not, we still have a few ideas of our own to try.
Something powerful that will also overcome the power inside of it, or work around it to circumvent it.
Sounds about right. Not incredibly specific, but they know more now.
Thank you.
"So it's two parts - a wound that also replaced what was damaged with void." Moore explains. "Shar's touch is on it too. My next idea is someone Jetina and I met a bit ago who I think might be the perfect counter to this." He says. "Let me see if they're willing."
Shining Watcher, I seek your aid.
I must not be found. What is it?
A dangerous curse from the one known as Shar. Your mastery over healing rivals anyone that I know, I thought you might be able to help us.
Diplo check, +10 for past deeds.
He's still got his Charisma boosters from the songs, so it's a whopping 166 like that.
But I must not be found.
But...
I owe you a debt. Who is it?
My two friends, Sylvie and Kaja. I can open a way for you to come here, if you wish. You will not be found here - that I promise. Or if you would rather designate a place on your own, we can go there.
Diplo again, -20 penalty this time.
146 with Take 10 in that case.
Bring them to me.
"Can you do some planar travel?" Moore asks them.
"If I ha...have to," Kaja grimaces, "I'm alive, just in pain. I know pain. I've been in this sort of pain before." He manages to get to his feet, "The sooner, the better."
"This is the kind of travel that's worth it." Moore says. "Cresiel, Xandra, you two stay here for anything else that happens. We shouldn't be gone long. Jetina, help Sylvie for me please, you come with me."
The four of us will Gate to the Positive Energy Plane - I assume the Shining Watcher can interdict us to him that way.
Gimme a d100, mostly for setup tomorrow.
[21:39] <Nephrite> roll 1d100
[21:39] <Kobot> Nephrite rolled 1d100 --> [ 1d100=20 ]{20}
The lair of the Shining Watcher has not changed. Only its master has.
For on the beast's enormous shell, life blossoms. Forests and jungle, grass. Lakes. A vast surface that seems far too big for its shell, yet goes on and on in defiance of logic. It is aglow in the radiance of the Positive Energy Plane, so bright that it is like a newborn star.
Yet it watches as you approach, tight and tense.
Moore will fly forward - slowly, helping Kaja as necessary.
"Thank you for allowing us here, Shining Watcher." Moore says. "I will repay this debt to you however you wish it. My friends are afflicted with a powerful curse of Shar's that she intertwined with weapons she made. Anything you can do to help us better remedy it will be appreciated. If there is a spell you think may work after all of this we will take measures to learn it."
> roll 1d20+102 heal check
<Kobot> Kotono rolled 1d20+102 heal check --> [ 1d20=17 ]{119}
They are gravely ill. Death has them.
I hate death.
Sylvie manages a wan smile, "Good taste."
> roll 1d20+122 (+20 circumstance bonus) heal check
<Kobot> Kotono rolled 1d20+122 (+20 circumstance bonus) heal check --> [ 1d20=2 ]{124}
Circumstance bonus is because he literally knows these crystals.
I will need something to strengthen my magic further. Some of the orange-green crystal you took would do.
"I have the power to help you, I think." Moore says. "This is my specialty - I think I can supplement you like the crystals would. May I try?"
Diplomacy, -5 penalty. Good luck.
Take 10 for 151.
What is this power?
"It's the power of inspiration - of hope." Moore says. "I also have the power to enhance healing spells with something similar."
Do it.
Moore opens his mouth - power flows, as it usually does, but he's careful to do it quietly, not as forcefully as he usually does.
Inspire Competence + Inspire Excellence (Wisdom) + Song of Fortune:
+14+8 to Heal checks, +18 to Wisdom (so +9 more) so that's +31 to Heal checks, everyone gets that for the heck of it.
He's also going to do Healing Hymn - this gives +44 to positive energy spells in the area.
Cha check too.
[14:35] <Nephrite> roll 1d20+67
[14:35] <Kobot> Nephrite rolled 1d20+67 --> [ 1d20=5 ]{72}
> roll 1d20+56
<Kobot> Kotono rolled 1d20+56 --> [ 1d20=8 ]{64}
A word of power - strong indeed. Yet nothing happens. Another. Another.
"We need more," Jetina calls, keeping an eye on both as spells are weaved.
"I'm not done just yet." Moore says with a smile as he opens his mouth again, divine will and song intermixed.
It's more thematic than actually mechanically helpful, but he will also weave in some Singer of the Celestial Choir songs, like Purification, Holiness and Rebirth. None of them add to skill checks or anything, they just remove maladies and add other bonuses like to resurrection chances.
He will also divine magic up an Improvisation spell to cast on The Shining Watcher to let him have a +15 luck bonus on top of the other skill bonuses.
[15:16] <Nephrite> roll 1d20+67
[15:16] <Kobot> Nephrite rolled 1d20+67 --> [ 1d20=2 ]{69} in case another Charisma check was called for.
What bonuses do those songs provide?
Purification: All allies (including himself) that can hear the Singer sing are cured of the following conditions: confused, dazed, dazzled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened and stunned
Holiness: A number of allies equal to the Singer's class level that can hear the singer sing gains spell resistance equal to the singer's hit dice + 11, damage reduction 15/epic and evil and a +7 sacred bonus to armor class.
Rebirth: By singing this song when a resurrection spell or similar ability is used, you grant a 15% bonus to the resurrection chance roll.
Nothing that technically helps with healing, but like I said, it's thematic. :)
> roll 1d20+56
<Kobot> Kotono rolled 1d20+56 --> [ 1d20=8 ]{64}
More healing - the light of the Positive Energy Plane flows like a torrent. Yet nothing happens again.
"It's poss...Jetina. That silly cane of yours you keep. The one that boosts healing magic. Give it to him." Sylvie manages to look up.
Jetina nods without an argument, producing it through magic. The massive watcher takes the thing into one clawed hand, a tiny speck compared to it and...
> roll 1d20+57
<Kobot> Kotono rolled 1d20+57 --> [ 1d20=9 ]{66}
Slowly, very slowly, the wounds begin to mend - and then they don't. With a sprinkle of blood they tear open, what little recovery there was dashed.
I need even more power than this. Keep doing it, but I need something further.
"More, then." He says, as his voice grows - louder, a rejection of Shar in tandem with everything else. "Jetina, maybe... try something from your portfolio on them? Something to try and purge the void entirely."
He's going to try his Chastise Oblivion Words of Creation while they're trying this, maybe doing both at the same time will help with everything else going on.
[21:58] <Nephrite> roll 1d20+67
[21:58] <Kobot> Nephrite rolled 1d20+67 --> [ 1d20=15 ]{82} Charisma if needed.
He doesn't have anything specific for Jetina to try, but maybe just bombing one of them with one of her 13th or 14th level spells will help too.
Con too.
[22:24] <Nephrite> roll 1d20+9+8+18
[22:24] <Kobot> Nephrite rolled 1d20+9+8+18 --> [ 1d20=1 ]{36}
Fuck you, Kobot!
> roll 1d20+57
<Kobot> Kotono rolled 1d20+57 --> [ 1d20=3 ]{60}
Despite the strain - still nothing.
"I won't concede defeat on this just yet." Moore says.
He closes his eyes.
Plane of Positive Energy, I beseech you. You know us to be allies of yours, we ask for your help. Please, help us purge the darkness and void from our friends.
He's not trying to will the plane to do anything, but mostly just ask it for help, to be clear.
[19:33] <Nephrite> roll 1d20+67 charisma
[19:33] <Kobot> Nephrite rolled 1d20+67 charisma --> [ 1d20=2 ]{69}
If the plane does anything, it certainly isn't obvious.
"Try again, if you can, please." Moore says. "I'm going to try something else, too."
He opens a Gate to Mount Celestia - the light of Chronias shining through may help, even if just a little bit.
> roll 1d20+57
<Kobot> Kotono rolled 1d20+57 --> [ 1d20=4 ]{61}
It just isn't enough.
"Jetina - I know he absorbs spells, maybe the energy from a few will be enough? You're the strongest healer I know." He says. "Sylvie - can you share some of your inspiration power with him? Maybe that'll be the boost he needs too."
Maybe having her sacrifice some 14th level magic will help!
I admit I'm running out of ideas here.
No, I need the crystals. I don't think it'll work without more power from them.
"You're the expert." Moore says. "Hopefully we can get more of them if we need to... You all stay here, let me go get the one we have."
We have one of the Orange-Green crystals that never actually got used to make anything yet, so he will go and grab it.
You return with the crystal. It is taken before...
Stand back and provide whatever you can to aid this.
> roll 1d20+62
<Kobot> Kotono rolled 1d20+62 --> [ 1d20=7 ]{69}
Your call on how you boost this.
I mean he'll basically keep doing what he's doing - For review:
Inspire Competence + Inspire Excellence (Wisdom) + Song of Fortune:
+14+8 to Heal checks, +18 to Wisdom (so +9 more) so that's +31 to Heal checks, everyone gets that for the heck of it.
He's also going to do Healing Hymn - this gives +44 to positive energy spells in the area.
He can also aid, so that's +2, and through the Share Talents spell he can do another +2, so that'd be +35 to a Heal check if that's what we're going off.
If this is more specialized Moore can probably improvise some sort of Inspire something or other to give a boost to this specific check.
Do you have any ability to boost caster level checks?
I do, actually! Inspire Spellpower will boost caster level checks by 4, and his harp boosts them by 2 as well, so a total of +6.
Fort.
[13:55] <Nephrite> roll 1d20+56+26+15 fort, mettle
[13:55] <Kobot> Nephrite rolled 1d20+56+26+15 fort, mettle --> [ 1d20=20 ]{117}
You feel slammed back - but you hold on. When you recover, slowly, Kaja and Sylvie's wounds are healing. Slowly, but mending under magic. Kaja lies back in relief while Sylvie manages, "L-like that."
Moore will study what's going on - they may need to replicate this again.
Take 10 on Spellcraft for 109 and K:A for 114 to study this magic.
Simply put, the raw power of the Shining Watcher amplified further is sufficient to force the issue. It's a battering ram approach, and it's perhaps one of the few beings in Creation who could do it like this.
He'll have to work with someone like Illmater to come up with a spell for this, then.
"Well, we can't just bring everyone here who gets afflicted with this, but at least we have an idea of what can overpower it." Moore says as he continues to watch.
"It means we can't be hurt like this again," Sylvie says, voice steadying as her wounds mend. "This is a very finite resource. It means that until we're ready, we can't risk a confrontation with her."
"That, too." Moore says. "Or find a way to destroy the weapons if we see them."
"The one advantage we have," Sylvie says as her body mends, "Is that I expect she didn't think we'd manage to recover from this. She was willing to play the long game to let us suffer and spread discord and fear amid us and our allies. What better way to strike fear into us is to see deities themselves laid low and unable to heal from her wounds?"
"Small consolation," Kaja bares his teeth his body is whole once more, "If that was her plan, she'll be more interested in the kill next time."
"Then we don't give her a next time until it's on our terms," Cresiel interjects, "Our terms, our time, our victory."
"We should lay low for a while to give her the impression we're still reeling, then." Moore says.
"I hate to give her even that," Jetina scowls, "Is it really wise?"
"Wise, but bitter," Xandra speaks up now, then turns to the Shining Watcher. "We are in your debt, sir."
The vast beast watches before.
You are healed. Leave. Tell no one of this place.
Moore nods and will do as they are asked!
They can discuss this back home.
Thus you return home - what do you want to do now?
"We need to discuss the matter of Mask." Moore says. "But I don't know where to start that."
"Whatever it is, he's probably out of our reach," Cresiel declares solemnly, "If he's held by Shar, we lack the ability to retrieve him as of now."
"Maybe, maybe not, but I'm inclined to agree we can't do anything about this directly," Sylvie reckons, pacing back and forth, "Which means we're back to square one on that problem."
"Then I think we need to reach out to the Archangels directly." Moore says. "We can't spend more time dealing with their task, even if it is one that is for the good of Creation. We need that seed's power if we're to have any further hope, at least in my opinion."
"That doesn't mean they'll agree," Cresiel states solemnly, "Especially if the Guardian of that seed influenced them."
"We did try to bypass this one once already," Jetina admits, "It didn't work then, but maybe we'll do better this time?"
"I didn't argue much with them." Moore says. "And Shar wasn't as much of a problem then, or so we thought."
Would a K:R tell me if there's just 'a leader' of the Archangels of Elysium? Maybe that'd be obvious...
Yes. He is known as the High-One. Little is known of him but that's standard for all the Archangels. Compared to Zaphkiel or Morwel, he's virtually unknown. He rarely intervenes in mortal matters in any sort of direct way, but it's said he may be behind countless crusades, heroes and victories. Maybe.
Lord Zaphkiel, do you know if it's possible for me to contact the High-One? I don't wish to overstep my boundaries, but I wish to speak to him of the seed in Elysium.
Unless you believe that he will simply uphold the decision of the other Archangels.
He is not likely to reverse them. He will respond to you as you are divine, but he acts to what he sees is best for all that is good, not what others may feel is good.
His greatest strength and weakness is that he oversees all aspects of righteousness, and his actions may not be obviously helpful on the surface, for her works in matters obscure and profound.
It's worth a shot, regardless.
Thus, he takes a breath (that he doesn't need to) and...
High One, I apologize for bothering you - may we speak, please?
It's not really words - just gentle intent.
Speak.
I wish to speak of the divine seed in Elysium. I understand what the Archangels wish us to do in order to be allowed to it - and I agree with them that it's a matter that should be dealt with for the good of creation.
But Shar is not waiting for us - and while we try and work against her, that seed does nothing. I wish to ask for your permission to go there to obtain it.
It must not be so.
Your cause is noble, but the path ahead is chosen for good reason. Know well that a stony road leads to the greatest reward.
Then I would ask for your aid, as the one who I was going to is no longer available.
I understand Mask knew secrets of the Hecatoncheires, but he has either fallen to Shar or has become her servant. Either way, we cannot reach him.
If this is the road you ask me to follow, then I ask you to provide me light on it so I can do so.
I don't think it'll matter here, but give me a Diplo check in case I'm wrong on the math.
Take 10 for 144.
And so I'm clear as a DM, refresh me on your overarching plan for the Hecatoncheries?
My plan isn't to kill it. I think that is sort of the 'only expected way' of dealing with it.
Moore thinks, at least from what he knows about it, is basically that he wants to try and get through to it to know that it doesn't have to spend the rest of its own existence bitterly hating everything.
The long and short version is Moore wants to bring it hope and save it.
A battle to defeat it in truth is no matter of arms and might.
It is a battle over his soul.
You must not defeat it in battle, but defeat what keeps it locked in misery. You know that as a deity of hope.
But remember that its original purpose was flawed, a mistake of the divine. Restoration is not the final step. You must do better, you must provide a superior purpose.
It won't be an easy fight, I assume we will have to survive its onslaught and rage as I try and reach it.
I think... something that may help is simply giving it its own choice.
I wish you well in your efforts, Moore. May all that is right watch over you.
I only ask that you be watching when I save it.
He turns to his allies.
"We're just going to have to save it." Moore says. "Let's get everyone together and discuss what that will look like."
"Oh, like that's easy," Sylvie remarks, "Reach the heart of an Abyss bound abomination. Why don't we ever get the easy ones anymore?"
"Because we already accomplished all the easy ones." Moore says with a smile. "I can't imagine it's terribly hard to find it, either way."
With that Sylvie rises and...
Okay, plan here?
Let's see if we can figure out where it was last sighted to at least give us a general idea of where to go.
From there we're probably going to have to do some wheeling and dealing so we don't get accosted there, but we'll figure that out once we know where to go.
Sure, start with an K:P check. Feel free to roll for others if you want them to contribute too.
Sylvie is probably the only one who can beat Moore at this.
Just gonna go all out since this is important, so Inspire Competence, Song of Fortune and stat boosting for Take 10 on K:P for 143. If Sylvie wants she can also get the same bonuses for +30 to her check.
What are the bonus types on those bonuses?
+14 morale, +8 untyped, and +16 competence to the stat in question.
> roll 1d20+168 (+16 Moore, +37 inspiration, +15 insight)
<Kobot> Kotono rolled 1d20+168 (+16 Moore, +37 inspiration, +15 insight) --> [ 1d20=2 ]{170}
He was last seen on the 1st layer of the Abyss, attacking any who he came across. That was a few months ago, he's been quiet since then. Not unusual, all told.
"Ideas on how to try and track it down?" Moore asks. "We can try blunt forcing it with divinations, but I doubt it'd turn up much."
"Mostly?" Sylvie decides, "Either wait for it to emerge and be ready to after it, or track it down. It does have a lair." Sylvie notes.
"Going directly there may be the way, then. We want it to know we're there in order to engage it." Moore says. "Let's go with that plan, then. We can prepare here before we go - since I really don't think there's any way for us to avoid combat with it... but no matter what, we're not there to try and kill it - if we can avoid harming it, all the better, but we may have to at least rebuff its attacks."
"Then we'll need to be prepared completely," Cresiel says, as...
First of all, what manner of preparations?
We're going to go all in with as many protective spells as we can.
I think we ought to bring Jetina, Sylvie and Cresiel on this one (I mean if the other two feel differently they can speak up, Xandra's insight may be helpful here.)
-Blessing Stone for the following:
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
-Moore will give everyone Inspire Excellence for Constitution and Charisma (+18 to the relevant stats)
-He will also give his full compliment of Inspire Courage, Greatness and Heroics (I will tally all the numbers for these)
Let's also get Celestial Valor (again, will tally this), Mass Freedom of Movement, Death Ward, Life's Grace and all those fun things.
I'm not sure what other 30m+ duration spells we have available for buffing but I think that covers a good deal of it.
What's the duration on your bardic musics?
10 minutes per each. If he does all 5 every 10 minutes then he can do that for a total of a bit over an hour if needed.
Impressive reserves. Okay, anything you want your allies to pony up?
I'll look over and see if the others have any they want to add as well.
We can all just keep up haste with our divine will for movement and all that jazz, but I think for the most part everything is covered, unless we have other defensive tools people need to break out.
Oh, I forgot (and this would've saved our bacon against Shar), but let's get Sublime Revelry too.
Okay, give me a grand list of spells, durations and effects, as well as caster levels? We'll probably start this one tonight so no hurry, since I need a smidge of prep time to get this one in order.
Roger that.
Spells:
Haste (CL37) +1 attack rolls, armor class and reflex saves, extra attack on a full attack, +30 enhancement bonus to movement speed. (37r) (we can just keep this up ourselves with divine power)
Life's Grace (CL37) Immunity to death effects and ability drain, treat armor as ghost touch - 370m
Surge of Hope (CL37): +4 morale bonus to attack, saves, skills - 37m
Fortunate Fate (CL37): Heal (150) cast if reduced to 0 or less hit points.
Celestial Valor (CL 37): +8 sacred vs fear and emotion effects that would sap the will to fight, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws, weapons count as holy (37m)
Sublime Revelry (CL37): Immunity to mind-effecting spells and effects, take half damage from melee and ranged attacks. 37m
Epic Mage Armor (CL24): +20 to armor class. Over a day duration
Mind Blank (CL17): Over a day
Afina's Perfect Sight (CL27): You gain all-around vision, which prevents you from being flanked, Blindsight 200ft, +25 competence to Perception. 270m
Freedom of Movement (CL37): +15 to CMD against grapples, allows normal movement in water and other things that would slow one down.
Songs:
Inspire Courage, Heroics, Greatness:
+26 morale bonus on saving throws against charm and fear effects and a +26 morale bonus on attack and weapon damage rolls
+14 Attack rolls, +7 fort 14d10+14 HD worth of HP
+18 morale bonus to saves and +18 dodge to AC
Inspire Excellence (Constitution): +16 competence bonus to CON
Inspire Excellence (Charisma): +16 competence bonus to CHA
Total to various things:
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma)
+29 to Perception (25 competence, 4 morale)
I think I got everything.
Separate post for the temp HP to everyone:
[14:28] <Nephrite> roll 14d10
[14:28] <Kobot> Nephrite rolled 14d10 --> [ 14d10=74 ]{74}
Just as a reminder that everyone gets this amount + whatever their current Constitution bonus is (and remember that's +8 due to the songs).
Once I know who exactly is going I can math each one out.
EDIT:
I can just do it here, I have the time.
Moore/Sylvie/Jetina: 238+74
Cresiel: 350+74
New thread for going after your latest target. Before that, though?
As you prepare, "Moore," Kaja ducks in and calls, "Come here."
Moore goes to see what's going on!
Once out in the hall, "Shar's reach is even longer than I feared," Kaja says without preamble. "Not even other divinities are safe."
Moore can't help but nod to that. "You're right. But we can't give up, either." He says.
Because there is always hope.
"I know, and with that..."
It's at that moment you feel a connection to Kaja, strong and time tested.
Node update, go read. Full disclosure, but I had it as a bonus feat at first, but I misread his feat list when I did that, so I did an audible to something else.
Moore smiles. "Maybe it's time to finally use this power for something." He says.
"I know it is," Kaja says, "Go get it down out there."
"Take some time to recover." Moore says, face turning rather serious for a moment. "For my sake."
"I will. Tell that to Sylvie," Kaja bares his teeth with a smile, "She's going off into danger again."
"She'll be fine, she just has to babysit me again." Moore says with a smile.
"That's one of the harder jobs in Creation," Kaja banters right back. "Dangerous, too."
"Alas." Moore says. "There's a reason I don't fall under Queen Titania anymore." He adds with a grin.
Kaja thus points ahead, "Come back alive."
Moore gives a salute and then proceeds back to the others!
Once there, "Moore," Sylvie calls, "Hold on."
"What's up?" He asks.
"I think it's coming." Sylvie explains, "Just give it a few more moments."
Cresiel pauses a moment as he prepares his armor.
You then feel it. Your connection to Sylvie, strengthening further.
Node update.
"I suppose you would be able to sense those." Moore says with a small chuckle. "Perhaps this is fate's way of approving the mission we're going on."
"I'm ready," Sylvie agrees, "Another step forward. Too many still to go."
Moore nods. "Yes. Let's change Creation today." He says, firmly.
Quick question as I do spoiler blocks: Is it Sylvie and Cresiel, or those two plus Jetina? It's been inconsistent.
[spoiler]
I'll work this in later.
Spells:
Haste (CL37) +1 attack rolls, armor class and reflex saves, extra attack on a full attack, +30 enhancement bonus to movement speed. (37r) (we can just keep this up ourselves with divine power)
Life's Grace (CL37) Immunity to death effects and ability drain, treat armor as ghost touch - 370m
Surge of Hope (CL37): +4 morale bonus to attack, saves, skills - 37m
Fortunate Fate (CL37): Heal (150) cast if reduced to 0 or less hit points.
Celestial Valor (CL 37): +8 sacred vs fear and emotion effects that would sap the will to fight, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws, weapons count as holy (37m)
Sublime Revelry (CL37): Immunity to mind-effecting spells and effects, take half damage from melee and ranged attacks. 37m
Epic Mage Armor (CL24): +20 to armor class. Over a day duration
Mind Blank (CL17): Over a day
Afina's Perfect Sight (CL27): You gain all-around vision, which prevents you from being flanked, Blindsight 200ft, +25 competence to Perception. 270m
Freedom of Movement (CL37): +15 to CMD against grapples, allows normal movement in water and other things that would slow one down.
Songs:
Inspire Courage, Heroics, Greatness:
+26 morale bonus on saving throws against charm and fear effects and a +26 morale bonus on attack and weapon damage rolls
+14 Attack rolls, +7 fort 14d10+14 HD worth of HP
+18 morale bonus to saves and +18 dodge to AC
Inspire Excellence (Constitution): +16 competence bonus to CON
Inspire Excellence (Charisma): +16 competence bonus to CHA
Total to various things:
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma)
+29 to Perception (25 competence, 4 morale)
Temp HP
Moore/Sylvie/Jetina: 238+74
Cresiel: 350+74
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 30/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
All three if possible.
Thus all three are ready now and await passage.
Go ahead and set yourself up.
Moore stands inside Hope's Landing with the others.
"No matter how today ends, we take steps to improve Creation for the better." He says. "Sylvie, do you know how close we can get to it's lair with Gate or something similar?"
"It often lairs in layer 449. Known as Brolen, the layer itself is a miserable old battlefield. A few demons who choose to serve it and are strong enough not to die at its hands live there, but it's mostly forsaken. There's no real barriers to going in. That's the easy part. The hard part is surviving - it's said that his hatred of the divine has soaked into the layer itself. Whatever that means, it's no doubt going to make our life harder." Sylvie concludes.
"Then we'll go through it. We want its attention, after all." Moore says. "Are we ready?"
Not sure if there were any other last minute spells to cast here.
"Ready," Jetina says, sword and armor prepared.
"Ready," Cresiel declares, blade in hand.
"Ready," Sylvie concludes, ready to strike.
Then it's off to as close as they can get! Hopefully they find it within an hour or so.
To be clear he's aiming at Brolen
It matters what spell or ability you're using to get there. Which is it and from what source?
I'll just cast a Greater Plane Shift - no divinity or anything, just from my spells.
Bard magic or favored soul magic?
Apologies. It comes from the bard side.
The sky is bleak. A dull near twilight that sheds just enough light to see by but little more. Shadows rule over a broken battlefield. Here remnants of bodies - skeletal only - and masses of arms and armor lie everywhere. No relief, nothing built, only ruin.
The ground is unseen beneath the great heaps of the broken and destroyed.
Sylvie floats just above it as she looks about, "Well, this is it. Now we just have to find him."
We'll manage that. Demons can't stop us now.
Take 10 for 99 on Perception - do I see anything within a mile that looks especially of note?
Nothing - just the same desolation.
"You know, maybe the best way to get its attention is to build something." Moore suggests.
"We could do worse," Cresiel observes, "All of this is a monument to destruction." He looks down, "Nothing but a dead dream, as I understand it."
"The fate of an abomination is a grim one," Sylvie agrees, "The rejects of the divine have a hard lot."
Moore nods.
He will use his divine will to try and create something, like... I guess he'll just make a tower or something out of stone - I'm guessing this will cause an immediate reaction.
You can't. You try, but reality refuses to work. It's like there's an iron clamp over everything.
"I think divine powers won't work too well here. But that's fine, that may have its attention anyway. Thankfully, I have a backup." He says with a smile as he takes out his Lyre of Building.
As a refresher: The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.
He will start building the tower this way~.
You sassy bitch.
Still a tower?
Still a tower - totally basic with stone and whatnot, nothing fancy here.
Perception all.
Moore's got 99, remember that everyone gets +25 from Perfect Vision.
Jetina will take 10 for 90.
In this case go ahead and roll for Cresiel as well since I'm handling Abyss combat too.
[13:59] <Nephrite> roll 1d20+59+25 Cresiel
[13:59] <Kobot> Nephrite rolled 1d20+59+25 Cresiel --> [ 1d20=12 ]{96}
[13:59] <Nephrite> roll 1d20+25+73 Sylvie
[13:59] <Kobot> Nephrite rolled 1d20+25+73 Sylvie --> [ 1d20=6 ]{104}
Sylvie might have something to boost hers.
All of you notice it.
As you build away, a whirlwind can be seen in the distance. A massive one coming your way with a great deal of speed.
"It would appear we have the attention of at least something." Moore says as the harp does its magic. "Ideas on how to try and fight that? Or at least mitigate it?"
"Stabbing the wind seldom works," Cresiel notes, voice dry.
"It might if it's an elemental," Sylvie sizes it up as it comes ever closer, "Stay away, see if it responds to physical force at all. If not, magic it."
Since they have its attention anyway, Moore will put his harp away and see if his divine will will work at all here.
He is going to try and cast Wall of Force via divine power! If it works he's going to more or less put a sphere of it around them.
It does not work, perhaps predictably.
So that's out - well, he can use magic anyway!
He'll use Wish to do the same thing.
What's the wish from? Bard casting or something else?
Bard, yes.
This makes the wall appear as desired.
Moore will just wait and see what happens when the storm gets close!
Your companions ready as it comes within 1000ft. It's a massive whirlwind, hundreds of feet tall and wider to match. It's coming in fast and hard, a storm of debris caught within it. It's still closing in as...
How close is the wall to you four?
I've put it so it's about 20 feet around us so we have some wiggle room if we need it.
The storm comes - and engulfs your sphere. It lifts it up and begins to erode at it, tear at it. The winds are a maelstrom of noise as...
Spellcraft.
Take 10 for 109.
You can see it - a spell-like ability is being deployed. Magic disjunction in particular.
Since we're closer - can I tell if this thing is alive?
In fact, let's use the epic Spellcraft DC to determine who the caster of this magic disjunction is! And how strong it actually is for our own reference. :)
The caster is named Rogadas.
You know what I'm going to ask here, right? Per usual, Take 10 on K:P for 114! Who the heck is that!? I mean, I am kind of guessing we're looking at them or something...
Rogadas is said to be a great demon - probably a balor but reports vary - transformed into a whirlwind of hate and destruction. So great was the carnage he unleashed that he took on a form to better kill.
What's less known is that he once served Demogorgon but was banished from his court. Apparently one of Demogorgon's heads hated him but the other one liked him, and it balanced out into a banishment. He worked for a few demon lords off and on in the meantime, until he faded into legend. Not dead, merely not getting attention or participating in Abyssal politics.
His winds are like blade slashes and tear anyone apart. He's also an evoker of some skill.
Rogadas!
Know that we are not here for you, but if you choose to stand in our way, you will find that your banishment from the court of Demogorgon will be the least of your problems!
Trying to intimidate?
I guess it's closer to Intimidate than Diplomacy in this case, yeah. He'd err on diplomacy but I don't think it'd be viewed that way.
Intimidate check, yeah.
Take 10 for 136.
The demon's fury does not abate, but the spell ceases. It does not dispel you. Instead, in your mind it howls, 'You have come to die?'
We are here for The Hecatoncheries.
As the others stand at the ready?
'Then you have come to die.'
We will not die this day. Do you serve at its behest? We have no quarrel with you and if you know where it can be found we will be on our way.
'Become and go die, loathsome thing.' With a gust your sphere is sent flying ahead, hurling away from the whirlwind.
Cresiel doesn't react, carried along.
Sylvie braces against the side.
Jetina readies herself, "Does this absorb impact shocks?"
"It probably does?" Moore says with some uncertainty. "I can't say I ever tested that particular magical theory."
He flies in the middle, deciding to see where they land regardless.
"I could always just dismiss it before we hit the ground, you know." He adds.
As you fly, crashing down towards more rubble and ruin, "That's a great idea!" Sylvie calls, "While we still have time to buffer off any momentum!"
With a wave of his hand, he dismisses the wall of force magic and will just use the momentum they've built up to angle himself and fly upwards instead of crashing.
All you come to a stop, floating in the air and with the whirlwind gone.
"We'll get more attention regardless," Cresiel predicts, "That was just the first one that noticed us."
"It's fine." Moore says. "It's what we want. If we happen to send more demons off the plane of existence, then we're accomplishing multiple goals."
Anything of interest within a mile of us? Take 10 for 107 on Perception.
Do you have any other forms of sense like tremorsense or blindsight?
We all have blindsight due to Afina's perfect vision, but it's only 200ft, unless divine sense magnifies that in some way.
CL check on it.
[14:41] <Nephrite> roll 1d20+38 CL
[14:41] <Rei-chan> Nephrite rolled : 1d20+38 CL --> [ 1d20=11 ]{49}
It seems to be more desolate land.
"Hm." Moore shakes his head, then decides to try Lay of the Land! Maybe he'll get something useful?
Bard casting.
It's all the same everywhere - ruin. Destruction. A simple wasteland.
"I don't see anything around at all." Moore says. "I think we just have to proceed onward."
"It's the best shot we have," Sylvie agrees, "Sooner or later we'll provoke something."
Then forward! North, if it matters.
d100.
[blockquote]Rolled 1d100 : 89, total 89[/blockquote]
You begin to wander north.
After a few minutes of flight, you begin to hear the sound of wood being sawed apart, the steady sound of metal on wood.
Moore looks around for a source of that noise!
Perception.
Take 10 for 104
It's ahead, from under a particular patch of rubble and ruin.
"Ahead, be on the lookout from below." Moore says to the others.
Moore has Foresight up if it tells him anything more than "hey this is dangerous" or whatnot.
So noted. Right now it's quiet.
Sylvie peers at it, "Ignore it or go confront?" she asks tersely.
"We're here to deal with things," Cresiel declares, "There is no question."
"Let's see how it reacts as we get closer." Moore says as he continues in that direction. "We'll see how to proceed from there."
How close to it are you going to get?
Within 150 feet.
You fly over it, but nothing seems to happen. At least there's no reaction to your passing.
Moore will proceed on, but he has all-around vision so he can see if it tries to ambush them from behind!
Indeed, as you fly away, you begin to see the rubble jostle and move.
'Keep an eye behind us.' Moore sends to the others, acting as if he can't see it by proceeding.
I see it.
Me too. It's not sneaky if it makes all that noise, though. That doesn't make sense.
'We will see if it just keeps following us.' Moore says - as he does just that, proceeding ahead and along as if they cannot sense whatever this is.
It stays beneath, but the rubble begins to move, as if following you.
'Well, we have the attention of something, at least.' Moore says. 'Let's just keep an eye on it - if it's just a follower we don't need to confront it. At least it has some sense of preservation.'
Indeed, it just seems to follow. It stays about 1000ft back and makes no sign of an attack.
For now, Moore will just continue on, eye out for anything unique or interesting.
'I wonder if its lair is around here anywhere specific or if it just roams to fight things.' Moore says to the others.
"Or if it's merely demented," Cresiel asks.
"Don't know, don't care," Sylvie decides, "We really do have bigger problems than someone who's following us."
Moore nods and continues on. If after a while they still don't come across anything, then they can figure out if they can do something else to get the attention of that which they seek!
I'd say let's go another 5 minutes or so and see if we notice anything besides the denizens of this place chasing us.
Nothing. The pursuer finally stops and lets you go, and all is silent in this forsaken wasteland again.
'I do admit I was expecting more immediate response.' Moore says. 'I could try and just... shout really loudly. I suppose I could also just reach out to it - that would assuredly get its attention.'
"We could be unlucky and it's not home," Cresiel points out now, "Off somewhere else for whatever reason."
Moore takes in a breath (that he doesn't need to) and decides to try something that is most assuredly going to cause him an issue.
Hecatoncheires. I have come to Brolen to find you.
Give me Charisma.
[14:08] <Nephrite> roll 1d20+26+26+18
[14:08] <Rei-chan> Nephrite rolled : 1d20+26+26+18 --> [ 1d20=11 ]{81}
There's no immediate response to that.
'Well, I sent the message. We should know pretty quickly if it's coming for us.' Moore says. 'We can just wait here for a while.'
let's give it 10 minutes or so.
d100.
[14:32] <Nephrite> roll 1d100
[14:32] <Rei-chan> Nephrite rolled : 1d100 --> [ 1d100=72 ]{72}
After perhaps 30 seconds, a doorway rises up from the rubble.
Moore tilts his head.
'This isn't what I expected. Be on guard.' He says to the others - he goes forward to open the door, prepared for the worst!
Cresiel takes the point as Sylvie hangs back, while Jetina stays by Moore. The door opens and reveals a stairway going down, beneath the rubble and ruin.
'An interesting invitation, if nothing else.' Moore says as he proceeds.
As you go Jetina adds, 'What lies below here?'
Hell and torment, in some way or another, but not for us. For the Hecatoncheries.
'A prison of its own making?' Moore asks. 'Or perhaps the only place it feels safe?'
Regardless, he continues on.
Down the stairs. Down and down - you soon hear the sounds of hammers hitting metal.
Hm, has it actually managed to make allies?
Or is it just the sounds of others toiling?
Moore continues ahead!
Sylvie pauses a moment, "I doubt we're that lucky or it is," she murmurs to herself.
"Hm?" Jetina asks.
"Moore likely wondered if it had made friends or not," Sylvie glances at you, "And no, I doubt it has. Slaves or bound servants, perhaps."
"You did way too much reading me with 21." Moore says with a bright smile.
"...I thought the same thing as Sylvie," Jetina speaks up here, a fidget. "It is a Moore thing to think."
Cresiel just goes on, not a comment at all.
"See?" Sylvie smiles just a bit.
"Good!" Moore says as they proceed. "It means that you all understand my ethos."
Give me a Will save, would you?
[10:23] <Nephrite> roll 1d20+60+18+18 will, mettle
[10:23] <Rei-chan> Nephrite rolled : 1d20+60+18+18 will, mettle --> [ 1d20=17 ]{113}
You step on and in, unaffected. Here is a vast cavern beneath the rubble, the roof nothing but the bottom of the ruins seen above. Here chained demons work away - unable to move save to hammer weapons and armor into shape, into the tools of war. Great balors are restrained here by the hundreds, all devoted to this task. A cavern that stretches most of a mile, full to the brim of forges, heat, weapons and demons.
"It looks like your instincts were correct." Moore says. Since they seem to be invited further, he will continue on.
Can I tell what that effect was? I'll be taking 10 on Spellcraft for 109 as we go with Arcane Sight in case of shenanigans.
Some sort of spell targeted at you. A powerful divination, but even though it got past your wards, you shook it off.
He has the right to know who's in his house, after all.
Moore continues on!
The moment your party steps in the balors all stop. Hundreds of gazes turn to the party, images of hatred and rage.
Cresiel merely points his blade out at them, not a moment of hesitation. The righteous do not shirk their duty, demons. Come and accept the cold steel of my convictions.
The roar of Abyssal is deafening as chains break. As if they were suddenly little more than tissue paper. Those chains are taken as weapons, while others grab the still red from the forge weapons they work on.
Sylvie merely cracks her knuckles, "A platoon of balors? A decent warm up." She cracks a smile, "Regardless of the drawbacks, power is great to have."
This is most likely about to hit init, but a chance to react. If you take a combatty action it'll just slide right into it so in that case give me init instead.
We do not fear you. If you choose to die today against us then know that was your final action in life.
I doubt an Intimidate will get them to back off, but if it does he'll Take 10 for 136. Assuming that doesn't work though... Everyone gets +26 to their init rolls here.
I will just roll it in case it's needed as part of this action.
[12:21] <Nephrite> roll 1d20+54+10 init Moore
[12:21] <Rei-chan> Nephrite rolled : 1d20+54+10 init Moore --> [ 1d20=14 ]{78}
Go ahead and roll Jetina too. I'll get Cresiel and Sylvie.
Got it.
[12:28] <Nephrite> roll 1d20+7+28 Jetina
[12:28] <Rei-chan> Nephrite rolled : 1d20+7+28 Jetina --> [ 1d20=16 ]{51}
Init is Moore (78) > Sylvie (73) > Cresiel (58) > Jetina (51) > Demons (41)
> roll 1d20+47 Cresiel
<Rei-chan> Kotono rolled : 1d20+47 Cresiel --> [ 1d20=11 ]{58}
> roll 1d20+63 Sylvie
<Rei-chan> Kotono rolled : 1d20+63 Sylvie --> [ 1d20=10 ]{73}
> roll 1d20+22 demons
<Rei-chan> Kotono rolled : 1d20+22 demons --> [ 1d20=19 ]{41}
Open.
His divine will didn't work at all in the area around them, so it's very likely that Divine Blast is out of the question too - which is unfortunate, since it's his only really reliable means of offense.
Nonetheless, he has a few spells up his sleeve, so... he murmurs a few magic words before sending a bolt of holy energy into the mob!
He's going to cast Gae Assail at... I dunno, he'll just pick something big and angry looking, or a mass of big and angry looking things.
[12:43] <Nephrite> roll 1d20+45+29+12 touch
[12:43] <Rei-chan> Nephrite rolled : 1d20+45+29+12 touch --> [ 1d20=1 ]{87}
Nice try, Rei!!!!
[12:44] <Nephrite> roll 25d12
[12:44] <Rei-chan> Nephrite rolled : 25d12 --> [ 25d12=153 ]{153}
Not sure if you need a CL check on it, but in case you do: [12:45] <Nephrite> roll 1d20+26 CL
[12:45] <Rei-chan> Nephrite rolled : 1d20+26 CL --> [ 1d20=3 ]{29}
That's from the Favored Soul casting side if it matters, also.
Moore casts - but the spell fizzles out, sputters and does not manifest at all.
Anything else?
"Ah... Jetina, you may have to try a bit harder with your magic here - it looks like divine magic doesn't function well." Moore says with a small shrug. "Very well, I'll figure something else out."
Nothing terribly useful for him to do at present since we all still have the bardic musics up and going.
Suddenly there is a crackle around Moore as - !
Ref.
[13:13] <Nephrite> roll 1d20+54+38 reflex, evasion
[13:13] <Rei-chan> Nephrite rolled : 1d20+54+38 reflex, evasion --> [ 1d20=3 ]{95}
The failed spell's energy gathers and bursts around you - but you're quick enough to avoid it, a painful faceful of magical energy dodged.
"...Watch out for that, too." Moore says. "The hatred of the divine indeed."
Init is Moore (78) > Sylvie (73) > Cresiel (58) > Jetina (51) > Demons (41)
Sylvie slowly cracks her knuckles, "Way too many powerful demons and each one explodes. We really should have brought Xandra," she declares.
She'll hold in case Cresiel does something with a big radius and changes the calculus. Cresiel's up.
Cresiel wades in and as he does, glows bright. A burst of glory comes as he meets their line as it forms, slamming into many of the massive demons.
> roll 1d20 touch AC
<Kobot> Kotono rolled 1d20 touch AC --> [ 1d20=5 ]{5}
> roll 25d12
<Kobot> Kotono rolled 25d12 --> [ 25d12=152 ]{152}
> roll 1d20+38 spell resistance
<Kobot> Kotono rolled 1d20+38 spell resistance --> [ 1d20=13 ]{51}
Heavenly bolds rack the front line, blasting them all. It's a strong, savage shot as he joins the melee, all as...
Jetina, go. Sylvie will probably do something cleanup-y, but she's debating still and I don't want to waste more time while I ponder.
[spoiler]
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 30/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Jetina waves a hand and tries to conjure a Star Explosion!
[21:23] <Nephrite> roll 1d20+38 CL Jetina
[21:23] <Kobot> Nephrite rolled 1d20+38 CL Jetina --> [ 1d20=9 ]{47}
Not sure if that gets through the anti-divine magic thing here or not, or if a Sanctified spell still falls under the rules. Figured I'd check first before rolling further.
Carry on.
[21:33] <Nephrite> roll 1d2 str damage
[21:33] <Kobot> Nephrite rolled 1d2 str damage --> [ 1d2=2 ]{2}
[21:34] <Nephrite> roll 1d20+38 SR
[21:34] <Kobot> Nephrite rolled 1d20+38 SR --> [ 1d20=11 ]{49}
[21:37] <Nephrite> roll 25d6 Reflex DC 44
[21:37] <Kobot> Nephrite rolled 25d6 Reflex DC 44 --> [ 25d6=92 ]{92}
> roll 1d20+30
<Kobot> Kotono rolled 1d20+30 --> [ 1d20=20 ]{50}
Unfortunate.
The explosion spreads out and travels through the front line - damaging them further, but resisted. They're fast enough to dodge the worst of it as...
Anything else for her turn?
Not in particularly.
With the numbers massing and spells flying, Sylvie slips in to land one hard palm strike on the first of the balors.
I couldn't find the spoiler block so I remade. Can you refresh me on the boosts you have going?
http://www.soulriders.net/forum/index.php/topic,104439.msg1189222.html#msg1189222
Here you go.
> roll 1d20+70 (-30 PA, just a testing shot)
<Kobot> Kotono rolled 1d20+70 (-30 PA, just a testing shot) --> [ 1d20=10 ]{80}
> roll 5d10+106
<Kobot> Kotono rolled 5d10+106 --> [ 5d10=36 ]{142}
Sylvie meets them, standing at Cresiel's side as the two wage war. She slams a balor in the side, unfazed by the flames as they crash into the two, battle joined. At the same time, waves of darkness spread everywhere, cloying and foul.
> roll 1d20+356
<Kobot> Kotono rolled 1d20+356 --> [ 1d20=18 ]{374}
Typo, +35. Total of 53. SR all?
[spoiler]
Total to various things:
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 30/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
52 I think on everyone? I think Jetina has the divine... yeah, hers is 73. Darn, so close.
Will save then for Moore.
[22:31] <Nephrite> roll 1d20+60+18+18 will, mettle
[22:31] <Kobot> Nephrite rolled 1d20+60+18+18 will, mettle --> [ 1d20=20 ]{116}
Sylvie's SR is 72 so she's fine, Cresiel isn't so lucky. Will save.
> roll 1d20+82 Cresiel
<Kobot> Kotono rolled 1d20+82 Cresiel --> [ 1d20=1 ]{83}
Oh Kobot.
Yet the spell washes over and does nothing, as blades meet blades and chains lash out. For the moment Sylvie and Cresiel are able to hold a line and...
> roll 1d20+83 demon horde
<Kobot> Kotono rolled 1d20+83 demon horde --> [ 1d20=20 ]{103}
> roll 1d20+83 demon horde crit?
<Kobot> Kotono rolled 1d20+83 demon horde crit? --> [ 1d20=18 ]{101}
Normal hit vs both of them, crit is not confirmed.
> roll 3d8+73
<Kobot> Kotono rolled 3d8+73 --> [ 3d8=14 ]{87}
The two hold but are battered back, having to take blows, soak and endure them as the battle is joined in earnest. The rage-roars of the demons are deafening, a din to replace the pound of metal.
Go.
This is, most unfortunately, a time where Moore's rather esoteric magical choices don't do them much good.
He's just going to hold in case he needs to counter something or do anything useful. He doesn't have much here to do since Divine Blast is out.
To prep for tomorrow do you have true seeing or anything similar up?
He does, yes. True Seeing.
As you hold, you notice that the fires in the forges look at you - for semi visible eyes form in the flames, visible with your enhanced vision.
Hm, maybe something like that would work? Now that he thinks about it...
"I'm dumb, hold on! Also, watch out for the fires, I think they're elementals or something!"
I am a dumb dumb who forgot I have a sanctified spell for this. Also, switching aura to overcome SR, that gives everyone a +26 bonus.
If I'm good to still take my turn I will do so.
Go for it.
Moore gestures and summons a cleansing rain over Sylvie and Cresiel!
SR roll
[blockquote]Rolled 1d20+38 : 7 + 38, total 45[/blockquote]
DC 54 reflex
[blockquote]Rolled 20d6 : 5, 6, 2, 3, 1, 2, 1, 5, 3, 2, 2, 4, 4, 1, 5, 6, 1, 4, 6, 5, total 68[/blockquote] acid
Didnt add the extra 26 to the SR roll, should be 71
Quick check, which spell? I figure you're on phone so I'll look up the info myself.
MEanwhile?
Hi Moore, are you busy?
Cleansing Rain.
A little, but I can talk!
> roll 1d20+30
<Kobot> Kotono rolled 1d20+30 --> [ 1d20=2 ]{32}
Acid rain falls freely, burning the demons as it spreads and...
We may need to meet Raziel, yourself and Jetina are our best in to that.
I can facilitate that! My avatar can help you, if you'd like.
We'll be in touch then. Thank you, Moore.
lets resume smashing!
Okay, I have Cresiel and Sylvie to figure out. While I do that, go ahead and do Jetina's turn?
She doesn't have a lot of good offense here so she will hold pending the mob getting a lucky grit again.
Okay. Are you going to be away/phone posting the entire session? If you are I may just wait until tonight and you're here, so we can focus on combat rather than do it the awkward way.
Yes, I'll be on the phone. We can do it later.
That's fine, I'll sit down with you tonight when you're here and give you some one on one DMing time.
> roll 1d20+98 (-2 flurry)
> roll 1d20+98 (-2 flurry)
<Kobot> Kotono rolled 1d20+98 (-2 flurry) --> [ 1d20=18 ]{116}
<Kobot> Kotono rolled 1d20+98 (-2 flurry) --> [ 1d20=1 ]{99}
> roll 1d20+93
<Kobot> Kotono rolled 1d20+93 --> [ 1d20=15 ]{108}
> roll 1d20+88
> roll 1d20+83
<Kobot> Kotono rolled 1d20+88 --> [ 1d20=12 ]{100}
<Kobot> Kotono rolled 1d20+83 --> [ 1d20=6 ]{89}
> roll 5d10+76
> roll 5d10+76
> roll 5d10+76
> roll 5d10+76
<Kobot> Kotono rolled 5d10+76 --> [ 5d10=33 ]{109}
<Kobot> Kotono rolled 5d10+76 --> [ 5d10=22 ]{98}
> roll 5d10+76
<Kobot> Kotono rolled 5d10+76 --> [ 5d10=35 ]{111}
<Kobot> Kotono rolled 5d10+76 --> [ 5d10=31 ]{107}
<Kobot> Kotono rolled 5d10+76 --> [ 5d10=24 ]{100}
Sylvie strikes faster than they can follow - a nd a trio of balors erupt into globes of bursting black fire, that spreads out for all of you like a glutton before a feast. It seeks savagely, incoming fast.
Ref all, -3 penalty.
[20:12] <Nephrite> roll 1d20+54+38 evasion, Moore
[20:12] <Kobot> Nephrite rolled 1d20+54+38 evasion, Moore --> [ 1d20=16 ]{108}
[20:13] <Nephrite> roll 1d20+61+38 evasion, Cresiel
[20:13] <Kobot> Nephrite rolled 1d20+61+38 evasion, Cresiel --> [ 1d20=2 ]{101}
[20:14] <Nephrite> roll 1d20+49+38 evasion, Jetina
[20:14] <Kobot> Nephrite rolled 1d20+49+38 evasion, Jetina --> [ 1d20=9 ]{96}
[20:15] <Nephrite> roll 1d20+48+38 evasion, Sylvie, guessing she has something if she needs it
[20:15] <Kobot> Nephrite rolled 1d20+48+38 evasion, Sylvie, guessing she has something if she needs it --> [ 1d20=2 ]{88}
Those didn't factor in the -3, sorry - So 105, 98, 93 and 85.
Yet none of you are struck by the blasts - too fast and too strong. AS Sylvie strives to hold her side Cresiel does the same, lashing out with blade as he refuses to take a step backwards.
<Kobot> Nephrite rolled 1d20+48+38 evasion, Sylvie, guessing she has something if she needs it --> [ 1d20=2 ]{88}
> roll 1d20+74 (-30 PA)
<Kobot> Kotono rolled 1d20+74 (-30 PA) --> [ 1d20=1 ]{75}
> roll 1d20+69 (-30 PA)
<Kobot> Kotono rolled 1d20+69 (-30 PA) --> [ 1d20=6 ]{75}
> roll 1d20+64 (-30 PA)
<Kobot> Kotono rolled 1d20+64 (-30 PA) --> [ 1d20=9 ]{73}
> roll 1d20+77 (-30 PA, +18 furious strike)
<Kobot> Kotono rolled 1d20+77 (-30 PA, +18 furious strike) --> [ 1d20=14 ]{91}
> roll 1d8+81+3d6
> roll 1d8+81+3d6
> roll 1d8+81+3d6
> roll 1d8+81+3d6
<Kobot> Kotono rolled 1d8+81+3d6 --> [ 1d8=3 3d6=11 ]{95}
<Kobot> Kotono rolled 1d8+81+3d6 --> [ 1d8=1 3d6=10 ]{92}
<Kobot> Kotono rolled 1d8+81+3d6 --> [ 1d8=4 3d6=14 ]{99}
<Kobot> Kotono rolled 1d8+81+3d6 --> [ 1d8=7 3d6=8 ]{96}
Three heads. Three balor heads fall to the ground in one great swipe of his icy blade, as a moment later the same blackfire explosions erupt out again - but stronger this time, even stronger.
Ref-6, y'all.
[spoiler]
Total to various things:
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 30/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[/quote]
[20:26] <Nephrite> roll 1d20+54+38-6 evasion, Moore
[20:26] <Kobot> Nephrite rolled 1d20+54+38-6 evasion, Moore --> [ 1d20=19 ]{105}
[20:26] <Nephrite> roll 1d20+61+38-6 evasion, Cresiel
[20:26] <Kobot> Nephrite rolled 1d20+61+38-6 evasion, Cresiel --> [ 1d20=17 ]{110}
[20:26] <Nephrite> roll 1d20+49+38-6 evasion, Jetina
[20:26] <Kobot> Nephrite rolled 1d20+49+38-6 evasion, Jetina --> [ 1d20=1 ]{82}
[20:27] <Nephrite> roll 1d20+48+38-6 evasion, Sylvie, guessing she has something if she needs it
[20:27] <Kobot> Nephrite rolled 1d20+48+38-6 evasion, Sylvie, guessing she has something if she needs it --> [ 1d20=14 ]{94}
There is irony in Jetina failing an evasion check against devils, but thankfully she doesn't fail anymore so fuck you balors!!!!!!!
It's harder, but again all of you dodge. You're able to avoid the flames as more rush in - and others fly up and over the two. They can't hold the line by themselves, even as other position. More darkness follows as well, even as chains and worse come down on Sylvie and Cresiel.
> roll 1d20+35
<Kobot> Kotono rolled 1d20+35 --> [ 1d20=20 ]{55}
This first. Unfortunate for SR. I think everyone but Sylvie needs a Will save. Melee on Sylvie and Cresiel after this.
Jetina's also got the divine bonus, so just Moore and Cresiel.
[20:35] <Nephrite> roll 1d20+60+38 Moore, mettle
[20:35] <Kobot> Nephrite rolled 1d20+60+38 Moore, mettle --> [ 1d20=5 ]{103}
[20:36] <Nephrite> roll 1d20+56+38 Cresiel, mettle
[20:36] <Kobot> Nephrite rolled 1d20+56+38 Cresiel, mettle --> [ 1d20=3 ]{97}
> roll 1d20+83 demon horde
<Kobot> Kotono rolled 1d20+83 demon horde --> [ 1d20=8 ]{91}
Yet that fails, as do the cries of rage. Sylvie and Cresiel are surrounded now but refuse to go down, moving even faster than the mountainous demons of hate and fury. A force to shatter an entire Prime Material rages against them, yet they do not falter. They hold on closely as...
Go.
[20:47] <Nephrite> roll 20d6 acid DC Reflex 54
[20:47] <Kobot> Nephrite rolled 20d6 acid DC Reflex 54 --> [ 20d6=47 ]{47}
These rolls though, jeez.
Moore just watches as his acid rain pours onto the demonic forces, little else he can do at the moment.
He could throw another one but he may as well let this one keep going for now. Jetina's not got much else to do here either, regrettably.
Perception again real quick, I'll do the saves after.
Take 10 for 107.
The eyes in the fire continue to watch, the battle observed.
> roll 1d20+30
<Kobot> Kotono rolled 1d20+30 --> [ 1d20=9 ]{39}
The acid continues to eat at the demons - and now with the front line wounded, a few more explosions follow - two more balors erupt in black fire.
Ref saves all, -8 this time.
[20:59] <Nephrite> roll 1d20+54+38-8 evasion, Moore
[20:59] <Kobot> Nephrite rolled 1d20+54+38-8 evasion, Moore --> [ 1d20=10 ]{94}
[20:59] <Nephrite> roll 1d20+61+38-8 evasion, Cresiel
[20:59] <Kobot> Nephrite rolled 1d20+61+38-8 evasion, Cresiel --> [ 1d20=15 ]{106}
[20:59] <Nephrite> roll 1d20+49+38-8 evasion, Jetina
[20:59] <Kobot> Nephrite rolled 1d20+49+38-8 evasion, Jetina --> [ 1d20=1 ]{80}
[20:59] <Nephrite> roll 1d20+48+38-8 evasion, Sylvie, guessing she has something if she needs it
[21:00] <Kobot> Nephrite rolled 1d20+48+38-8 evasion, Sylvie, guessing she has something if she needs it --> [ 1d20=19 ]{97}
There is indeed something deja vu about the multiple 1 rolls from Jetina...
Again you all dodge, again you all endure the assault. The demons are flooding in, racing even at Moore and Jetina now as...
Go Jetina.
No one is taking any damage!
Jetina just readies her sword, if she has to smite some evil today then she will!
These haven't really shown any actual ability to harm us as of yet so she's not going to spend more resources if she doesn't have to.
Cresiel stands firm now, refusing to go down. Instead his magic flares again, another great burst at all the enemies around.
> roll 1d20 touch AC will do the math if it's a 1 but odds are this is perfunctory with Moore around.
<Kobot> Kotono rolled 1d20 touch AC will do the math if it's a 1 but odds are this is perfunctory with Moore around. --> [ 1d20=3 ]{3}
> roll 25d12
<Kobot> Kotono rolled 25d12 --> [ 25d12=163 ]{163}
> roll 1d20+38 spell resistance whoops
<Kobot> Kotono rolled 1d20+38 spell resistance whoops --> [ 1d20=13 ]{51}
Blasts of powerful, sacred energy come from Cresiel. Several balors are smashed into others, as yet more are battered back or broken. Bursts come, four more reduced to explosions of fury.
Ref all, -12 this time.
[21:38] <Nephrite> roll 1d20+54+38-12 evasion, Moore
[21:38] <Kobot> Nephrite rolled 1d20+54+38-12 evasion, Moore --> [ 1d20=16 ]{96}
[21:38] <Nephrite> roll 1d20+61+38-12 evasion, Cresiel
[21:38] <Kobot> Nephrite rolled 1d20+61+38-12 evasion, Cresiel --> [ 1d20=1 ]{88}
[21:38] <Nephrite> roll 1d20+49+38-12 evasion, Jetina
[21:38] <Kobot> Nephrite rolled 1d20+49+38-12 evasion, Jetina --> [ 1d20=20 ]{95}
[21:38] <Nephrite> roll 1d20+48+38-12 evasion, Sylvie, guessing she has something if she needs it
[21:38] <Kobot> Nephrite rolled 1d20+48+38-12 evasion, Sylvie, guessing she has something if she needs it --> [ 1d20=11 ]{85}
Koboth giveth the 1 and giveth the 20.
Still none of you are hurt, but the flames are harder to dodge each time. Increasingly vicious and savage, tracking you with a growing relentlessness. As you do...
Perception again, +10 bonus.
Take 10 for 117.
You notice the fire eyes are studying all of you, but seem to look intently whenever the black flames come.
Enough of this! Moore's voice reverberates, as he swings his arm and looks at the eyes in the fire specifically.
We have met your challenge, demons - and you have been broken before us. If you continue, then you will perish like those who have already done so.
YOU - those who hide in the flames - you have tried over and over to harm us and failed. If you do not wish our ire to be turned to you, then cease as well.
Gimme Intimidate, terror pixie.
Take 10 for 136. Scary pixie!!!
Fury. Yet not from the balors. It comes all around you as they strike. Weapons everywhere. Mindless rage. Hatred. A fury of blades. Blades come from everywhere, tearing apart the balors in one booming fury. The flames become a torrent of black, the death throes of the balors erupting in a newborn inferno.
Ref saves all, -36 penalty.
[11:12] <Kobot> Nephrite rolled 1d20+54+38+18-36 Moore, evasion (+GI) --> [ 1d20=18 ]{92}
[11:13] <Nephrite> 1d20+61+38-36 evasion, Cresiel
[11:13] <Nephrite> roll 1d20+61+38-36 evasion, Cresiel
[11:13] <Kobot> Nephrite rolled 1d20+61+38-36 evasion, Cresiel --> [ 1d20=8 ]{71}
[11:13] <Nephrite> roll 1d20+49+38-36 evasion, Jetina
[11:13] <Kobot> Nephrite rolled 1d20+49+38-36 evasion, Jetina --> [ 1d20=13 ]{64}
[11:14] <Nephrite> roll 1d20+48+38-36 evasion, Sylvie, guessing she has something if she needs it
[11:14] <Kobot> Nephrite rolled 1d20+48+38-36 evasion, Sylvie, guessing she has something if she needs it --> [ 1d20=3 ]{53}
Give me a Will save for Sylvie too.
[11:45] <Nephrite> roll 1d20+43+38 Sylvie will plus whatever Inspiration points she can probably use
[11:45] <Kobot> Nephrite rolled 1d20+43+38 Sylvie will plus whatever Inspiration points she can probably use --> [ 1d20=8 ]{89}
I'm unsure if she had any special points to spend on the earlier save or if she needs them here, but there it is in case.
Okay, sorted.
The flames are horribly savage, but all of you endure. IN the aftermath the forges are slag and the balors are slain, nothing but ruin about. Nothing but the crackle of flame now and broken worlds, little else.
Is there a path further in or is it just a big room at this point?
Perception, would you?
Take 10 for 107
Amid the mess there is another stairway going down, mostly hidden but not to your keen eyes.
"This way." Moore says. "If there are short-term spells we want to cast, now is the time."
We have Mass Energy Immunity for several things if we want to - I'd suggest we toss in Energy Immunity (Fire) just in case.
"I'm alright for now," Sylvie shakes her head as she heads that way. Cresiel strides on as well.
"Energy protections at the least," Jetina agrees, "Why not all of them?"
"We may as well." Moore says.
Jetina's got the slots, so let's add the following:
Energy Immunity (Cold, Fire, Acid, Sonic, Electricity)(CL37) to ours as we go.
Moore will proceed down the stairs!
Thus protected, the party goes on down. Down and down these dark steps, deeper.
As you do...
Wisdom check all.
[13:05] <Nephrite> roll 1d20+7+18 Wis Moore
[13:05] <Kobot> Nephrite rolled 1d20+7+18 Wis Moore --> [ 1d20=4 ]{29}
[13:05] <Nephrite> roll 1d20+17 Cresiel
[13:05] <Kobot> Nephrite rolled 1d20+17 Cresiel --> [ 1d20=16 ]{33}
[13:05] <Nephrite> roll 1d20+15 Jetina
[13:06] <Kobot> Nephrite rolled 1d20+15 Jetina --> [ 1d20=16 ]{31}
[13:06] <Nephrite> roll 1d20+8 Sylvie
[13:06] <Kobot> Nephrite rolled 1d20+8 Sylvie --> [ 1d20=12 ]{20}
Forgot we have Surge of Hope, so the numbers are 34 for Moore, 37 for Cresiel, 35 for Jetina and 24 for Sylvie (unless she has some booster)
Does that include the bonus for divine rank?
I forgot it for Moore but added it in the corrections. Actually, It looks like I forgot it for Cresiel too, his is 38, but the others are all correct.
So Cresiel hits 38? Go ahead and do all the math, then confirm all the numbers since it matters here.
Moore is 34
Cresiel is 38
Jetina is 35
Sylvie is 24
You walk, but Cresiel suddenly stops. He bars your way forward, "No," he declares, "This is wrong."
"Hm?" Moore blinks. "Have we fallen into an illusion?"
"Perhaps we have," Cresiel says, "This is wrong." His fast is drawn back and slams into thew all, which ripples like water. "A trick. A deception."
Jetina will see if she's able to dispel whatever this illusion is!
[14:47] <Nephrite> roll 1d20+39 dispel check
[14:47] <Kobot> Nephrite rolled 1d20+39 dispel check --> [ 1d20=10 ]{49}
Fort. It was not unguarded.
[15:14] <Nephrite> roll 1d20+49+38 Jetina, mettle
[15:14] <Kobot> Nephrite rolled 1d20+49+38 Jetina, mettle --> [ 1d20=9 ]{96}
Jetina holds her ground. The dispel fails, but the effort to eat at her magic and her soul is meaningless to her. She dismisses it with a moment's fortitude, the effort crushed.
Why the theatrics? If you hate us as much as you do, then face us openly and honestly. Moore's words echo again in the room.
Let's see if there's any meaningful reply to that first and then go from there.
Just for giggles, Diplomacy.
Take 10 for 158
There's no reply to that as Jetina says, "It's strong - possibly his work, if he has any talent at spells."
Sylvie inspects it, "No, it's not the style of it. I think it's another demon's work instead."
"Under normal circumstances I'd just punch through it with my divine will." Moore says. "Let me see..."
Take 10 on spellcraft for 113, can I tell 1) the CL of the spells (so I know if we can dispel it) and 2) The caster name please?
And then Take 10 for 118 for K:P On whoever it is
45 and Belas.
Belas was once a demon that chose to impersonate Belial, Lord of the Forth. When the Lord of the Nine heard of this insult, he took personal measures to punish the upstart. While he survived the battle, he was consigned to an incorporeal form as a result and has hidden since then, his power broken and left to nurse his wounds in the darkest depths of the Abyss.
"We can break this." Moore says. "It was put here by a demon who impersonated Belial. You can imagine how that went."
Mechanically, does that mean we need a 56 on the dispel?
Assuming no other modifiers to the roll, yes.
"Let me try something." Moore says as he sings - a moment of power to Jetina!
Inspire Spellpower for her.
[21:54] <Nephrite> roll 1d20+45 dispel check
[21:54] <Kobot> Nephrite rolled 1d20+45 dispel check --> [ 1d20=17 ]{62}
Well, it wasn't needed anyway, but whatever.
This time reality breaks around you.
You lie in a ruined cavern. Bones are everywhere, broken remnants of past creatures. Shattered weapons and broken armor lies about as well, joined by siege engines like great skeletons paired with so many smaller ones.
'Such a beautiful group that has come here. So beautiful. I want to feel you writhe beneath me in ecstasy.'
Belas.
We are here for the master of this place, not to deal with you. If you want to be sent to your final death then we'll be happy to take you there - I give you one final warning to not stand in our way. We will destroy you and everything in here in the name of the Light of Celestia.
Intimidate for 136. :)
'Oh...I'm shaking! Wonderful! Get a whip and come punish me!'
Cresiel growls low, "Be silent, fiend."
Sylvie cracks her knuckles, "Well, death is death is death."
"Ridiculous." Moore says.
Anything noteworthy within True Seeing range here?
Nothing that you can see.
Moore begins to go forward - if they're to be attacked here, then so be it.
Reality begins to blur around you again, sharp and sudden, "Dispel it," Sylvie says right away to Jetina. "Don't let him play these games."
[12:12] <Nephrite> roll 1d20+45 dispel
[12:12] <Kobot> Nephrite rolled 1d20+45 dispel --> [ 1d20=13 ]{58}
It shatters a second time before it can form, Jetina's magic enough to rout what was just thrown against all of you.
"I'd start running if I were you," Sylvie warns, "Because I've had enough of you, demon."
"Perhaps Belial was too generous when he shattered you like this." Moore says. "I think a more fitting place for you is in Vel Custos' custody for the rest of time, where you'd no longer be free to perform these games."
I give you this final warning.
Moore's words again echo - but this time stronger, the Words of Creation clearly heard in this desolate place.
He's going to thematically add a little oomph to his divine words with the Words of Creation. It's entirely just a flavor thing, I don't expect there to be anything mechanical here.
In this case, give me a second Intimidate check.
Take 10 for 136 again.
Silence follows - no further magic, only cold silence.
"If you know what's good for you, you'll find Mount Celestia on your own." Moore says as he intends to proceed onward.
You find a narrow passage further on - a tight fit for the party, single file only except perhaps for Moore. It winds deeper in.
"Alas, without the divine power, we can't just make ourselves small." Moore says. "Cresiel, go ahead first, we'll follow."
Cresiel, Moore, Jetina, Sylvie
Give me escape artist for all but Moore. Cresiel suffers a -4 penalty to this check.
Not sure if it matters, but we do have Mass Freedom of Movement here as well. Rolling anyway just in case it doesn't matter.
[11:41] <Nephrite> roll 1d20+11+26-4 dex for Cresiel
[11:41] <Kobot> Nephrite rolled 1d20+11+26-4 dex for Cresiel --> [ 1d20=4 ]{37}
[11:42] <Nephrite> roll 1d20+7+26 dex for Jetina too
[11:42] <Kobot> Nephrite rolled 1d20+7+26 dex for Jetina too --> [ 1d20=6 ]{39}
[11:42] <Nephrite> roll 1d20+74+26 Sylvie actually has EA
[11:42] <Kobot> Nephrite rolled 1d20+74+26 Sylvie actually has EA --> [ 1d20=8 ]{108}
I forgot the bonuses from Surge of Hope, so
Cresiel is 41
Jetina is 43
Sylvie is 112
And whatever bonus we might get for Freedom of Movement.
That would help, yes. Thanks.
It's tight, but you all make it through. Except for Sylvie, who glides along like it's a wide, spacious hallway. As she goes?
"How do you do that?" Jetina says as she moves carefully, trying not to hit her armor against the tight walls.
"Practice," Sylvie's response is utterly bland as Jetina shoots her a look, promptly ignored.
Ahead is an opening - and light. The sky is visible here, as you stand in a gap in the side of a vast canyon wall, plummeting down for countless miles. The walls of the canyon are studded with swords stabbed into it, almost every inch of rock pierced. On many of the swords creatures writhe - demons of course, but 'loths and devils as well. Celestials, slaad. Humans, elves, dwarves. Fey, aberrations, fish, animals. Beasts, the undead. All struggle in vain against mortal wounds and yet do not bleed or die, but nor do they escape.
One way or another, they'll be free.
"I imagine we're being invited down." Moore says. "Before any of you ask - yes, we'll free everyone here in some capacity once we're done."
"Not everything here deserves it," Sylvie notes, 'At least here the fiends aren't making things worse elsewhere."
"We may not have a choice if we want to free some," Jetina observes as she hops out and floats down, "But we can worry about that when we get there."
Meanwhile eyes are on the party, pained gazes studying all of you as you descend further into this place.
Moore nods and will begin to head down as well.
Perception all as you go down, down, down.
Take 10 for 107
You go down a mile. No closer to any bottom.
You go down two miles. No closer to any bottom.
You go down three miles. No closer to any bottom.
"How many?" It's Jetina's question, barely a whisper.
Cresiel's gaze sweeps side to side, "Too many. Tens of thousands, perhaps more. Not a single one knows a moment of rest."
"It's just like the First Prison." Moore says as they continue down.
Four miles. Five. Six. Seven. Eight. Nine. Ten.
Still no bottom.
Yet you can hear something now. The sound of metal on metal, from very far below.
Just as a note for the sake of spoiler blocks, we will refresh everything we need as we go down to ensure nothing falls off at a bad time.
Moore continues down, nothing needs to be said at this point. They know why they've come and they know what is likely to happen.
Give me a Wisdom check.
[13:19] <Nephrite> roll 1d20+11+17 wis
[13:19] <Kobot> Nephrite rolled 1d20+11+17 wis --> [ 1d20=13 ]{41}
It's...It's wrong. You begin to realize that. This entire place is wrong. Wrong, wrong, wrong. It shouldn't be.
Moore frowns. "This is wrong." He says with a look around. "Do you all... feel that too?" He asks.
"I do now," Sylvie agrees, "Jetina, would you?"
"It is wrong," Jetina says, "Just like before."
"Absolutely ridiculous." Moore says, his words serious - annoyed.
[15:25] <Nephrite> roll 1d20+45 dispel check
[15:25] <Kobot> Nephrite rolled 1d20+45 dispel check --> [ 1d20=11 ]{56}
I forgot the +1 for DvR so that's 57.
There's a loud crack in the air as everything seems to fall apart around you.
Congratulations, demon - we will deal with you after we finish our business here.
Is there still a giant chasm?
Before you is now the same chasm - if barren of anything but weapons it it, no prisoners left there now.
Moore continues downward.
'Ridiculous.' He repeats to the others.
"Mind games and deception. Impressive if it can fool us, though. He's no weakling," Jetina observes, "Very skilled."
"Very dead shortly, which is more important," Sylvie disagrees.
Moore continues on.
Perhaps some sort of spell that immediately sees through even epic illusionary spells? Hm.
He'll figure it out later.
Downward. However, now you can see a bottom. A dead ravine, but in it lies a stone platform. On this platform rests an altar, soaked in blood.
Moore continues on, eye open for anything out of the ordinary besides that altar.
Their host has to be around here somewhere...?
Perception.
Take 10 for 107
No sign of him, but as you approach, the altar seems to shift slightly. As if it just moved.
Reveal yourself.
It isn't threatening - but it is a command.
Intimidate, oh terror pixie. +10 circumstance bonus.
Take 10 for 146.
A small, skittering thing emerges from within the altar. A lizard with eight spider legs, small and fast. The head of a human man replaces its own, sized down to match. It stares at you silently, not a word spoken.
What purpose do you serve here?
The thing skitters as Cresiel glowers at it. It hisses out in Abyssal, "I-I live because it can't reach me in that small a space. It hasn't yet destroyed the altar I live in."
"Surely it could destroy that altar." Moore says as he continues to come down. "Do you know why it doesn't?"
A loud hiss, "It will sacrifice a deity's heart on it," it says, "It is intent on it!"
"Then I suppose we're in the right place to meet it." Moore says.
"I-"
Immediate Perception check, all.
Take 10 for 111.
Im phone posting for a bit so if you need the others I'd appreciate you rolling them.
That's fine. Another post with that incoming.
Thank you!
> roll 1d20+88 Cresiel
<Kobot> Kotono rolled 1d20+88 Cresiel --> [ 1d20=11 ]{99}
> roll 1d20+84 Jetina
<Kobot> Kotono rolled 1d20+84 Jetina --> [ 1d20=20 ]{104}
> roll 1d100+138 Sylvie (+36 inspiration)
<Kobot> Kotono rolled 1d100+138 Sylvie (+36 inspiration) --> [ 1d100=16 ]{154}
Sylvie talks over it and cries, "Above us!" she snaps, already moving. For above you, 400ft on a sudden massive jutting of stone from the canyon wall that wasn't there moments ago, stands a nightmare. A nightmare of 100 arms, each with a massive sword in hand. Arms everywhere from a body bigger than the oldest oaks and far thicker. Thick steel armor covers its entire body, a helmet in the shape of a hawk worn over its head as well. Not a scrap of flesh can be seen, only steel and swords.
From it a great rain comes. Of boulders and catapult shots, raining down on you with an unearthly savagery.
Ref saves all. No penalty since Sylvie made the DC.
[spoiler]
Total to various things:
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 29/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[blockquote]Rolled 1d20+92 : 3 + 92, total 95[/blockquote] Moore, Evasion
[blockquote]Rolled 1d20+99 : 7 + 99, total 106[/blockquote] Cresiel, Evasion
[blockquote]Rolled 1d20+87 : 17 + 87, total 104[/blockquote] Jetina, Evasion
I am trying to get into the non net-splitted room. :)
You forgot Jetina's save, just heads up.
I didn't though? I rolled 3 -
Moore 95
Cresiel 106
Jetina 104
This is where the DM feels dumb for misreading. Whoops.
> roll 1d20+105 (+30 Moore, +27 inspiration) Sylvie evasion
<Kobot> Kotono rolled 1d20+105 (+30 Moore, +27 inspiration) Sylvie evasion --> [ 1d20=19 ]{124}
Yet this bombardment isn't fast enough. All four of you move back as the lizard is ripped apart in it, obliterated under the assault. Somehow the altar is not, as...
Chance to react. Odds are this goes to init, but we'll see depending on your action here.
[spoiler]
Total to various things:
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Sorry, I misread what you said and thought that Sylvie didn't have to roll.
Hecatoncheires! We do not come with a hostile intent for you!
I'll pretend he can try a diplo here - take 10 for 158 - I am sure there's a penalty here somewhere, but he may as well try.
The answer is a roar of anger, so loud that the sky shakes. The great abomination leaps up and then plummets down, a mountain of swords, arms and fury coming down at the party.
"ALL THE GODS WILL BREAK BEFORE ME!"
Indeed it is init time.
Yeah, he expected as much.
[13:49] <Kobot> Kotono rolled 1d20+105 (+30 Moore, +27 inspiration) Sylvie evasion --> [ 1d20=19 ]{124}
[14:07] <Nephrite> roll 1d20+54+16 Moore
[14:07] <Kobot> Nephrite rolled 1d20+54+16 Moore --> [ 1d20=17 ]{87}
[14:08] <Nephrite> roll 1d20+21+16 Cresiel
[14:08] <Kobot> Nephrite rolled 1d20+21+16 Cresiel --> [ 1d20=4 ]{41}
[14:08] <Nephrite> roll 1d20+7+16+24 Jetina
[14:08] <Kobot> Nephrite rolled 1d20+7+16+24 Jetina --> [ 1d20=10 ]{57}
[14:08] <Nephrite> roll 1d20+37+24+16 Sylvie
[14:08] <Kobot> Nephrite rolled 1d20+37+24+16 Sylvie --> [ 1d20=10 ]{87}
I forgot +24 to Cresiel, so his is 65.
> roll 1d20+38 (+20 ???)
<Kobot> Kotono rolled 1d20+38 (+20 ???) --> [ 1d20=2 ]{40}
Init is Moore = Sylvie (87) > Jetina (57) > Cresiel (41) > The Hecatonchereis (40)
Open.
Cresiel should go before Jetina for whatever it's worth, I had a math error.
We will neither bend nor break before you. We do not come here to fight, or to try and rid Creation of you.
'We are likely going to have to endure much to try and get through to this - I will bolster you all as much as I can through this. Stay strong.'
To do so, he reaches deep within himself to bolster their hearts and minds.
He is going to try and cast Greater Snowsong - I think Hecaton is too far away to be affected anyway, but everyone will gain +8 morale bonus to Charisma and +8 insight to AC and will have 2d6 cold added to all their attacks, if they make any.
Okay, I'll adjust.
Init is Moore = Sylvie (87) > Cresiel (65) > Jetina (57) > The Hecatonchereis (40)
That it for your turn?
That is it for my turn. Let us pray for our survival.
I'm planning Sylvie and Cresiel, throwing a few ideas at the wall. Anything for Jetina as I do that?
She'll just hold in case it actually does something that warrants her involvement. Well, she'll try to, anyway, obviously.
Moore's suggestion would probably be to be defensive since they have no idea what it's capable of.
Sylvie utters quick words, curled around her. "MOVE!" she cries, diving to the left as fast as she can.
Danatha's Improvisation. Also a quickened shield to boost her AC a bit more.
Cresiel stays where he is, taking the charge head on and shield ready.
Total defense.
Like this the Hecatoncheires lands, his blades coming down like a relentless, impossible storm of blades on all of you.
> roll 1d20+127 (+8 ????, +4 ???, +16 rage, +4 ???, +1 ???)
<Rei-chan> Kotono rolled : 1d20+127 (+8 ????, +4 ???, +16 rage, +4 ???, +1 ???) --> [ 1d20=7 ]{134}
> roll 1d20+127 (+8 ????, +4 ???, +16 rage, +4 ???, +1 ???)
<Rei-chan> Kotono rolled : 1d20+127 (+8 ????, +4 ???, +16 rage, +4 ???, +1 ???) --> [ 1d20=4 ]{131}
AC all?
You know, I had all this time to sort this out for myself and the others and just didn't.
Moore is 168,
Cresiel is 149 (153 due to total defense),
Jetina is 142
Sylvie 137
Layering a bunch of defenses helps a lot!!
All of you are pushed back to the edges of the bottom of the canyon. Blades everywhere - Cresiel's armor holds as his shield does the same, sliding back with a spark-shooting whine of metal. Moore dodges back again and again, pinned as Sylvie is right next to him. Jetina is forced back as well as the ground shatters like shards from the impact, flight keeping you up but sending dreadful sprays of razor sharp stone everywhere, only the altar somehow unbroken and untouched.
Ref all.
[19:30] <Nephrite> roll 1d20+54+34 Moore, evasion
[19:30] <Rei-chan> Nephrite rolled : 1d20+54+34 Moore, evasion --> [ 1d20=4 ]{92}
[19:30] <Nephrite> roll 1d20+61+34 Cresiel, evasion
[19:30] <Rei-chan> Nephrite rolled : 1d20+61+34 Cresiel, evasion --> [ 1d20=20 ]{115}
[19:30] <Nephrite> roll 1d20+49+34 Jetina, evasion
[19:30] <Rei-chan> Nephrite rolled : 1d20+49+34 Jetina, evasion --> [ 1d20=20 ]{103}
[19:31] <Nephrite> roll 1d20+48+34 Sylvie, evasion (and maybe some bonus inspiration I never can keep track of)
[19:31] <Rei-chan> Nephrite rolled : 1d20+48+34 Sylvie, evasion (and maybe some bonus inspiration I never can keep track of) --> [ 1d20=18 ]{100}
Everyone shields themselves, not a one hit. Yet you float there as the canyon walls begin to crumble around you, the Abyss screaming - or is that the Hecatoncheires screaming. It is an unearthly fury, a rage to challenge the darkest berserker.
Well, you made it through a round. Good luck. Go.
Moore simply flies slightly forward - closer to the raging abomination, but he holds his hands out in what he hopes is a non-threatening way.
We are not here to fight or to try and slay you, Hecatoncheires. Try as you might, you won't defeat us, either.
How long have you been trying to kill the gods? How long has your revenge been your driving force? Yet, you still stay here - you still haven't won.
I am here to give you a new chance - a new life - a new reason for existing. Try and strike me down - if you can't do even that, then how will you ever see your revenge realized?
I doubt this would be seen as diplomacy by them, but...
How much closer are you getting?
Definitely close enough that Hecaton can take a swipe at Moore. I forgot a buff or two on him on that note, so his AC is actually 170.
You will provoke an AoO yes. Okay with that?
Yes. He's making a statement.
The storm rages on and none are spared, the fury even deeper now.
> roll 1d20+129 (+8 ????, +4 ???, +18 rage, +4 ???, +1 ???)
<Rei-chan> Kotono rolled : 1d20+129 (+8 ????, +4 ???, +18 rage, +4 ???, +1 ???) --> [ 1d20=15 ]{144}
ACs again?
Assuming Cresiel is still total defense...
Cresiel is 149 (153 due to total defense),
Jetina is 142
Sylvie 137
Admittedly, I'm a fool who thought only Moore would be hit here, but we'll see what happens.
Remember that everyone has Sublime Revelry so they take half damage, and don't forget the temp HP in case it doesn't actually get through it.
> roll 40d6+330 and 5 vile
<Rei-chan> Kotono rolled : 40d6+330 and 5 vile --> [ 40d6=140 ]{470}
Pain. How much temp HP is it?
[spoiler]
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Moore/Sylvie/Jetina: 238+74
Cresiel: 350+74
So that does... 235 damage, so everyone has... 77 HP left, Cresiel has... 189 left.
You're slammed back again, unhit but forced back from the storm of blades. You're unable to do anything but weather that storm as no reply comes save for screams. The others you aren't sure about right away, moments of utter chaos as...
Go ahead and Jetina it.
[spoiler]+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1018+189/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864+77/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 798+77/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Moore wasnt hit though?
Elaborated on.
Oh, whoops that's what I get for not reading well enough. Also Cresiel wasn't hit either, I'm really dumb. So Cresiel still has full temp HP.
"When was the last time anyone even came to try and talk to you?" Moore shouts over the storm of blades. "Has anyone ever even told you they were sorry for what they did to you?!"
The only answer is yet more rage.
Jetina doing anything this round. As of yet no reaction to your words.
Does the vile damage still count even with temporary HP? If not then she'll just go total defense too for now too.
Temp HP eats vile damage.
I don't think it's working! Just sitting here on our hands is going to get us cut into fucking sausages!
Then pull back further! Trying to beat it up is just going to repeat the same sadness that created it in the first place! It's possible we may have to weaken it before it'll listen to us, though!
Total defense for Sylvie and Cresiel then, at least for now, since any escape will likely trigger AoOs so they'll give it a round to see.
The only answer is rage and more rage as blades come down fast as raindrops in a thunderstorm.
> roll 1d20+129 (+8 ????, +4 ???, +18 rage, +4 ???, +1 ???)
> roll 1d20+129 (+8 ????, +4 ???, +18 rage, +4 ???, +1 ???)
<Rei-chan> Kotono rolled : 1d20+129 (+8 ????, +4 ???, +18 rage, +4 ???, +1 ???) --> [ 1d20=7 ]{136}
<Rei-chan> Kotono rolled : 1d20+129 (+8 ????, +4 ???, +18 rage, +4 ???, +1 ???) --> [ 1d20=19 ]{148}
> roll 1d20+129 (+8 ????, +4 ???, +18 rage, +4 ???, +1 ???) crit?
<Rei-chan> Kotono rolled : 1d20+129 (+8 ????, +4 ???, +18 rage, +4 ???, +1 ???) crit? --> [ 1d20=1 ]{130}
ACs?
Cresiel is 153
Jetina is 146
Sylvie 141
Oh, I guess I'm stupid, I didn't realize I'd used Moore's turn there - but if you want to say it was consumed on talking that's fine.
> roll 40d6+340 and 5 vile
> roll 40d6+340 and 5 vile
<Rei-chan> Kotono rolled : 40d6+340 and 5 vile --> [ 40d6=148 ]{488}
<Rei-chan> Kotono rolled : 40d6+340 and 5 vile --> [ 40d6=132 ]{472}
> roll 40d6+340 and 5 vile
> roll 40d6+340 and 5 vile
<Rei-chan> Kotono rolled : 40d6+340 and 5 vile --> [ 40d6=148 ]{488}
<Rei-chan> Kotono rolled : 40d6+340 and 5 vile --> [ 40d6=132 ]{472}
> roll 488+472
<Rei-chan> Kotono rolled : 488+472 --> {960}
> roll 960/2
<Rei-chan> Kotono rolled : 960/2 --> {480}
480 damage for Sylvie and Jetina. Ow. Obligatory question since damage influx, is Jetina going to use emergency healing here?
She should have her turn to use so I don't think there's any need for it yet, unless there's a follow-up coming or something. If there's another attack after this she will use it.
To my earlier question, is his turn up? Guessing so, but just checking.
Yes, Moore used his turn talking.
Meanwhile blood. The hundred blades are a storm without mercy as Sylvie and Jetina are bloodied, relentless slashes as the canyon walls crash down. They crumble around you, quaking and sliced apart in the storm, a barrage of rocks and stone to bury all of you.
Reflex.
[spoiler]
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1018+189/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 461/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 395/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
12:21] <Rei-chan> Nephrite rolled : 1d20+92+4 Moore, evasion --> [ 1d20=12 ]{108}
[12:21] <Nephrite> roll 1d20+103 Cresiel, Evasion
[12:21] <Rei-chan> Nephrite rolled : 1d20+103 Cresiel, Evasion --> [ 1d20=7 ]{110}
[12:21] <Nephrite> roll 1d20+91 Jetina, evasion
[12:21] <Rei-chan> Nephrite rolled : 1d20+91 Jetina, evasion --> [ 1d20=4 ]{95}
[12:21] <Nephrite> roll 1d20+108 Sylvie, Evasion
[12:21] <Rei-chan> Nephrite rolled : 1d20+108 Sylvie, Evasion --> [ 1d20=11 ]{119}
Also as requested:
Total to various things:
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+43 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste, +8 morale bonus to Charisma, +8 insight to AC)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+34 to saves (+18 morale, +4 sacred, +8 charisma, +8 to Charisma)
+29 to Perception (25 competence, 4 morale)
Yet all of you dodge amid the chaos, holding your ground against the furious tempest as rocks crash down, great heaps of it threatening to bury you by the second.
Go.
[spoiler]
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+43 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste, +8 morale bonus to Charisma, +8 insight to AC)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+34 to saves (+18 morale, +4 sacred, +8 charisma, +8 to Charisma)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1018+189/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 461/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 395/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[/quote]
"Please, stop!" Moore cries out. "Your destruction continues to harm yourself more than anyone around you!"
He flies there and focuses - he has to do something. For now, he will protect his friends. He will weave fate and destiny against his foe for now... that's all he can really do.
Melody of Misfortune, which is a -5 to attacks, saves, skills for one enemy, no save.
We have to calm it down somehow, which... may require we show it that we're stronger. If you all want to try something, now's the time. We should be able to survive against its attacks - Cresiel, if you want to try healing as well do so, otherwise I trust your judgement.
Go ahead and do Jetina as well, while you're at it so I can do the rest of it his in one swoop.
Jetina calls out for healing!
It isn't on her sheet but she has Lunar Healing, so I see no reason she can't also use Mass Lunar Healing.
[13:14] <Nephrite> roll 1d20+45 CL check
[13:15] <Rei-chan> Nephrite rolled : 1d20+45 CL check --> [ 1d20=3 ]{48}
I'm going to guess that fizzled, but if it didn't then that's 481.
If it did fizzle she'll blow an Emergency Healing here to try again.
In this case it's a Concentration check when you're up close, since it dovetails with one of his class abilities. So give me that instead.
I admittedly didn't think she was that close, but I guess I'm having trouble visualizing that, it's all good.
We don't use concentration, I think it's Level+Con? Is that right?
[14:00] <Nephrite> roll 1d20+94 concentration
[14:00] <Rei-chan> Nephrite rolled : 1d20+94 concentration --> [ 1d20=11 ]{105}
Because Concentration doesn't come up much, run me through the math you did?
Caster level (40 (+healer, +her healer item, +divine rank) + 6 from Inspire Spellpower), +4 from Surge of Hope, +8 from her bonus to Charisma, +26 from Moore's Charisma aura (since it's a charisma based check, but if that isn't allowed I'll remove it), +4 from Snowsong, +10 from her original Charisma bonus ... actually it looks like I undersold it, the roll should be +97, so 108.
If the charisma bonus doesn't count then the roll is 82.
Math correction: 74
The spell fizzles - Jetina is momentarily shocked, but she manages to shake it off.
Go ahead if you want to try again.
Disclaimer: This took a bit because of a niche rules interaction. This is all publicly posted so I'll give you a summary.
1. Hecatoncheires has a class ability that cancels divine magic in a radius around it unless enemies succeed on a Concentration check.
2. He has an epic feat that does the following to improve it, the important part bolded.
Divine Rejection [Epic]
Prerequisite: Divine Interference, cha 19
Benefit: The DC to cast a divine spell within 30ft of you increases by 4. If a divine spell fails due to this ability, the caster is momentarily stunned and drops his defenses. Treat this as the caster provoking an attack of opportunity.
So Jetina would provoke an AoO there. However:
Effortless Healing (Ex)
At 5th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
Does the wording of that cover an AoO provoked not by a normal AoO provoked by spellcasting, but one provoked by spellcasting due to an epic feat? It's arguable, but on reflection and discussion with a few people we're going with 'yes'.
[15:24] <Nephrite> roll 1d20+45 CL check
[15:24] <Rei-chan> Nephrite rolled : 1d20+45 CL check --> [ 1d20=12 ]{57}
If THAT goes through then 481 healing, plus fast healing 11 for everyone.
Concentration.
[blockquote]Rolled 1d20+68 : 11 + 68, total 79[/blockquote]
To explain the difference, Moore used a 1/day +5 bonus on Jetina for skill checks as an immediate to make sure it got off.
Are you sure on the total?
So I had it wrong - It's 81, my math from today was just a botched mess it looks like. Also, lesson learned, make sure I use Inspire Excellence (Wisdom) from now on... I really thought her spells were Charisma based since Moore's are, that's entirely on me for being stupid. Bad time to find out!37 + 3 + 6 +3 + 4 + 14 + 11 + 5
EDIT: And you know what I can't even do that right, it's 83.
One other question, not sure if his DC is impacted by Moore's reduction to attacks, saves and skills or not, but just wanted to check.
One other thing... sorry, lots of questions here.
Moore still has something he can do on his turn - he has Harmonize available, which means he can still do a bardic music. As I stated before, if I'd remembered Jetina's casting stat was Wisdom and not Charisma, I would've at some point turned Inspire Excellence for Wisdom on and we wouldn't even be debating this.
I will accept that Inspire Excellence isn't valid for the current rolls (although I admit I think I should be able to argue that it should be since it was operator error here and not something else), but I would like, if possible, to be allowed to add Inspire Excellence in if needed for the future.
If it'd adjudicated as allowable, that will add a +16 competence bonus to everyone's wis score.
Okay. Reformat the bonuses total and post that?
Inspire Excellence (Constitution): +16 competence bonus to CON
Inspire Excellence (Charisma): +16 competence bonus to CHA
Inspire Excellence (Wisdom): 16 Competence bonus to WIS
Total to various things:
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma, +8 more to Fort saves, +8 to Will saves)
+29 to Perception (25 competence, 4 morale)
/i]
This time Jetina manages it, a burst of healing that mends all of you. Yet the Hecatoncheires rages, a towering inferno as reality itself seems to collapse around all of you.
Moore, go.
[spoiler]
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma, +8 more to Fort saves, +8 to Will saves)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1314(1018)+189/1314(1018) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 1160(864(/1160(864) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 1084(798)/1084(798)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
They'll never get through to it like this - so he has to try something. He has to.
Because there is always hope.
Peace.
Moore is mechanically trying to suppress the rage with the Words of Creation. It probably won't work but he's going to try!
[21:30] <Nephrite> roll 1d20+26+26+18+8 Charisma
[21:30] <Kobot> Nephrite rolled 1d20+26+26+18+8 Charisma --> [ 1d20=5 ]{83}
Your words are heard but nothing - this rage is all consuming. A rage that shakes the world around you, as Sylvie grimaces and flies up, trying to escape the kill zone.
> roll 1d20+141 (+37 inspiration) Acrobatics see if it's close enough for any bonuses to matter
<Kobot> Kotono rolled 1d20+141 (+37 inspiration) Acrobatics see if it's close enough for any bonuses to matter --> [ 1d20=6 ]{147}
+14 more but still falls short with all of its modifiers added.
Yet the Hecatoncheires is relentless. Even as Sylvie flits amid the blades the storm strikes again, as unrelenting as before.
> roll 1d20+131 (+8 ????, +4 ???, +20 rage, +4 ???, +1 ???)
<Kobot> Kotono rolled 1d20+131 (+8 ????, +4 ???, +20 rage, +4 ???, +1 ???) --> [ 1d20=11 ]{142}
ACs?
[spoiler]
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma, +8 more to Fort saves, +8 to Will saves)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1314(1018)+189/1314(1018) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 1160(864(/1160(864) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 1084(798)/1084(798)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 27/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Should be 137 with Moore's earlier thing, right? Or is that already factored in?
Cresiel is 153
Jetina is 146
Sylvie 141
Factored in after since I rolled first.
> roll 40d6+330 and 5 vile
<Kobot> Kotono rolled 40d6+330 and 5 vile --> [ 40d6=139 ]{469}]
234 total.
Even as the storm rages Cresie and Jetina are able to hold their ground, even if Sylvie is blooded again, arm ripped. But she flies 150ft up, out of it and out of the demon's range - for now.
Cresiel dives in to the tempest of blades, dodging as best he can as one sword faces one hundred, a mountain of blades against a single hill.
> roll 1d20+122 (+45 Moore, +18 furious strike)
<Kobot> Kotono rolled 1d20+122 (+45 Moore, +18 furious strike) --> [ 1d20=7 ]{129}
> roll 1d20+99 (+45 Moore)
<Kobot> Kotono rolled 1d20+99 (+45 Moore) --> [ 1d20=5 ]{104}
> roll 1d20+94 (+45 Moore)
<Kobot> Kotono rolled 1d20+94 (+45 Moore) --> [ 1d20=8 ]{102}
> roll 1d20+89 (+45 Moore)
<Kobot> Kotono rolled 1d20+89 (+45 Moore) --> [ 1d20=15 ]{104}
It's still not enough. The mountain seems impervious, blades coming to block every assault Cresiel tries. He's pushed back relentlessly, barely able to manage an offensive swing before going to parry a dozen blows.
Bearing down on all of you, the fury continues, relentless and without end. "Can we...even stop it?" Jetina asks aloud as...
Jetina's after it now since she took her held turn last round to heal. Correct me if I'm wrong. Sylvie's out of range since she flew up out of this disaster zone.
Jetina eats two crits, Cresiel and Moore two normal hits. Do any have crit immunity and is there any miss chance to be factored?
> roll 1d20+131 (+8 ????, +4 ???, +20 rage, +4 ???, +1 ???)
<Kobot> Kotono rolled 1d20+131 (+8 ????, +4 ???, +20 rage, +4 ???, +1 ???) --> [ 1d20=20 ]{151}
> roll 1d20+131 (+8 ????, +4 ???, +20 rage, +4 ???, +1 ???)
<Kobot> Kotono rolled 1d20+131 (+8 ????, +4 ???, +20 rage, +4 ???, +1 ???) --> [ 1d20=20 ]{151}
> roll 1d20+131 (+8 ????, +4 ???, +20 rage, +4 ???, +1 ???) crit 1 oh geez
<Kobot> Kotono rolled 1d20+131 (+8 ????, +4 ???, +20 rage, +4 ???, +1 ???) crit 1 oh geez --> [ 1d20=16 ]{147}
> roll 1d20+131 (+8 ????, +4 ???, +20 rage, +4 ???, +1 ???) crit 2 mommy
<Kobot> Kotono rolled 1d20+131 (+8 ????, +4 ???, +20 rage, +4 ???, +1 ???) crit 2 mommy --> [ 1d20=10 ]{141}
[spoiler]
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma, +8 more to Fort saves, +8 to Will saves)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1314(1018)+189/1314(1018) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 1160(864(/1160(864) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 850(564)/1084(798)(5 vile)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 27/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
> roll 40d6+330 and 5 vile
<Kobot> Kotono rolled 40d6+330 and 5 vile --> [ 40d6=139 ]{469}
Moore and Jetina are crit immune (whew), I think Cresiel is too with some knight thing? Maybe not.
Moore has 20% miss chance.
And yes, I think you're right with regards to turn count. I've honestly kind of lost track of it here myself and I need to do better about stating which actions I'm using.
Roll the miss chance, at least you're off the hook for the crit damage.
[22:15] <Nephrite> roll 2#1d100
[22:15] <Kobot> Nephrite rolled 2#1d100 --> [ 1d100=3 ]{3}, [ 1d100=60 ]{60}
Moore is off the hook for the first one.
Cresiel and Jetina
> roll 40d6+330 and 5 vile
<Kobot> Kotono rolled 40d6+330 and 5 vile --> [ 40d6=151 ]{481}
Moore, Cresiel and Jetina.
> roll 40d6+330 and 5 vile
<Kobot> Kotono rolled 40d6+330 and 5 vile --> [ 40d6=135 ]{465}
While I do the math, update Moore's HP for me?
Blood and pain.
This time the assaults are virtually undefeatable. Stronger and faster each moment, a strength that sends Moore careening back, a blow shattering his arm. A mere graze but enough to maim him even as he is now, and yet his might grows. Cresiel's head is gashed open and Jetina holds her side, as they all desperately defend themselves. At least Sylvie is spared, above the storm at least for the moment.
Jetina, go.
[spoiler]
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma, +8 more to Fort saves, +8 to Will saves)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1030(734)/1314(1018) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 687(391)/1160(864) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 850(564)/1084(798)(5 vile)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 27/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Moore's got a total of 1458 HP factoring in temporary. He hadn't been hit prior to this.
He takes 233 damage from the one attack which doesn't break his temporary HP, for whatever that is worth.
(137)1088/1088 is his current health total.
Alright then, Jetina is up. Go.
Jetina has to do her duty - but with such a foe...
[22:38] <Nephrite> roll 1d20+37+3+6+14+8+3+4 Shoot for the stars first
[22:38] <Kobot> Nephrite rolled 1d20+37+3+6+14+8+3+4 Shoot for the stars first --> [ 1d20=2 ]{77}
So that's a fizzle, she'll use Emergency Healing #2 here.
[22:39] <Nephrite> roll 1d20+37+3+6+14+8+3+4 Shoot for the stars first
[22:39] <Kobot> Nephrite rolled 1d20+37+3+6+14+8+3+4 Shoot for the stars first --> [ 1d20=7 ]{82}
That's a 289 Mass Heal for everyone, plus 11 more fast healing that gets rid of any of the vile damage.
This is my out of character moment, but she definitely has to try and get away from this thing - she probably can't avoid an AoO from doing so (well, actually, maybe she can due to the healer thing?) so I'm not sure what options we have here.
Her healer ability, Effortless Healing, stops AoOs for casting healing spells. It does nothing to aid against AoOs provoked by moving.
You may want to ask your allies for ideas IC.
Sylvie has the right idea - we're just playing to its strengths right now. We need to get away - can anyone do so safely? I can help you move if needed and draw its ire.
Probably not - just move and take the hits, I don't think we have a choice. We die if we stay here. Spread out and move before the canyon collapses further!
It's getting stronger as we fight. It's rage is building on itself. We either need the strength to beat that or something to calm it down. I think our divinity works against us, we're what it hates most, even if we had nothing to do with what happened to it.
Take the chance and move - I'll try and draw its attention!
Jetina will try and get away from it - at least up and away. This probably involves an AoO.
It does, yes. So I can reference, what's her fly speed?
230 currently. She also has Freedom of Movement if it matters.
> roll 1d20+133 (+8 ????, +4 ???, +22 rage, +4 ???, +1 ???)
<Kobot> Kotono rolled 1d20+133 (+8 ????, +4 ???, +22 rage, +4 ???, +1 ???) --> [ 1d20=7 ]{140}
Refresh me on ACs?
Cresiel is 153
Jetina is 146
Sylvie 141
It might be higher if anyone has any Wis -> AC conversions, I am unsure on that particular detail but it's moot at present.
Yet Jetina is able to escape up, away from the nightmare of storms, this time the party holding. For now.
Moore, go.
Init is Moore > Sylvie > Cresiel > Hectoncheires > Jetina.
"There is always hope." Moore says. But for now, he will start to move up and away himself - they at least need to get out of this canyon, if nothing else.
Moore has 210 fly to work with, he'll save his actions in case they're needed.
You'll provoke an AoO. Okay with that?
Yeah, he doesn't have much of a choice in the matter. His AC is high enough that he should avoid it though.
> roll 1d20+133 (+8 ????, +4 ???, +22 rage, +4 ???, +1 ???)
<Kobot> Kotono rolled 1d20+133 (+8 ????, +4 ???, +22 rage, +4 ???, +1 ???) --> [ 1d20=4 ]{137}
Moore zips by as it comes again, savage blows endured as...
What else? How far are you flying up?
"Cresiel, move!" Moore shouts.
Cresiel gets a Move action to use now. :)
Okay, and how high are you flying up?
Sorry, he will go his full move of 210 up.
Moore escapes up as Cresiel does the same - and again the blades come.
> roll 1d20+133 (+8 ????, +4 ???, +22 rage, +4 ???, +1 ???)
<Kobot> Kotono rolled 1d20+133 (+8 ????, +4 ???, +22 rage, +4 ???, +1 ???) --> [ 1d20=14 ]{147}
But this time Cresiel holds and escapes up as...
Okay, Sylvie and Cresiel.
We going to fight or we going to get out of here?
We have to get through to it somehow. Maybe we can outlast its rage and do something about it? It isn't exactly the most mobile thing...
I hope that assumption doesn't make an ass of you or I!
What bonus types are spoken for in AC and attack rolls? Need to see if either of them can drop anything meaningful.
Inspire Excellence (Constitution): +16 competence bonus to CON
Inspire Excellence (Charisma): +16 competence bonus to CHA
Inspire Excellence (Wisdom): 16 Competence bonus to WIS
Total to various things:
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma, +8 more to Fort saves, +8 to Will saves)
+29 to Perception (25 competence, 4 morale)
+14 morale bonus to all skill checks
Sylvie jets straight up, racing up as fast as she can to get distance and time. Cresiel goes to Moore's side, ready to protect him.
Cresiel uses divine shield for an extra +23 to his shield bonus to AC for 18 rounds. His total shield bonus is now +36 which applies to anyone adjacent to him - namely Moore.
A roar. As stone rains down the Hecatoncheires is not stopped. Instead all of its focus, all of its anger turns on one target: Moore. It raises all one hundred blades as they come down at once. From them great, sharp shockwaves come, bonding together before the assault slams into you - from above, lightning like shock waves. From below, slicing shock waves. From the sides, thunderous detonations of sound that ravage you further.
> roll 1d20+156 (+8 ????, +4 ???, +22 rage, +4 ???, +1 ???, +23 ??? probably just as well Cresiel played defense here really)
<Kobot> Kotono rolled 1d20+156 (+8 ????, +4 ???, +22 rage, +4 ???, +1 ???, +23 ??? probably just as well Cresiel played defense here really) --> [ 1d20=3 ]{159}
AC for the record?
[spoiler]
+23 to Cresiel's shield bonus to AC.
+45 to attack rolls (+26 morale, +14 competence, +4 sacred, +1 haste)
+30 to weapon damage rolls (26 morale, 4 sacred)
+31 to AC (+18 dodge, +4 sacred, +8 deflection from Charisma, may be higher for some others, +1 haste)
+20 to Armor Class (noting this separately since for some it's a different number entirely from the above which are all static)
+30 to saves (+18 morale, +4 sacred, +8 charisma, +8 more to Fort saves, +8 to Will saves)
+29 to Perception (25 competence, 4 morale)
Cresiel
HP: 1030(734)/1314(1018) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/41 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used: Burst of Glory
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 687(391)/1160(864) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 850(564)/1084(798)(5 vile)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 27/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
With what Cresiel is giving him, 193.
Yet Cresiel's shield protects you as your own magic stops the rest. The world seems to weep around you and yet you are untouched - for now.
Jetina.
Init is Moore > Sylvie > Cresiel > Hectoncheires > Jetina.
Is she far enough to avoid Hecaton's aura for divine shenanigans?
You honestly aren't sure. Very much one way to find out territory.
Jetina will fly after Sylvie - and then try and heal everyone!
She's able to make it 230 feet first, then she'll try a Mass Heal.
CL check as before. No Concentration check, however.
[21:31] <Nephrite> roll 1d20+44 CL Jetina
[21:31] <Kobot> Nephrite rolled 1d20+44 CL Jetina --> [ 1d20=2 ]{46}
No good - Jetina can't make the magic work this time. It fizzles around her as the demon rages below them, blades slashing out at nothing, at least for now.
Moore unless Jetina has more.
Nah, if she needs to she'll use her emergency healings later.
Moore flies along - while he prays, literally, for a miracle.
Mount Celestia, please, show me the wisdom to reach him. I know he despairs, I know he seeks hope. I need your guidance once again.
Admittedly he isn't actually casting Miracle, but hopefully you understand.
This sort of thing works a bit more differently when you have the master of Celestia keeping an eye on you and you're a literal deity.
For now, escape. There is no wisdom in this battle now, his rage cannot be mastered as it is now. Victory by arms or victory by words are both unobtainable now.
We retreat. Keep going. Moore says - doing just that.
How far is your full move?
Double is 420
The others follow, fleeing up and towards the exit of the canyon as fast as you can.
Free act - for now, anyways. It seemingly isn't following fast enough? Hopefully.
Jetina throws out a heal as they go!
[21:55] <Nephrite> roll 1d20+44 CL Jetina if still needed
[21:55] <Kobot> Nephrite rolled 1d20+44 CL Jetina if still needed --> [ 1d20=4 ]{48}
'For now, let's just get out of here. We'll have to find another way to get through to it... though I don't know what that way is.' Moore sends to the others.
Away as in off plane entirely?
He may as well ask, since he received an answer before...!
Lord Zaphkiel, do you advise just leaving this entirely for another day?
Yes.
'Yes. We're leaving and going back to Hope's Landing.'
Sylvie chants and a portal opens up, arcane words doing just that. She darts through, followed by Jetina. Cresiel merely glances back and says, "Go, I'll be behind you." He doesn't lower his guard, shield still ready now.
Moore has no reason to not trust Cresiel and follows his instruction.
A race, an escape. As you feel the light of Celestia shine down, Cresiel follows you as...
Before anything else, you're due a new topic. More in that topic.