Alrighty, you made level 37, nice.
So what's your plans here, let me know them so I can work with them.
The first step is waiting to see if our mysterious and anonymous person of interest on Fire does want to introduce himself to me and open negotiations. Barring that, we'll see if there's any change (something I notice via domain powers of Fire and War, something Zaaman Rul or my efreet agents on Fire tell me, Akil reaching out to me and so on).
Okay, I can work with that. But lemme go ahead and refresh or ask the question: Do you plan to do anything to force an introduction, or just see if it happens or not? If you just wait, how long?
The idea of 'do something' needs to be married to actual knowledge of the players and available actions. So I'm continuing to gather information and maybe my spies will catch something, but until then I don't intend to act, even if it means I'll only act when the rebellion starts.
Okay then.
A few days pass until Donald pokes his head in as you work on a bit of magic, "Got a fresh report from Fire you need to see."
"Oh?"
"Yeah." Donald answers just as shortly, before, "C'mon, show me some energy. Show me that Seira enthusiasm as you leap up to get it."
"Give me exciting data and you'll see plenty of it~"
"Someone big is in the City of Brass. Fervent celebrations are erupting despite attempts by guards and soldiers to suppress them." Donald says, "Spontaneous speeches by efreet of no standing proclaim a return to their true power. Effigies of Zamaan Rul, yourself and others from the war appear only to be ceremonially set ablaze. Akil's ordered the palace shut and the city to martial law, but not even the threat of executions stop them. Many of the common soldiers join in defiance of the Sultan. Everyone whispers that the overthrow of the Sultan is at hand, and a better Sultan is here to set things right."
"Interesting," Seira notes, before grinning at Donald. "Joking, joking. So. Akil's screwed. We can still reach out to him and gain more for our side, plus he'll be weakened further. Ultimately, however, they can burn all the effigies of me they want, it's Fire. If the efreet truly think they can take us after losing the war, the following purges and defections, and this civil war? And without the devils as support, to boot? Well, more power to them. And your thoughts, my friend?"
"We kick their asses and remind them that they're done." Donald says, then he comes in all the way. "Unless it is the worst case situation and it's the Crimson Firebrand. He's so old and legendary that I'd hesitate before kicking his ass." With a confident smile and a nudge to you, "But really, squeeze him now that he's needy. Remind him of what you can offer him. Competition drives sales, as Waukeen would say."
"I did believe it was the Firebrand, but in that case why would Akil be fighting him? He's supposed to be one of his most loyal followers!"
"Hell if I know. Maybe he borrowed money from him and didn't repay it, and got away with it since he vanished?" Donald says, "Maybe he's tired of Akil's shit too. Maybe he just wants to eliminate an old loose end, or making a statement against Baator is worth his sacrifice."
"Let's see," Seira says, before contacting Akil and keeping Donald in the loop.
Things seem dire
You hear his voice in your mind.
'Perhaps some agreement can be come to. Name your terms.' Akil's voice, tight and tense.
I asked for Razalim up front and three artifacts from your treasury upon a successful defense of your rule from this uprising, when we spoke a few days ago, Seira reminds him. I feel it prudent to inform you that my price has risen by two more artifacts for a total of five, aside from Razalim. Unlike your dear friends from below you can, in fact, actually trust me to intervene in our favor should we reach an accord. Immediately, at that.
'Seven artifacts and other treasures as well, but not Razalim,' Is the offer back.
Three of them upfront, then.
'As soon as you arrive here,' Is the answer back.
"What do you think, Sanzha and Ranbar?" Seira asks Donald. That he would be coming is a given.
"Well," Donald says, "Sanzha's both useful and probably a headache. Do you really want a former Padisha there and all the headaches it'll cause from insulting efreet? It'll be funny, though." He muses on it, "Ranbar's a good choice. So's me."
Sanzha, Ranbar, could you please join Donald and I here?
Easily done.
"Oh, The City of Brass?" Lady Sanzha smiles rather sharply, "What an interesting destination."
Ranbar's quieter before, "Do we even want to stop his fall? He's a devil trafficker. I know it's a setback in some ways, but it's hard to mourn his defeat."
"Yeah, if I keep trying I might manage to care, but probably not," Donald agrees, "Still, he at least keeps to the word of the treaty and that's better than a new, revolutionary leader will do."
"The reason is simple, beyond Amaryl and Zaaman Rul's worries. The challenger declined to treat with me. All I asked to stay away is their name, and the result was this outcome. From bitter experience, what exists in Creation and refuses to give out one's name despite stepping foot on the planar stage is uniformly evil, and worse than Akil."
"You think so?" Donald reasons, "Maybe they have a good reason ... oh wait, no, that's a load of horseshit and I know it." He makes a face, "You're right, Seira."
"Worse than Akil is something I'd rather not consider," Ranbar speaks quietly, "But something we absolutely have to stop."
"Take our scaly friend. He's keeping it secret, too, but he was willing to let us reveal his return should it become necessary. And he's not meddling in Creation directly, certainly not in attempting to overthrow the largest government on one of the Inner Planes. On the other hand, remember there was that time an outer plane bled into Astral when Aurora broke reality for a bit? Wasn't it taken over by some secretive daemon loser?"
"The Adversary was part of that," Donald confirms, "Though he's been more Sylica's problem, lately. That incident with Malcanthet a little while ago."
"I heard about that. It's reassuring we aren't the only group with those sort of problems," Lady Sanzha remarks as she sits. "Fine. Regardless of which one is worse, we'll get this done for the sake of giving the efreet time to reform."
"Even if it may be a waste, we have to try," Donald says, "Even if they change n no other way than getting over slavery, it's still a triumph for us." He blows out a breath, "We can't cure 'em at once, but we can beat some of the worst of it out of them and have a good time doing it."
"Except when Imix is there," Ranbar adds, "Don't you remember those wounds?"
"Sure I do," Donald says, "But this time I'll be ready for him." With a confident look, "He's stagnated, I haven't."
"Likewise. So! Final confirmation. Sanzha, do you think it'd be safe for you over there? Chances of friendly fire and all that from our efreet friends?"
"Safe? Of course not!" Sanzha declares with some amusement, "Now entertaining, that's a better question. And, if the worst has come to pass? I want to meet him personally."
"It won't be safe for any of us," Donald admits openly, "But I think we can handle it and the reward is worthwhile."
"Then I'll take us over," Seira says, casting the Cauldron travel spell set!
Where should we arrive? Please show me, she asks Akil in the meantime.
I'm going for the standard combat loadout for all of us.
* only on Seira
Defensive: Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl]
Perception Modes and Protections: True Seeing [1min/lvl], *Sensual Blessing [A, 1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl]
Movement Modes and Protections: Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], *Greater Anticipate Teleport [24hr]
Skill Checks: *Bibliotheca Arcana [A, 24hr], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl]
Ability Checks: Good Hope [1min/lvl]
Immunities and Resistances: Mind Blank [A, 24hr], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr]
Esoteric Boosters: *Many Moments of Prescience [A, 1hr/lvl], *Moment of Prescience [A, 1hr/lvl], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
I'll do a spoiler block tonight since I don't think you'll quite hit combat that fast.
'Here,' The image of a plain, unadorned room fills your mind.
Seira shares the image with the others, even as she fills Amaryl in on the details of their departure and asks her wife to let Zaaman Rul know of this recent development.
And then, she plane shifts the four of them over!
Seira, Donald, Sanzha, Ranbar.
The room is as plane as you imagined. Simple but large, spacious but empty. As you appear the door opens. A tall efreet with a gaze of dead black obsidian comes in, wearing light metal armor and with a scimitar at his belt. His head is completely bare, scarred in several places.
"I am Gamil al-Farhani," He says without waiting for you to speak, "Colonel of the Branded. I am to escort you to the Grand Sultan immediately."
"Lead the way," Seira agrees, not really interested in pleasantries with Akil's flunkies either.
The walk is short. The palace is closed off, dark. No music plays, guards stand at every door. One guard, a vested efreet with muscles and a glare - stops as you pass.
In a joyous voice, "Rejoice, foreigners!"
"Yeah, it's awesome we're here," Donald agrees. "Your point being?"
"No, a return to power at last comes!" he declares rapturously, "At last!"
Other guards turn on him, scimitars drawn and at the ready.
"That's nice. Who do you serve?" Seira asks him, hitting the trecherous guard with a compulsion.
Dominate Monster divine SLA, Will DC 50 negates
> roll 1d20 this is a 20 fish here
<Penuche> Kotono invokes Penuche's magic: < 5 > [d20=5]
"The one who will save us!" he declares, "He comes at last! He watches you! He knows you, Fated Hand! He knows all of you!"
"So no name for him? Sad. Just tell us who else in the guard stationed in the palace serves him, then."
"You're wasting your time," Gamil's voice is thick with disgust, a backhand sending the guard to the ground, face and nose broken. "They never give up what you want. We've tried. Throw him in the cells."
Lady Sanzha smirks and kneels next to him as the guards approach. "My," she says slowly, "Hello there," she meets Gamil's eyes for a moment, then stands up.
Having honestly expected them to execute a traitor at this critical time, Seira blinks before peering at the turncoat. Could it be some form of compulsion aside from her own?
Are you making an attempt to discern things or just speculating?
Spellcast, K:A, perception, whatever might help! Taking 10 for 120 (divine insight)
You can discern it's the touch of something divine and powerful. It's just faded, the work done, but you catch enough to tell that much in time.
Notes taken, she'll keep an eye out for the same as she goes! After all, it might allow Seira to notice such intervention next before another traitor decides to speak up!
No such luck there - and you are taken to a quiet, dark room guarded well. Here Akil sits on a high backed throne, his gaze out a glass window. His hands are steepled and his face is sweaty. "Ah! Seira!" Akil turns and rises, a gestures to dismiss your escort. "You're here."
"My word is my bond," Seira responds simply. "We ran into a guard proclaiming the triumphant return of your enemy. If you have any sort of idea who that might be, now is the time to say so before anything else."
Akil rises and begins to pace, "I don't know! Some claim the Crimson Firebrand, but that's absurd!" His words come quickly, "I have ever been his loyal servant! Kossuth, perhaps. He could do this. He could attack fire - and he's shown his disdain for you in recent times. He's scared of me, of what I represent! He knows he has to act against me before it's too late!"
"Kossuth is just as implausible. Let's be honest, here. If Kossuth genuinely decided you had to go, you'd be gone without all this fanfare. And I wouldn't be able to stop it, either. It's his plane!"
"The it has to be..." Akil begins, pacing more, "Dandur? No, the al-Safar? No, perhaps remnants of the Silk Veil? Someone is serving someone," Akil continues, "Someone is behind this! Which enemy I know not!"
"There is divine power behind this, I can tell that much. Not a baby demigod's, either. How likely is this to be a Baatorian operation?"
"Impossible," Akil snaps, "I have too many bonds with them!"
"And here you are," Donald drawls, "Somehow the house always wins, and you're down to your last few chips. Are you so sure about that?"
Akil bin Faheem twitches, hand going to the hilt of Razalim, at his side. "I'm sure. Dead sure. It's not possible with our agreements."
"What does that leave? Imix?" Seira snorts. "I suppose we'll see soon enough. What are the assets you can rely on absolutely?"
Give me a Perception check, please.
Taking 10 for 120.
The softest noise, a footstep that comes from within a wall to your left.
> roll 1d20+112 (+38 inspiration)
<Penuche> Kotono invokes Penuche's magic: < 121 > [d20=9]
At the same time Akil stops just as that is heard, his gaze turning towards that wall.
"Ah, the life of a spy is short, brutish and miserable,' Lady Sanzha opines, not even looking up. "Not that he could hear anything if you worked your will, of course."
Akil should be responsible for security at his own home, so if he hadn't bothered that's on him. The stealth itself interests her, however, and Seira decides to check whether it is magical with a quick, targeted dispel!
19:19 <Corwin> roll 1d20+37
19:19 <Penuche> Corwin invokes Penuche's magic: < 52 > [d20=15]
It's within the wall, Seira. You wouldn't have line of effect because of the wall breaking it, unless the wall itself did it.
I misread. However! I can do several actions simultaneously. Can I break the wall and then try it? I bet there'd be some etherealness spell or whichever to dispel.
If the how matters, I'll confirm that the wall isn't protected against Disintegrate and then disintegrate it.
Sure you could go for either of those.
And Seira disintegrates that suspicious wall simultaneously!
The wall begins to part but you disintegrate it halfway. Either way, it's open.
Within stands a efreet dressed in the clothes of a servant, well appointed and rich. A royal servant, no doubt about it. "Hamid." Akil's voice is openly disappointed, "I expected better of you." He rises, Razalim drawn. "I'll make this quick." His eyes flash with blood red flames as he adds, "But in times like this, the only atonement is blood."
Hamid's eyes darken with resignation and he bows his head. But he calls, "You've always been a piss poor sultan, Akil. Dragon dog! Devil dog! Groveling mutt!"
"So who'd make a better sultan?" Seira asks, since someone on the opposite side might actually know who they're serving so zealously!
Razalim rests on the man's throat, but does not slice. Not yet.
"Anyone," He answers in despair, "You sold us for your own profit, Akil!"
"To be fair, you were losing pretty badly," Seira points out. "And the previous sultan was incompetent and didn't inspire loyalty, I'm sorry to say. That said, are you truly so foolish that you threw your lot with someone you don't even know? I know a mortal might be thinking 'well it can't get any worse' but you actually know about the Lower Planes! What's wrong with you?!"
Hamid is quiet a moment, "I know who I serve - for fair coin and before all this began."
"Too bad," Akil agrees, pleasantly, even as his eyes gleam with fire. "Who?"
"Imix, paid and sold," Is his answer, "Through his servants, though they tried hard to hide it."
"I was only joking about the Imix thing earlier. Really? Imix? Can he even become the new sultan while keeping his current role?"
"Not a chance," Akil says, "Just an ordinary spy then. A pity."
"Who are those servants, then?" Seira asks Hamid. "And who else are you working with?"
"Commute my sentence to exile, and I will tell you, as well as turn over all the evidence I have gathered," Hamid says, quickly.
"I can hold him at the Cauldron," Seira offers to Akil. "If he lies about anything, even through omission, that would negate the agreement and he will regret it. Otherwise, Hamid here will be freed for that exile in the aftermath."
Akil is stone silent a tense moment, "Fine," he says shortly, almost a snap, as his hand holds Razalim tight.
"Speak, then," Seira tells Hamid, making sure to spot any lies!
Taking 10 on Sense Motive with Divine Insight for 110
"Samar of Imix," Is the answer, "He is the ringleader, a minor functionary in the city for Imix. He has a few toadies who also serve him, and I know well he reports to Hol Imixblood. The evidence to support his and others is buried beneath my room, magic is best to get it."
A few beats before a book appears in Akil's hand, a slender little one. He scans it briefly, "Evidence enough," he agrees, "Very well. You are exiled. Stay in the Cauldron as matters are determined. Step foot in efreet lands on the pain of death, save by the Sultan's invitation."
Seira nods at Donald. "Please arrange suitable accomodations for Hamid."
And should there be more information of interest, Donald could also arrange to hear it and have it reported to them while it still matters.
Strange news, she meanwhile tells Zaaman Rul. I caught a spy here in Brass, who claims he was working for Imix's underlings, Samar of Imix and Hol Imixblood. Does that make any sense to you?
'Yes. It's hardly unheard of for them to spy on each other. They're usually discreet enough not to be caught. Someone was sloppy or got unlucky.'
The surprise is not in the spying, but in that Imix is suggested to strongly be on the side of this uprising.
'That is more surprising. It's understood that Imix stays out of efreet politics, at least visibly. Either someone has erred greatly or the resistance against this Sultan runs deep.
It may yet be Kossuth himself, if he finds this situation so odious.'
Keep an eye out? I've decided to help Akil against someone who'll likely be worse.
'Be careful, whomever it is. If it is Kossuth, flee here if you must.'
"We were talking about assets that you can trust absolutely," Seira reminds Akil, with Donald taking care of Hamid's relocation.
First, the critical intelligence. Second, their downpayment. Then, they'll act~
Akil looks up sharply, hand tightening on Razalim's hilt.
As Donald takes care of Hamid slowly Akil says, "Yes...yes we were," he says at last. "You were saying?"
Seira shows no sign of her irritation as she rephrases her question. "Who can you actually trust? Among your generals, bodyguards and key staff?"
"No one," he says at last, "Not with this." He gestures all around, "No one! No one!" His voice raises, "You understand now!"
"Is there any location aside from the palace that you can't afford to lose?"
"None, none," Akil waves a hand, starting to pace back and forth. "The city can be rebuilt. I can rebuild it after this, make better. Better." He grips Razalim all the while.
Lady Sanzha's expression is that of a shark's hungry smile, "My, I hope so. In the meantime, that's dependent on keeping your head attached to your neck. But that means all we must worry about is the palace, though if the rest of the city falls, you're likely doomed. Unless, of course, we actually try."
"We could try shake their conviction," Seira proposes. "It's far easier to get a coalition going against something rather than for something, so that strongly suggests all those arraigned against you are coming from all walks of life. The true zealots can't be negotiated with, but if there had been various demands beyond your head, granting some but not others should help seed distrust between the various parts of that coalition."
"Yes, yes," Akil agrees, "A grand display! Something to show them the power of the throne!"
As Donald returns, "But what, Seira? Then again, you're good at that sort of thing."
"Something that can't be mistaken as anything but a sign of great strength, in the same way a victorious army marches through the sacked capital of its enemy," Ranbar murmurs, "An absolute show of triumph."
"Yeah, that sounds great, but the military's not reliable for him," Donald points out, "So anything like that's doomed."
"What do they want?" Seira asks Akil. "Aside from you gone, even if it sounds like tripe and propaganda, what do they pretend they seek? Tell us and we'll figure something out."
"They want me gone. They want a return. They want power," Akil explains, still pacing. "They hate that we lost the war, that we gave us so much. They don't understand what happened or why it was needed at the time."
"They don't understand that you took it up the ass from all of us, while Baator shut your mouth up with a big, fat halberd." Donald drawls.
Akil's gaze could set Donald on Fire, but he grinds out, "Far less crudely, but yes."
Ranbar makes a face that's EW personified while meanwhile Sanzha's shark-like smile stays firmly in place. "Of course, that's a problem because to give them what they want...well, they just can't have that, can they? And your devil friends aren't stepping up to help. That does make it more challenging, Seira. It's like the devils are tossing him aside, so why not reverse it on them? Banish devils from the City of Brass, on the pain of death. Break diplomatic ties." Sanzha goes right on, "Stop short of declaring war of course, but make sure the people know you aren't a groveling devil dog."
"That, except make it conditional so that they are the ones who choose to leave," Seira muses, ignoring Donald's needless profanity. "If the devils here are nominally under your command, then command then for the worst, most demeaning jobs you can think of. After all, they can refuse to fight in some internal conflict, but if they actually refuse to be useful you probably have a clause in your agreement allowing you to toss them out. Like Sanzha said, it'd show strength on your part and make some of the angry masses pause, especially if wedded to a positive vision of the future. Expansion across Fire, perhaps? I'm sure there are old plans that rest unfulfilled, quite possibly because they're foolish or too grandiose. As a compatriot of the Crimson Firebrand, you'd know at least one thing he wished to accomplished but the stars didn't align. So be grand and promise that, with a halfway sensible plan and everything."
She grins. "Of course, if the devils do go for the shit assignments, that's a political win for you as well. And they'd be kept away from your center of power, so they can't easily stab you in the back."
Give me Diplo there, +5?
Taking 10 for 112. Also, if Sanzha running any stat-boosting aura right now?
Right now no since it's noncombat.
Akil paces yet further before, "Yes, yes, there may be one way," he murmurs to himself. "That might work, that might work."
"Let's do that, then. Seize the initiative!"
"Yes!" Akil agrees, "The order is being drafted as we speak. Yes, this should calm things."
"It gives us a breathing room. Now, let's think back on those devils. What were they here to do? What, specifically, did they ask to do? Which jobs did they wish to hold? What areas of your realm did they show any particular interest? They're always plotting against everyone, especially against their closest allies. Uncovering some sort of actual plot and not just propaganda would play well, and might provide you with fresh resources."
"Of course, of course. The problem is that they're everywhere," Akil says, "Until suddenly they're not. They've always honored the pacts until now. Now they're citing obscure clauses, finding any reason to withdraw, not to interfere."
"How about any place or position where they didn't show any interest? Something they ostensively avoided?"
"The treasury, but that part of the treaty is inviolate," Akil still paces away, "They know not to try."
"We were going to go there anyway, so let's take a look."
Akil merely gestures forward, a portal forming from nothing, and proceeds through it.
As you go?
He's losing it. So this is what happens when the end comes for someone who shouldn't hold Razalim?
It's a lovely bit of entertainment, but do be careful not to be caught up in the consequences of this sad little tale. Though it couldn't happen to a better target.
Yes, but let's focus on the now. As in we'll get to look into the efreet treasury. That's worth a fortune just to have the privilege in the first place.
Is it as grand as legends say? Will be able to liberate lost holy weapons and arms from it?
I hope so. Let's see if we can find some useful things for ourselves or the others.
The grand prize is Razalim itself if the legends are true - and if one of us the fated hand. Or, perhaps, if our current opposition may be that person.
Let's pick out our suitable reward and worry about Razalim another day. In the end, whoever is behind the uprising can't win without showing themselves, and once they do they'll lose their strongest advantage.
Unless it's him.
A golden room. The walls are stone with thick gold veins running through them. The floor is inlaid with gold, in great designs of masterful artistry. Ahead a great doorway is sealed with doors of what look to be pure diamond, taller than a dozen Hannas.
But one guard stands guard here. An efreet over twenty feet tall, clad in armor neck to feet. Pure steel armor, yet he wears no helmet. His visage is ancient, weathered like the oldest mortals. He yet holds a mace in hand, a mace that causes the air around it to distort and twist.
"Sultan," The figure says, in a voice as old as sands and ancient winds, "You seek to enter the treasury?"
"Yes," Akil says immediately, "Open the door."
"No." The figure here declares, as Akil draws Razalim. "Our true leader shall own these treasures, Akil. You will not fritter them away in your grand folly." He hefts his mace in return, "The Crimson Firebrand charged me to only allow Sultans worthy of these treasures within. I do not intend to neglect my duties now."
"And who is your true leader?" Seira inquires. Eventually, someone is bound to answer!
"You know exactly who he is," The old efreet says, "The Crimson Firebrand will come. I know it in these old bones. We have waited long enough at last, and I will live to see the day of his return." A look of rapturous happiness passes over his face, "It's been so long."
"LIAR!" Akil thunders, hand tight around Razalim, "You lie so disgustingly to your own Sultan?"
"It does seem pretty farfetched," Seira agrees, nodding in Akil's direction. "I thought it might be the Crimson Firebrand, too, but if he returned he could've just told your boss here to step aside and he would have."
"I know what I know," The old efreet says, "Now leave or stay and die. Which is up to you."
"Wait, I remember this! This is a way to ask 'please beat me up for not doing my job' without outright saying it, right?"
"You know this is a suicide mission," Donald says, "I can tell, you're really good with that mace. Don't throw it away over this."
The old efreet doesn't stand down. Instead he declares, "This also isn't your battle, Mistress of the Cauldron. Leave this to Akil and I. None of this is your battle, and not even you can stop the Crimson Firebrand's will."
"Just as Akil, I don't see a problem stepping aside if it were the Crimson Firebrand," Seira responds, growing more serious. "I tried reaching out, but nothing came of it. So my conclusion is that someone is trying to besmirch his memory rather than his triumphant return. In that case, I'm choosing to make it my battle, since so many of the efreet were hoodwinked."
"Then wait," The old efreet says, "It won't be long now, less than a day. Wait. See him with your own eyes."
Seira pauses in thought, inviting her friends to share their opinions.
"The question, dear Akil," Sanzha's voice is liquid poison, yet sweet as can be. He has his blade drawn, ready to strike in a moment. Yet he hesitates. "If that if he's right, whatever have you done to lose the Crimson Firebrand's favor? Why, that's simple. It's Razalim, isn't it? You hold it, caresses it as sweetly as a lover's breast. Perhaps all he wants is a demonstration of loyalty to him and not yourself. Perhaps...you should offer that to it first. You yourself have to know you aren't the destined hand for it."
Donald hums, "In other words, we'd take that as part of our payment," he offers, "If I were the Crimson Firebrand, I'd be angry that you value a stupid sword more than me. Not very loyal, is it?"
"And that obsession would make you worthless to him," Ranbar concludes.
"Worth a try," Seira agrees. "The attempt at manipulation might be a tad on the clumsy side, but given the description fits, it does make one wonder whether your mental faculties have been compromised by prolongued exposure to the sword. Kassim himself thinks it's cursed, you know? Wants it destroyed."
Diplo there, Dragongirl.
18:44 <Corwin> roll 1d20+97
18:44 <Rei-chan> Corwin rolled : 1d20+97 --> [ 1d20=12 ]{109}
> roll 1d20+8 (-10 ???)
<Rei-chan> Kotono rolled : 1d20+8 (-10 ???) --> [ 1d20=11 ]{19}
Akil looks at his hand on the hilt of Razalim. He is silent, still in this one moment.
"Noticing it for yourself for the first time?" Seira asks, not unkindly.
> roll 1d20+13 (-5 ???)
<Rei-chan> Kotono rolled : 1d20+13 (-5 ???) --> [ 1d20=9 ]{22}
Akil's hand begins to shake, visibly so. His eyes are wide and glassy as he stares at his hand, still silent.
"Then the question is simple - can you let go of it, toss it aside?" Lady Sanzha asks, "If it is him, he's watching right this moment. Perhaps your one chance to prove your loyalty."
"That's important, though your well-being is the main reason to do it," Seira voices. "Your mind is what makes you, you. Ceding control to something else doesn't seem like a winning strategy to me."
> roll 1d20+18
<Rei-chan> Kotono rolled : 1d20+18 --> [ 1d20=10 ]{28}
Akil doesn't move - but you notice thick steam begins to rise from his hand that holds Razalim. No, not steam - smoke. The scent of cooking flesh begins to fill the air.
"Open your hand or you'll lose it!"
> roll 1d20+18
<Rei-chan> Kotono rolled : 1d20+18 --> [ 1d20=18 ]{36}
With a cry of pain Razalim is hurled. It slams against the wall as Akil slumps to his kneels and then to hands and knees. He gulps down air, chest heaving. Razalim itself sits there, not damaged in the slightest as it lies on the ground.
Ranbar goes to it, kneels before the silver blade. "Seira," she intones, very softly. "Come here."
Seira gives Akil a look of concern, and gestures towards him before catching Sanzha's eye. He's absolutely reprehensible, but no one deserves to have their own sense of self overwritten.
At the same time, Ranbar might be indicating a serious problem so she makes her way over to the blade to see what she sees.
As the guardian of the treasury stays back, Sanzha approaches Akil. She doesn't say anything, merely keeping guard.
Ranbar gestures to the hilt of Razalim. Imprints - bloody imprints. Most of it is burnt away, but what remains is a blood red sigil of a dragon.
Once, as she was younger and far more impulsive, Seira would take great and objectively pointless risks like pick up shady cursed artifacts because it seemed like a good idea at the time.
As she picks up Razalim by its hilt, Seira muses to herself that she never really grew up deep down.
The moment you grasp Razalim, you have a tremendous sense of rightness. The sword feels like it was made for your hand, and everything about it feels right to you. The world is sharper now, everything is clearer.
You know that, deep down in yourself, you have a weapon you were always meant to wield.
"How is he?" Seira asks Sanzha. "Is there any permanent damage?"
"I live," Akil says, voice shaking. He rises with a big smile. "Take Razalim and go, with our complements. There's no need to be afraid anymore."
"Free will is free will," Seira finally says, after studying his smile for a long moment. "You know how to get in touch with me if you need to. Let's go back, people."
One question: How are you planning on leaving?
As a DvR6 deity I should be able to bypass wards that are banning dimensional travel, and Akil apparently gave permission, so I'll try plane-shifting to Bytopia.
Rank check then.
18:57 <Corwin> roll 1d20+6
18:57 <Rei-chan> Corwin rolled : 1d20+6 --> [ 1d20=19 ]{25}
For a moment you feel a tremendous force, but it simply steps back. There's no resistance to your spell, but as you shift?
I'll see you soon, Seira Aryn.
Take Razalim with my complements.
For now, rot and weakness will be seared away.
My sincerest gratitude. I shall be waiting.
Then the party is on Bytopia.
Razalim is in your hand. Did you draw it? It feels right there, the silver metal of it warm as your on touch.
Donald blows a breath out, "Well, that went great!"
"Do you think Akil can hold the throne now?" Ranbar asks aloud, as sunshine streams down.
"Probably not," Lady Sanzha decides, "But if he tries, if he hasn't been taken in by this same apocalyptic madness, he may have a better chance now."
"His mind is his own again, and that also means his paranoia won't kill people left and right," Seira responds, taking them over to the Cauldron proper. "But more importantly, did you hear that?"
Donald shakes her head, as does Lady Sanzha.
"I did," Ranbar speaks up, "A god's voice, one that granted you Razalim with his complements. Look, it's still in your hand."
Your eyes go to it. Good. It's right where it should be. Your hand caresses the hilt of Razalim, and a sense of peace and contentment follows.
"Ahahaha, yes," Seira mutters, shaking her head. "My precious~"
Looking over at Ranbar, she asks, "Did you feel his power? It reminded me of Kossuth, so if that was the Crimson Firebrand, we might be in for a spot of trouble. Could it realistically be anyone else?"
"I doubt it," Lady Sanzha says, "And if he's gotten that powerful, we may be stuck reacting against him for some centuries." She frowns lightly, "No, unless it's an even greater surprise."
Donald comes forward and gently presses his hand around Seira's wrist - and it's still a grip stronger than steel. "Seira," he says, "Let go of Razalim." His voice is even, "Don't make me have to smack some sense into you. We just went through this with Akil, let's not go through it right away with you."
Seira rolls her eyes, and drops Razalim into a secured artifact vault through a portal. An empty one, so if there's any curse it doesn't transform to other artifacts.
"I'm not convinced we necessarily need to clash. If it can become similar to the relationship between Arborea and Celestia, we'll figure it out. And if they act against our interests, we'll have to go all in at opposing them, even if we're the dark horse."
Will save.
20:48 <Corwin> roll 1d20+84
20:48 <Rei-chan> Corwin rolled : 1d20+84 --> [ 1d20=16 ]{100}
You drop Razalim - but it takes a surge of will to do so. It's no trivial effort.
"Mind over matter, will of fire, etcetera," Seira tells Donald, closing the portal. "Huh. When was the last time an artifact had that much of a pull on me? Not even the seeds...."
"You should have expected it," Donald goes on, "It had Akil in its grasp."
"This is how much I trust in Akil's common sense and good judgement," Seira says, stretching out her left arm, and mirrors the action with the right. "And this is how much faith I have in myself. Not quite the same, now is it?"
"Still, I've told Elle to go look at it. Let's go see what she can make of it," Donald argues.
"Sure. And if you think I'm obsessed over it, let me know," Seira allows. "Hey, Ranbar, why do you think only the two of us were contacted? Sanzha might be an obvious exception, but Donald isn't one."
Ranbar comes over as well as Sanzha follows. "I'm not sure," she confesses, "I was paying attention though, so maybe it's because I was listening?"
"I was more focused on Razalim," Donald agrees, scratching at his chin, "Sanzha?"
"Razalim," Lady Sanzha seconds, "I didn't expect quite that level of interference."
"Okay, then. Ranbar, Sanzha, please check in with Zaaman Rul. Tell him what happened, and ask him if he knows more or recognizes the speaker. We do tend to be distinctive as we talk. I'll stay at the Cauldron for now in case of weirdness."
It's not long for things to happen.
He's been informed and has begun his own investigations - but suddenly not even his own sources are talking, at least the ones in the City of Brass. Nor can his vision extend there, a great power has blocked it.
Is he a contemporary of the Crimson Firebrand, at least enough to recognize his voice? I must admit I haven't actually considered that.
I don't believe Zaaman Rul is, it was before his time.
Meanwhile Elle's voice, carrying and calling you, "I need you for a minute for this study of Razalim!"
"Ask and you shall receive~"
In Elle's lab Razalim sits on a granite slab. The slab is red hot, boiling and just barely solid. Razalim isn't harmed in the least, as various glass spheres painted like eyes swoop around it.
"All I need you to do is hold Razalim for about...let's say a minute, then let go of it," Elle declares.
"You're literally playing with fire, you know," Seira notes with a grin, grasping Razalim's hilt.
Elle rolls her eyes but responds with a smile, "Playing without fire is boring."
When you grasp Razalim, an immediate sense of satisfaction and rightness grips you. You feel better, more alert. Your hand caresses the hilt as Elle murmurs arcane words and studies it. "Incredible," she murmurs aloud. "Okay, let it go if you can."
Will save.
18:41 <Corwin> roll 1d20+84
18:41 <Kobot> Corwin rolled 1d20+84 --> [ 1d20=2 ]{86}
You manage to drop it, but it's hard. Once done Elle hms, "Here," she creates a scroll from nothing, "This is a summary of Razalim's abilities."
Loot post incoming.
"You know something? I can do it!" Seira says cheerfully. "It's pretty taxing, mentally, but I've done much harder stuff routinely!"
Elle smiles, "What I'm afraid of that despite how remarkably powerful the sword is, that this effect may get stronger. Akil was dominated by it, and odious as he is, he's strong. Be careful with it, Seira, whatever this sword is, it's powerful but it isn't safe."
Loot.
"Think I should keep carrying it and see what happens?"
"It's up to you," Elle finally says, "On Fire it'll be a weapon without equal."
"I'll use it while on Fire, then," Seira decides, dropping Razalim back into its secure vault. "Out of curiosity, did you see anything that would prevent it from being destroyed? I thought Kassim wanted that and had a chance to possess it, but hadn't."
"It's impervious to anything I tried," Elle shakes her head, "I even tried goldenfire, nothing." She reaches up and runs a hand through her hair, "Not even dropping an entire store on it so much as scuffed it."
"Maybe Gond will offer you an idea in exchange for a glimpse at it?" Seira suggests.
"Tried," Elle shakes her head, "He's busy with something of his own right now."
"We'll just wait until he has more time or some fresh clue falls into our lap," Seira decides. "Speaking of which, maybe we should try to talk to Kassim! Have you tried him, too, or should I go for it now?"
"He didn't respond," Elle says, "I tried him and Gond. From the legends and if they're true, I suspect Kassim will have nothing to do with it. But I tried nonetheless."
"Let me, then," Seira asks, before reaching out to Kassim.
Do you have a moment? It is not about Razalim, despite appearances.
'Speak.'
I was greeted by a powerful divine presence when I was leaving the City of Brass. Do you know if it was the Crimson Firebrand?
'I am aware of if it was the Crimson Firebrand, or if it was not.' Is the answer you get.
I am asking you to tell me, so that I understand the situation properly, Seira requests politely.
Give me a raw Charisma check here.
17:33 <Corwin> roll 1d20+15+2+6
17:33 <Kobot> Corwin rolled 1d20+15+2+6 --> [ 1d20=13 ]{36}
'Yes.
There will be war, Seira Aryn. Perhaps not today, not tomorrow, but soon. Not a war between the efreet and Zaaman Rul, nor against you and the efreet, nor against the efreet and Imix. The Crimson Firebrand looks even higher than that.'
Celestia and the Hells? Or he seeks to overthrow Kossuth?
'Kossuth. Choose your side wisely, Seira Aryn. When Kossuth triumphs, he will remember those who stood with him and those that opposed him.'
That's a pretty convenient segue into what she was already planning to ask him.
I'm displeased with the cooling of our friendship, she admits to Kassim. At first I thought that I should give Kossuth time, but it doesn't seem to be helping. What can I do to mend things between us?
'I have already told you. A war brews. The Crimson Firebrand will offer much when he emerges. Do not be tempted.'
That covers alliances, but I don't think you can fix a friendship that way. I can feel Kossuth is still upset, and I don't like that we are in that situation, especially since it came about from my attempt to negotiate a settlement between he and a highly-placed agent of Celestia. Isn't there some way to clear the air on that?
'Kossuth burns bright and burns deep. Time and displays of loyalty will help, but there are no shortcuts. That will do better than a fleet of pretty words.'
That feels pretty unfair, but such is life.
Thank you for speaking to me. Should I treat the information as priveleged, or may I tell my allies of the coming conflict?
'Keep it secret - but the Firebrand will be known very soon. Prepare yourself and those close to you.'
I understand. Thank you again.
And then, there's nothing to do but gather her pantheon to discuss the implications.
Go ahead then - how do you plan on handling this?
Once her family and friends are gathered in the war room of the Cauldron, secure from eavesdroppers via divine fiat, Seira fills them in on the conversation she had with Kassim.
"In summary," she concludes, "it seems my guess was spot on. Kassim has asked me to keep this close to my chest, so we won't be letting Zaaman Rul and others know just yet. It does seem that they won't be endangered by the Crimson Firebrand's actions, so we can afford to wait there."
Seira opens the floor to reactions, then.
Amaryl's first, her expression pensive, "With all we know now, there's more going on than even we gather. This feels as if it's part of a bigger plan."
"Probably, it usually is out here," Donald seconds, "Everyone's working an angle and it goes all the way up to the top. It's a lucky break, you can support Kossuth in this and make nice with him to help smooth over previous prob..." A pause. "Say! Was that why he was so upset about the divine seed? If he knew something like this was coming and the Crimson Firebrand would oppose him? But why not stop it well before now?"
Ranbar looks down at her hands before, "It would make sense. It has to tie back to the Incarnation of Law, doesn't it? The efreet are disposed towards law and from what Zaphkiel said? It has to be something that happened before they split. If the Crimson Firebrand's an actual threat to Kossuth, I'm sure both sides of the Incarnation have an opinion on it and can't agree."
"Ah, politics," Lady Sanzha slowly sips a bit of tea before going on, "Isn't it lovely? It seems the Firebrand is true divinity, beyond holding the title of the Grand Sultan. That's the proof that Ranbar's right. There's only three beings in Creation who can grant divinity. Which means, distastefully, that likely everything Baator has done to this point has been towards what Asmodeus wants out of this situation."
"Nothing new there," There's a hint of bite in Amaryl's tone, "There's always more between them - and helpful as he is, Zaphkiel's the same way." She rests back, "Like oaks with roots of the ages, there's always deeper roots. Even this is ultimately another piece towards our goal, rather than a true end of its own."
"That keeps politics entertaining. There's always another figure in the shadows," Lady Sanzha opines, "We can't do much about the agreements those two have with each other. If it's what's needed to ensure cooperation, then we have to accept it's the ocean we have to swim in. If it's anything like elemental antipathy, the two must privately loathe every moment of their cooperation, no matter how essential."
"That's no consolation," It's Amaryl who speaks, "...I still remember every moment we spent in Chronias. I don't relish his suffering. I mourn it, and mourn that he hasn't defeated Asmodeus yet."
"Regardless," Donald cuts in, "The real question is how do we benefit from this. Our cause is the most important of them all. What do you think, Seira?"
"I think we'll need to hit Imix before things settle too much," Seira voices. "He's a genuine enemy to us, and a loose end. If we manage a confrontation before things are clarified with the Sultan, it shouldn't draw him into the fight. As for the Crimson Firebrand himself, I'd love to have a chat with him, but I just don't see us joining him against Kossuth. After all, our friendship with Kossuth goes back for decades, and the Sultan's history is not exactly suggesting a set of morals we'll find acceptable in any long-range partnership."
"Can we?" Amaryl asks bluntly, "The Crimson Firebrand may well interfere if he believes Imix an ally and us an enemy. We need to know how strong he is first. I can't imagine he hasn't considered that we'd do that, especially because it's an efreet thing to do."
That gets Lady Sanzha to merely gaze at Amaryl. After a few moments, "What I mean by that," Amaryl clarifies, "Is that it's coldly practical. It's the sort of thing a devil would do, or a typical efreet. I can't imagine it would escape the Crimson Firebrand's plans."
"If he's seriously going after Kossuth, and more important, Kossuth is treating him as an actual threat, the Firebrand cannot possibly be counting on Imix to do anything meaningful there. While it would be convenient for him to have Imix along, having us strike at Imix may well fit his goals by turning him more antagonistic. I'm honestly not sure Imix could hate me more than he already does, but the Firebrand may well follow this tangent and not intervene. I would be remiss if I did not note that if he believes he can draw me to his side, acting against us and for Imix here would remove that possibility."
"Then it comes down to the question: Can we do it and is eliminating Imix worth the risk?" Lady Sanzha asks, "Even now, this will be no trivial battle, and facing him in his seat of power will be far harder than facing him on a battlefield. Moreso because such a situation would cause him to call on any pacts he can if he believes he faces true death."
"Of course it's worth it!" Amaryl fires back immediately, "Donald, Seira, you faced Imix last time. What do you think of your chances?"
"Give me a fight with him and I'd have a chance," Donald admits openly, "But he'll know more of what Seira and I can do now. He knows I don't die easy, so if he attacks me, I expect an overwhelming strike." He sits back and rubs his chin, "Or something to remove me from the battle instead. Really, his main goal should be Seira if she's in the battle, or maybe Amaryl if he knows how strong her bow is."
"We can take him. But even if we don't remove him from the board, if we manage to reduce his power or influence again, that alone would be worth it."
"If your mind's made up," Ranbar asks back, "When will we do it?"
"I know I'm putting you on the spot like that, but do you have targets for us, Donald?"
"Well, if we want to fight Imix, we can go to the source directly. It's the most dangerous option but it's sure to find him," Donald says, "Otherwise, give me a few hours to tidy up."
"Take a few, sure."
Okay, while I have Donald prep up some info and refine everything, do you have any prep for this?
Not one bit! We'll precast the combat loadout spells here. I think Donald, Sanzha, Amaryl and myself should go while the others hold down the fort.
As discussed I need a bit of prep so in the meantime...
"Seira," Amaryl's voice as you tend to things, "We just got a gift."
"That's nice!" Seira chirps, leaving the preparation to a helpful avatar and gravitating towards her wife. "What is it, dear?"
"Remember all those dragons we freed from Io's labyrinth?" Amaryl smiles, "Well...I'll show you. Don't peek, I took pains for it be a surprise when I saw it."
"I'll do my best," Seira promises with a grin of her own.
You're escorted to a large chamber beneath the Cauldron. Here lies great piles of coins of all kinds. Heaps of them that make you want to transform and lie on them. Dragon sized piles. Standing in the center, about a dozen feet tall, is a golden statue of you in dragon form, perched over your treasures.
"I think this the dragon equivalent to a birthday present," Amaryl speculates, putting an arm around you.
"It's like a nice couch for dragons!" Seira cheers. "And there's enough for when I grow larger, too~"
"Isn't it lovely? The coins are from across Creation, they've been very busy," Amaryl gestures, "But what's a couch if you don't use it? Show me."
Seira transforms, curling around Amaryl. There seems to be enough space for all her avatars, although not if she ends up doubling the number. Not comfortably at least, although some of them could instead act the part of maids and serve refreshments, which fixes any future problems.
Amaryl hops onto your back and sits there, legs dangling off the side. After a few moments, "It's for things like this that I keep fighting, Seira."
"The coin sofa?"
A light, warm laugh. Like the summer breeze as Amaryl pats your back. "No. These moments where you can see you made a difference."
"I wish I'd made a difference in Dis. But that's for later. This time, we'll be sure to shift the balance of Fire the right way."
"So do I." Amaryl falls into a reverie after that, her hand gently stroking your scaled back.
"I refuse to give up hope about The Lost Chalice." She breaks the silence with that. "Asmodeus wanted us to give up, see the immensity of the problem and submit. What cost is it to him to let us see a problem meant to break us? Seira, I promise that I'll support you in Dis and to save her."
"I'm probably too calculating to take huge gambles with you or the kids," Seira admits. "Though if Xera decides to ascend, I wouldn't be as worried about going with her, so maybe that's what we need to do it properly as a family?"
Amaryl pats your back again, "Maybe." Silence again, Amaryl with a small smile on her face. "When this is over, when we're all safe...I think I'd like another child, Seira."
Seira hums, turning her neck to look at Amaryl. "There's no need to wait, is there? This realm is secured by our will. If it's not safe enough, few things in Creation would be enough. And if you mean for after everything, who's to say there won't be fresh opponents then?"
"I mean...after Shar and all of that," Amaryl says, "I don't want to carry a life in me until then. Not when it's something she would well use against me, try and kill to hurt me." A slow head shake, her blonde hair gently moving from the motion. "Not until Creation is safe."
They're immortal deities so waiting as much as they need to in order to take down Shar works, Seira supposes.
"Maybe Alicia would like to have children of her own by then?" she muses, resting her head back on the coins.
"I can't wait." Amaryl says, "I know what happened to her first child always weighs on her. She'd make a wonderful mother. So would Syala. Then perhaps Antenora and Marie. Though any child of that union, can you imagine what they'd be like?"
"A rebel."
"A rebel from what?" Amaryl's voice is playful. "A rebel from..." a pause, "And I can't think of anything Alicia's really a rebel from, can you?"
"Oh, not Alicia's kids. But any of Marie and Antenora! You just know it's going to turn out that way."
A laugh, "Probably." Amaryl's quiet a time, basking in that thought. "You know...am I the only one who finds Syala a tease? Running around in that light, and you know she doesn't wear anything under it." Twirling a bit of blonde hair around her forefinger as she talks, playing with it, "Alicia's so buttoned up at times, but Syala's so...they make such a wonderful couple and contrast each other so well."
Then more thoughtfully, "I like it when I can contrast you like that, when my strengths work so well with your strengths."
Seira doesn't really think in such terms, but if it makes Amaryl happy, that's all good.
"Just so long as you don't try to set our kids up with someone, even if they who compliment them~"
"Hm?" Amaryl says, "Why wouldn't I try and set them up? That's a parent's privilege. It's their privilege to decide a match doesn't work, I won't force them into anything."
"It's embarrassing for them! And it'd be embarrassing for me by proxy, I just know it."
"Oh Seira, but you're so beautiful when you blush!" Amaryl teases right back.
"There are plenty of ways to get me blushing without traumatizing our kids!"
"I have ideas for that," Amaryl says innocently, "Would you like to see them, Seira?"
"I promise to be properly surprised~"
Goodness, where did her clothes go? She hops off and smiles, "Does this still make you blush?" She bites down on her lower lip and looks up at you, hopeful.
The hopeful look draws a blush from Seira, as she transforms back into her half-elf self.
Amaryl comes to you. She rests her head against your shoulder and murmurs, "...Sometimes I worry you'll get bored of me. You could have almost any woman in Creation. I know it's a mortal way of thought, that it's insecurity I should be long past."
"Even gods can feel worried or insecure," Seira responds, wrapping her arms around Amaryl. "It's not something you need to shed any more than you must eliminate fear to be courageous. But I love you, worries and insecurities included, so you shouldn't let it get to you."
Amaryl's silent, nothing but gentle and soft warmth against your own body. Yet she smiles as you speak and after she finally murmurs, "When this is over, we should spend some time in Rapture, a vacation. Just the two of us."
"You know," Seira says with a grin, "we do have avatars. I could spare one for a nice, relaxing trip."
"I think I can free one," Amaryl seconds.
Seira, good news.
"Then let's do it! Spontaneity can be nice like that."
I like good news. What is it?
Xera's found some useful information on the Lost Chalice.
Don't keep me in suspense, then. Should I come in person?
Of course! Xera would love to see you!
In that case, Seira decides to dispatch an avatar at once!
You find Xera's wrapped up in a thick blanket before a roaring, cozy fire. Her wings are also curled around her, as her simple clothes lie a burnt mess. "Lava," Xera says by way of explanation. "Cursed lava. Why?" she asks with a sigh, "But that's not important. How are you, mother?"
Using her divine power to remove any curses that might still clinging to the rags, Seira then restores them to properly functional if still as simple clothing.
"Involved in intrigue, as always. We're all fine. How have you been?"
"Busy," Is her answer as she stays by the fire. Elle sits nearby, preparing drinks.
"There's always so much to do," Elle agrees, "Here you are." Simple water for Xera.
"I'll have the same," Seira tells Elle, making herself comfortable.
Water is served. Elle has honeyed wine and joins the two of you. "So what did you find?" Elle asks.
"Besides cursed lava?" Xera says, "Who curses lava?" she asks plaintively. "I found an old servant of Cyric. Former servant. He didn't see the light, but he has no use for evil anymore. He was a part of Cyric's court when Yemimah was stolen, and the Triad furiously confronted him over it. Somehow Cyric convinced them he was framed." A sip of water, "But Cyric also investigated after and found a few things out."
A shame the Triad didn't kill Cyric, there, since it would've probably made for a better Creation.
"Like what?" Seira asks the obvious question.
"They suspectd Shar at first, but that didn't prove to be true," Xera begins, "As far as they could discern, Shar had nothing to do with it. So if they're right we can eliminate Shar as being involved in this. That's useful, but not the bigger news. More importantly, they found out that Yemimah has brachina handmaidens in Dis, and he found out their names."
"And their numbers, I take it?"
"Yes," Xera agrees, "But he insisted they only be spoken of in a protected place, or they'll be heard by the enemy. They're powerfully protected."
"So you want to bring him here, where divine fiat will prevent anything from being overheard?" Seira muses. "What does he want in return for the information?"
"He's gained an appreciation of knowledge," Xera goes on, "He wants a favorable introduction to Oghma, so he can enter his service and gain his protection."
"I can do that," Seira agrees with a nod. "Given the source, I'll need to vet him for truthfulness beforehand, however, and he'll need to submit to it. We're on good terms with Oghma and we're not burning that bridge."
"I'll set it up," Xera says, "In the meanwhile, how have you been, mother, Elle?"
"Big things are happening on Fire, and we're in the middle of them," Seira tells her, deciding to use the chance to dispense with a warning. "Avoid it and any of its natives for the time being, and treat any you must deal with as you would a potential enemy until things are resolved."
Xera accepts that right away. "Yes, mother."
Elle smiles and sips her wine before, "As for myself, I've been working with these crystals I found. Why, I enhanced Seira's shield with some of them." A smile as you feel it, a sudden connection to Elle.
Node update, go read.
Read it
"It seems a lot of our recent travels are covered under confidentiality, so there's surprisingly little to share," Seira admits. "Ah well, we'll just have to go on fresh adventures~"
Grinning as she drinks her water in one go, Seira asks her daughter, "How's Zariel doing?"
"Busy, but increasingly introverted. She's had a lot to think about. Antenora stopped by a little bit ago when she had some time and they spent a long time together. Helm did as well. I don't know what they talked about, it as private, it seems to have given Zariel even more to think about."
"Would the two of you like to take some time and work with Aurora? I have some troops detached to it at present, and you could lead them while helping the Crusade."
"I'll ask Zariel, but I'm fine with it," Xera says, "Oh! What's going on there now?"
"I've actually been too busy to check closely recently, but they haven't made any special requests so I'd presume they're doing fine," Seira muses. "I do try to avoid micromanagement where it's not needed. Elle, do you know more?"
"Nothing unusual, busy but not exceptional," Elle says shortly, "I'll see to it if you two go over there, and see what the tempo is."
"I think it'll be good for you two. And naturally, I'll recall you at once as soon as we make fresh progress on Yemimah's situation. Otherwise, just return to the search when it feels right."
Anything else to add there?
I think we're good.
Soon enough you meet with Donald once more.
"Alright," Donald begins without preamble, "It's on short notice but I'd drawn up what I can for this."
"It means he'll be on short notice to defend too, especially since we know he's actively watching the happenings in Brass," Seira tells him cheerfully. "What do you have for us?"
"Well, have you ever been to Imix's seat of power by any chance?" Donald asks, "It'll be a bit familiar, but this shouldn't surprise you."
"Never had the pleasure."
"It's called the Temple of Ultimate Consumption," Donald begins, kicking back as you listen. He puts his feet up on the table as he goes on, the soft clank of metal greaves hitting wood heard. "It's at the heart of a giant, profane volcano that houses far too many of his followers. You can imagine it - elementals, efreet, salamanders, mephits, rogue outsdiers who defected to him, fire giants, red dragons. Anyone associated with flame and who might serve Imix."
From nothing a mug of ale comes and Donald has a long drink before he goes on. "Now remember what's worse is that he's a power on Fire and in his realm. So he'll be able to teleport through blocks and we won't, so he can hit and run us with impunity, or send minions at any time if he knows where we are. It's the heart of his empire, but also where he's strongest by a lot. The upside is that if we do well enough there, he'll have to face us. No way around it and no retreat."
"How large is his realm at the widest point?" Seira wonders. "And how many of his top level servers do you expect there to be? Someone who Elle won't blow past playing at a magicaless swordswoman, that is?"
"Thousands of miles," Donald remarks, "Lots. It's his base of power and the only one who has a true idea of what's there is Kossuth and Imix. This is where we struggle, for as strong as we are, we're still lacking in that depth that comes from being alive so long."
Seira nods slowly. "So we keep to our usual skills to clear the waves of enemies until he shows up, then blast them all away to deprive him of allies, and gang up on him? That's what you're suggesting?" Tapping her chin thoughtfully, she asks Donald, "Should we invite Zaaman Rul as well?"
"Yeah, but we'll probably lose," Donald points out, "He doesn't have to beat us a thousand times, he has to beat us once. We have to keep winning until Imix personally challenges us, and he can burn as many resources as he wants before that. Let alone if he calls in any allies. Even with Zaaman Rul, that's long odds to get to him and still have enough to win. We need something more, Seira."
"We really have two big differences from when we faced him last," Seira muses. "Sanzha's restored divinity, and Razalim. But that's probably not what you're looking for, so do you have an idea of your own, here?"
Donald smiles before, "Hate to say it, but no." Putting his feet down and facing you now. "Unless we can anger Imix enough to fight stupidly, we're facing the problem everyone who wants to slay a god faces - how do you overcome the advantages their divine realm gives them? I know I'd kick Imix's ass if he came to the Cauldron. Can you think of a way to make Imix fight stupidly?"
"Beyond bringing Sanzha and Razalim? I supposed we still have a shard or two of his broken shield. I'm not going to collect them, but maybe just tossing a couple around would piss him off?"
"Worth a try," Donald agrees.
"Oh! You said bringing Zaaman Rul won't do much good, you feel, right? But how about if you ask him whether he has an idea that would trigger Imix? He really is the authority on this."
"That's a good idea. Ask him," Donald agrees after some thought, "If we don't have some edge to have Imix weaken his advantage, we're really wasting our time."
"Geez, what part of 'you ask him' didn't you understand?" Seira grumbles good-naturadely, contacting Zaaman Rul herself all the same.
Is this a good time? I wish to discuss Imix.
"The you part," Donald quips immediately.
No words, just a feeling of acceptance and anticipation of your words.
Insubordination!
If someone were hypothetically intending to storm Imix's divine realm and get him absolutely furious enough to show up, what would work best to trigger that sort of behavior in Imix?
An insult he couldn't ignore, one so great it infuriates him. He rages hot when he rages.
I thought of a few things that would be considered insults by him, but nothing so great it would be a sure thing. Do you have a suggestion?
I used that on him once, but I fear it would not work again. My own presence when done properly, that is.
He is wroth with the outcome of your last battle, but I do not think your appearance alone would suffice.
How about something in his realm I could target that would strike hard at his vanity? Some sort of hall proudly displaying mementos of vanquished enemies, a grand statue of some great victory?
Like the time Imix killed Zaaman Rul's mother, she supposes but doesn't say. Striking at such places would be a direct attack on Imix's pride.
That could suffice if done properly. He has a private hall for exactly that matter, but it's well defended.
Unless you have a better idea, then, could you provide me directions to it? And, perhaps, an easier way to reach it?
It is known as the Rr'cracum. Translated, it translates to the Gallery of Triumphs. It lies in Imix's temple, though it is an outer wing. It's sealed against every form of travel you could imagine and a few that you can't. The only way in is to walk in.
However.
I know the fire giant who built it. He serves Kossuth but was hired to build it. If there's any shortcuts, he'd know. His name is Pashatuh. He is skilled but relatively little known outside of Fire, as he only takes projects rarely. He's currently a resident of Ysgard and resides near a lava flow there, tending to some matter of Kossuth's I'm fully clear on.
Thanks! I'll keep you posted, Seira tells Zaaman Rul, and then fills Donald in on all this.
"Let's take a small detour to Ysgard?" she offers to him. "The two of us and Ranbar, to let her spread her wings a bit."
Sounds good. Prep?
CL 38
Offered to others beyond myself: Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
Self: Sensual Blessing [A, 1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [A, 24hr], Mind Blank [A, 24hr], Many Moments of Prescience [A, 1hr/lvl], Moment of Prescience [A, 1hr/lvl]
Chain Dispell channeled into Razalim, Keen Edge cast on Razalim, Dragon's Grace, Crystalvein weapons, Golden Greatsword and natural weapons
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
It's not hard to dig up Ranbar. "Seira," she greets warmly, "Ysgard this time?"
"Yeah," Donald readies his armor, "Hopefully get a good fight out of it while we're there."
"I'm hopeful you'll have a chance to run wild out there, Ranbar~"
"I will. Where in Ysgard?" Ranbar asks as you all prepare.
Feel free to open the portal anytime, it's just pre trip banter.
"Good question!" Seira responds, turning to her dominion over Fire and War as she examines where the former is most active in the realm of the latter.
Usually by active volcanoes and underground/in lower layers where magma is. Pretty predictable, that. Lots of fire creatures participate there, but also plenty of others since death is meaningless in Ysgard.
Seira focuses on lava flows with particular interest to Kossuth, since Pashatuh is apparently near one. So long as she manages to get a finite amount, she can just visit them all in order!
You get one above all - it's nameless, but you can sense it's by a fortress. Crackle Fortress, so named by the defenders. The lava flow has trees that grow by it that resist fire until they don't and explode into a storm of crackling flames, hence the name.
"We're headed to the vicinity of Crackle Fortress on Fire. It's near a lava flow, and I think that one of Kossuth's servants, Pashatuh, is there. He could help us with Imix," Seira elaborates for Ranbar after her reflection. "Ready?"
And if the answer is a positive one, she'll transport the three of them across.
So hot. So wonderfully hot. It's a cavern, red hot and with crackles of flame leaping up towards the ceiling. For a massive lava flow and lava lake are here. On the shores of this sit a blackened sandstone fortress, and trees dot the terrain. Green and leafy, no sign of burning despite the heat there, even the ones right at the shoreline.
The fortress itself is a large walled city around a massive spike of blackened sandstone. It goes up hundreds of feet, iron scaffolding supporting paths carved into the side of the spike. The top of the spike has been removed, a flat ground for a huge fortress and a few other buildings around it. You can see military forces go up and down the great paths up the spike, with watch towers dotted regularly along it, as well as along outer wall of the lower city.
She never asked what Pashatuh looks like, exactly, but maybe dipping into Knowledge and Fire, this time, would be helpful?
Knowledge:Planes 10 for 120
He's a fire giant with dull red hair, big features and lots of muscles. Like most fire giants, if you're being honest about it. He's notable for a flame-orange eyes, which are more unusual.
Seira makes her way to the forces besieging the fortress, looking for an officer or leader amongst them!
Looking closer, you see it's not like that - it looks like all allied forces. Not fighting, just going back and forth.
Meanwhile, "Nice," Donald says, "Is it me or does that look like-"
"Yes," Ranbar admits, "Like a big one. I thought the same thing too."
"It's some impressive work, though," he says as he starts to go, "Knowing how this'll go, I bet he'll be up there somewhere. Too bad we can fly."
"It's a third circle spell, you know? I was, what, twelve when I could use it?" Seira snorts in amusement. "To even reach Ysgard you need to be a whole lot more powerful, but then you plan your defenses around something that practically a cantrip makes obsolete. Magic is pretty great, isn't it?"
With his own big grin at it, "Yeah, it is. Still a hell of a sight and not everything can fly or cast fly."
"But it's Ysgard! You should have it in ring or cloak form at least! Maybe boots!"
"See, Ranbar?" Donald says, "This is what happens when a wizard spends too much time in magic land. They forget how the normal people live."
Ranbar even cracks a small smile at that, but blushes and covers it. "Ahem. We should get going."
Seira scoffs, taking flight. "I have so many redundant methods of flying I don't even need to resort to magic anymore!"
Give me Perception, dread dragon.
Taking 10 for 120
It's reasonably subtle - so obvious to you but you're far from normal - but tiny little prying eyes dot the air. They're adjusted to blend in, but you can still pick them out with ease as you begin to fly along.
We've been noticed, Seira informs her friends, not doing anything overt about the surveillance.
No response to this from the locals at least, but Donald just grunts affirmation. You fly to the city's outer wall - you could fly up the spike if you want, of course. Nothing's challenging you.
Seira seeks a door to knock on!
Where exactly?
If the city's outer wall has an entrance, then the first one I find. If I circle it/use my knowledge and don't spot any, we'll go up to the spike instead.
The outer walls indeed have an entrance. On knocking, "What travelers seek here?" A man's voice calls from behind the walls.
There is only one possible answer to that!
"We wish to be taken to your leader!"
The voice, with a faint accent, demands, "And who the hell are you to demand that?"
Donald smiles. "All yours, Seira."
"Why, I'm Seira. Seira Aryn."
Stone silence follows.
Slowly, very slowly, "T-that Seira Aryn?"
"Despite being very lovely, Seira is not a very common name across the planes."
"It's really not. You want to open up now and do what we say?" Donald calls, "Or do we need to...do something?"
There's a pause before the doors rapidly begin to open.
"Thanks," Seira tells them, waiting until the opening is enough to comfortably pass through.
A few dozen soldiers in light armor are here - all salamanders. They glower but none impede you, your way within open.
Seira checks to see if it's obvious which way she should go to find their commander!
With her Perception 120.
Well, there is the giant spike with a fortress on it.
However, one of the salamanders comes forward. "You want to see our leader?" he asks, gruffly.
"Yes. Are you going to guide us?"
"Upwards," He agrees, "Follow, noble ladies and sir."
Seira smiles at him in gratitude, ready to follow!
It's not a fast trip, the salamander only moves so fast. Slow compared to your speed or your companion's speed, but up you walk.
As you do?
"Lady Seira," The salamander asks, "Is it true that you once fought dozens of red dragons at once and emerged triumphant?"
Donald chuckles, "Once? Seira can do that before breakfast and not even be late for her food."
Nothing really stands up, so they were probably not very powerful dragons. And yet, it's probably true, she did fight a lot over the years and hasn't truly kept track of each battle.
"I find the truly memorable battles to be closer to duels in framework," she muses in response. "If you need to bring dozens to challenge a single opponent, thing probably won't be going well for you, don't you think?"
"Enough ants can bury a giant," The salamander declares, "But you need so many ants to do that."
"Yeah, doesn't work so well when the ants keep dying," Donald retorts, "Our enemies always run into that problem."
"That comparison stops working when you go past the mortal realm," Seira responds, shaking her head. "Take out fatigue, negate the death by a thousand cuts with superior resistance and recovery, and at some point it just stops working no matter than ants in play. As far as you're looking to defeat the target, that is. Other worthy military goals could still be accomplished even across a great divide in strength and ability."
"A thousand ants are still nothing to us," Ranbar's the one who speaks up, "One hero's worth much more than that."
The salamander bows his head deeply, "I will learn and understand this, lady Seira."
"It really comes back to proper planning," Seira voices, deciding to stick with the example. "I doubt there's much of non-divine origin on Ysgard that could take me down, even working together. But at the same time, keeping me fighting here in person for an extended period of time may itself be a tactical victory to my opponents, especially if I'm prevented from giving aid to an ally or overseeing an important project."
"You grace me with your wisdom," The salamander intones, "In other words, a force to distract rather than to conquer?"
"Or to delay me until reinforcements that can take the fight to me properly arrive. Or to force the fight to grow larger than I wish, and perhaps have me strike down a third party along the way. Donald, got other ideas?"
"Plenty," Donald agrees, "But how about we get going? I think we've given enough of a free lesson to him, don't you?"
Seira gestures her agreement.
You soon reach the top of the spike. You are taken inside - decorated sparsely enough - and to where in a huge chamber, a single fire giant sits. He sits before a large fireplace, gaze on the flames.
Does he look like the fire giant we're looking for?
Yes.
"Thank you for seeing us, Pashatuh," she says in greeting. "As you must have been told, I am Seira Aryn."
He gestures, "I know what this is about at least in part," he begins, "So speak. Just you, please, I've heard the stories about Donald."
Donald has the good grace to look pleased.
Ranbar doesn't, and adds, "And myself?"
"I'd rather speak to a leader than competing interests in the same group. Less headaches," Is the giant's answer.
"I want a way into Imix's Gallery of Triumphs, one that would allow me to reach it without fighting endless hordes of his minions. Anything you could tell me about its layout and installed defenses would be welcome as wel."
You are considered before, "Assuming I know of such a way," he says slowly, "Why should I help you?"
"You knew what this was about, in general terms, and still agreed to see me," Seira notes. "So this is a question of what you want in return for your aid. On top of supporting Kossuth in the coming conflict, of course. I'm sure we all know where the lines will be drawn, and where Imix will find himself."
"And if I go to Imix, he would not only agree to that, but to far more to counter you," The fire giant retorts, a single huge finger pointed at you. "With respect, goddess, you would not come to me for anything you could do another way. I speak not to disrespect you, but only point out what is clear to me."
"I've come to negotiate, so that's fine," Seira tells him, not feeling in the least slighted. "I believe that your argument is flawed, however. We know that Imix's word is worthless, whereas for me, it serves as my bond. If we reach an agreement here, it will be upheld, in letter and in spirit. If you feel that Imix would do the same and have Kossuth's back in the coming war, then by all means, go to him." Seira scoffs, showing her own opinion about that. "If you don't, however, I would like to hear what you would be interested in, in exchange of the information I seek."
"Perhaps so, but one thing keeps Imix in line - fear. He knows that to betray Kossuth is death. Everyone on Fire knows that." The giant says easily, "But I'm interested in offers. I collect rare and powerful magical arms, armaments, armors. The past time of rich kings and legendary heroes."
"I have rare and powerful artifacts," Seira muses, summoning a short sword and a greatsword from her treasury. "Weave's Gentle Tears, purified through my efforts into a force of good, a true one of a kind. One can put a price on it, however, which would be difficult to do with my signature weapon, Dragon's Grace, a divine artifact that has no equal. I'm certain that we can come to an amicable agreement."
Seira leaves them floating at her sides, and then dismisses the divine will keeping the single sword at her hip hidden. "If you go all in, however, and actively participate to help me," she continues, drawing Razalim, "this one will be yours."
"Razalim!" A gasp as it's seen and held, "Mercy! Only a fool desires that cursed blade!" He holds his arms up, as if to shield his face. "Take it! Take it away from me! I know too well it's terrible power!"
"You're wiser than you look," Donald casually remarks.
"I have met Kassim. He spoke of the sword, only to warn me never to seek it. Never have I seen him speak such serious words." Is the giant's quick answer.
Seira sheathes Razalim once more, and after a moment accedes to Pashatuh's panicked request. "This is my conviction," she states, looking at the swords surrounding her. "Kassim told me that actions speak louder than words, so here we are. Which one would you prefer in exchange for your aid?"
"The greatsword," Is the answer after a long breath, "Let me see it again, but it is a remarkable weapon."
Got the stats for it handy?
"Of course," Seira agrees, gesturing at it. As the greatsword floats towards the giant, Dragon's Grace fades away back into her treasury.
Weave's Gentle Tears: Large greatsword+7. As a swift action, you may attempt to absorb a spell cast on you into the blade. Make an opposed caster level check, the sword has a modifier of 1d20+33. Success absorbs and negates the spell, failure has the spell unaffected. An absorbed spell heals the wielder for 5 hit points per level of the spell.
Estimated price: 350,000 gold.
"What a remarkable sword," Is the answer once it's held. "Do you know who forged it? The works very good."
"I'm afraid not. I reforged its magical aspects, but never looked into the original smith. I suppose magic will show?"
It's probably Shar, though.
"It is agreed," he says, "As for the short sword, are you interested in a trade? I have many worthy blades and weapons at my disposal."
Are you satisfied with your weapons? Seira asks her companions. Only Donald and Ranbar would care about a quality melee weapon, she figures. Amaryl is quite attached to bows, and Kascha and Elle are mages first and meleers a very distant second. Sanzha did get a new weapon recently, but Seira decides to briefly fill her in on the opportunity and ask her for her wishes as well.
I like Guardianil quite a bit.
'Hm,' Ranbar sounds in your mind, 'Talorinum is good, but I could have better.'
"If there's something suitable for my young friend," Seira says with a smile, "it could be arranged."
If Sanzha does speak up later, Seira will just work at finding her a good weapon as well!
I'm fine on weapons, thank you.
"Hmmm," A consideration, "A spear. Yes, I have just the weapon," he decides, "I'll be right back."
Seira is quite curious about the results! After all, Ranbar needs to become more effective at ramping up in a fight, so perhaps the spear will aid in those aspects?
A longspear is brought out. It's one polished piece of what looks to be platinum. It shines bright, polished and fresh.
"Gloryfang," The giant declares as he passes the weapon to you. "What do you think?"
Gloryfang: This longspear is made of a strange platinum far stronger and harder that typical platinum. It counts as adamantine.
Gloryfang is a longspear+7, holy and keen. Three times per day as a free action when this spear hits a creature, the spear can discharge a bolt of glory (CL 31st) that strikes the creature hit. Treat this as a normal bolt of glory spell, except that the maximum damage it can inflict is 20d12 for natives of the Negative Energy Plane, undead and evil outsiders. Additionally, on a critical hit, this power automatically activates and does not consume a daily use of this ability.
"What do you think?" Seira asks Ranbar, passing the spear over to her.
Gloryfang's relic power is a bit weak, magically, and wouldn't scale well against the sort of opposition she's going to run into. Elle should be able to boost its usual striking power, at least... still, it doesn't feel equal to a literal divine artifact. Adamantine is nice, though, and in the end it's up to Ranbar.
Ranbar considers it. 'I think we can do better,' she confesses into your mind. 'The first offer is never the strongest offer.'
"Not feeling it? Alright," Seira agrees, turning towards their host. "Dragon's Grace is pretty good at getting at your unguarded spots," she muses. "Best I've ever seen, and I'm friends with Gond, Latha and Elle. Gloryfang is a very worthy weapon, but it feels designed for... not to offend, but someone who is on a lengthy journey towards greatness, rather than one standing at the top of the world fending off an army single-handedly."
"Alright," The giant agrees without rancor, "I have another offering."
Also, paste me Dragon's Grace's stats, would you?
Dragon's Grace: Shortsword+7. This blade seeks out the weak spots of it's victims, increasing it's wielders sneak attack damage by 2d6. In addition it functions as a staff of fiery power with 50 charges and without it's retributive strike.
This time another longspear comes. This one is made of black wood with a serrated steel tip. It looks slightly indistinct, as if out of phase.
"Here, this is an unnamed weapon, but I'm partial to the name Ghost Spear." He explains, "But you can name it whatever you want. It was found in the lair of a mad wizard who tampered with time before it became forbidden. It's not that forbidden magic so it's entirely safe to trade for. He wasn't the type to fight undead from what I gathered, so I'm not entirely sure why he made it or if there's a deeper magic locked away."
Ghost Spear: This is a longspear+8, ghost touch, undead bane and wounding. It has a critical hit range of 19-20 and deals triple damage on a critical hit. When in the names of a character that can channel positive energy (as the cleric class feature for good aligned clerics), the cleric can replenish daily uses of channel energy by defeating incorporeal creatures. Each incorporeal creature restores one daily use that's been expended, to a maximum of five daily uses recovered. Additionally, the wielder's damage for channel energy rises by 2d6 and the DC rises by 3.
"A priestly weapon," Seira agrees, waiting to see what Ranbar says. Aside from the prestige, it's actually a fair offer, so the real question here is whether she wants to focus her attention on the undead. Not a bad call, given the Cauldron's focus as a group, and Seira's own.
Ranbar takes it and is silent, several practice swings and parries.
'I like it,' Ranbar sends to you, 'It is a heroic weapon. Do you have any objection or concerns?'
"Sounds good," Seira agrees to the deal. "Resonates with Ranbar, too, which is the most important."
With Ranbar happy, they can return to their original goal of getting their information about Imix's realm!
The weapons are traded and then, "So it's all settled? What details do you need?"
"I want all the details you have on Rr'cracum," Seira says, divine will ensuring they have proper privacy. "Its architecture, a way to reach it swiftly and easily, any defenses it might have or ways to subvert its security. Any trophies of note I can find there that would push Imix's buttons, as well as any prisoners he might be holding in stasis."
"I can have that within a day," he says, "But know that Imix is free to make his own changes to it, and I do not doubt he has made some additions. However, the underlying defenses should still be there and be exploitable. It won't be that hard to get in."
"My goal is getting in and luring him in, while ensuring he comes rather than send endless waves of minions," Seira reminds him.
"Well, then you can get in and do what you do," The giant allows, "I'll not gainsay a goddess's battle plan."
"Smart," Donald says easily, "Leave my job to me."
"Excellent. In that case, Donald will return later for the information."
"It will be ready," Is the agreement.
Anything else to do here?
No, just waiting for us to go hit Imix.
Okay, what's your party for that going to be and what sort of spell prep are you going to employ?
Seira, Sanzha, Ranbar, Donald. We'll use the standard combat loudout from here (http://www.soulriders.net/forum/index.php/topic,104109.msg1115887.html#msg1115887).
I'll do spoiler blocks tonight since I don't think we'll hit combat before end of session. If I'm wrong I'll do them then.
Lady Sanzha smiles coldly, "We had best be prepared, this is no small gambit." she remarks, "And the risks are great if Imix controls himself despite our insult."
"Which is why Elle and Amaryl are staying here, in case it goes wrong," Donald agrees, "In case we need an emergency bail out."
"Then there's only one thing left to do - go provoke and slay Imix." Ranbar concludes.
"Zaaman Rul is aware of our goals, so between that and the Cauldron's readiness, I think we have a shot at this. It's up to us to make it work," Seira agrees. "Donald, what do we know about the Gallery of Triumphs and the rest of Imix's temple?"
"First of all, the defenses are what you'd expect. Dimensionally locked, powerful, a teleportation blocker on top of it. The only person who can teleport in and out is Imix or Kossuth, I suppose. Now what you don't know is that there's basement after basement of storage. Imix has lots of treasure and trophies he doesn't have on display at any one time. Now it's all sealed and protected to the limit, but our friend left in a back door. That'll get us in safe and sound, and as long as we're properly warded, won't set off a single alarm."
Donald explains that all as the others listen. "And I just imagine it'll be a fascinating trip through those basements as well." Lady Sanzha's smile is rather sharp, "The scenic route it is. Fortunately so long as we don't send up an alarm, we have no need for haste."
"Nothing should monitor combat," Donald agrees, "But to be on the safe side, avoid serious holy power. That might still get Imix's attention, or ample Water. I imagine he's set up some traps and combats within to be on the safe side, and the route to the museum proper won't be quick or easy."
"Is it ever?" Ranbar blows out a long breath, "Can we help ourselves to the treasure? It does no good sitting in the possession of the Prince of Elemental Evil for Fire. It's all stolen or looted anyway from many more deserving heroes."
"It does make a good backup plan, if something unexpected happens," Seira agrees, glancing over at Donald. "How about it? Does that set off alarms?"
"Shouldn't," Donald says, "After all, the treasures have legitimate reasons to be moved, but I'd check when we're there. Wouldn't put it past Imix to have more defenses."
"Makes sense. Donald, you'll be in the lead, but proceed slowly enough I can still look over for any traps. Ranbar, I want you to be the rearguard."
CL38
Cast on all (unless refused):
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Mind Blank [24hr], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl], Sign [1min/lvl], Divine Insight [1hr/level], Greater Improvisation [10min/level, 114 luck points/up to 19 usable each action]
Cast on self in addition to the above spells:
Sensual Blessing [1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [24hr], Many Moments of Prescience [1hr/lvl], Moment of Prescience [1hr/lvl]
"So I take point, Seira's right behind me, Sanzha holds the middle and Ranbar protects our flank," Donald concludes, "We may not have space, so if we're in a line formation, watch your own sides and trust your front and rear to be covered."
Nods all around before Donald says, "Anything else or are we ready?"
"Let's go."
Donald can portal us!
You appear in a small shack. A simple place of intense heat, where several tools are hung - a few shovels, a hoe, a set of shears. All are rusted and old, left to hang.
"Here," Donald says, "We're close enough to where we need to enter to reach the basements. The way should be clear, but look before you go just in case. Use private communications after this, but I know this little hut's soundproof." He taps the wall.
"Divine voice?" Seira clarifies. "You cautioned us to avoid divine power inside, or wouldn't that count?"
Just to be clear since this is one of those times where splitting hairs might be relevant, do you mean the line where he said to avoid holy power and he also mentioned water?
Yeah, this: But to be on the safe side, avoid serious holy power.
I figured it might mean using enough divine power on our side that it's felt. If it means holy magic, instead, let me know~
It does, yes. Hence asking since it's a misunderstanding.
Right, works for me. Don't speak until Donald gives the go-ahead.
Seira looks over the shack for any strange magic or traps!
Taking 10 for 120, K:A 10 for 120, Spellcraft 10 for 120.
There is strange magic here. There's magic that muffles sound so nothing gets out. There's also magic that makes anything within resist rusting. No traps, though.
Donald opens the door and peeks out.
Way's clear.
Seira gestures for Donald to lead the way, floating an inch off the ground. There's no reason to risk a misstep and either alert an enemy or trigger a trap needlessly.
Okay, give me Stealth all, please.
Taking 10 for 91. People have Greater Heroism for +4 and Divine Insight for a +15.
CL38
Cast on all (unless refused):
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Mind Blank [24hr], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl], Sign [1min/lvl], Divine Insight [1hr/level], Greater Improvisation [10min/level, 114 luck points/up to 19 usable each action]
Cast on self in addition to the above spells:
Sensual Blessing [1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [24hr], Many Moments of Prescience [1hr/lvl], Moment of Prescience [1hr/lvl]
> roll 1d20+26 Donald
<Kobot> Kotono rolled 1d20+26 Donald --> [ 1d20=3 ]{29}
> roll 1d20+34 Sanzha
<Kobot> Kotono rolled 1d20+34 Sanzha --> [ 1d20=3 ]{37}
> roll 1d20+27 Ranbar
<Kobot> Kotono rolled 1d20+27 Ranbar --> [ 1d20=13 ]{40}
It's hot here - a cavern of some sort, buildings all in the wall. No one seems to be around - and the next door is clear. An old, forgotten storage again, filled with shelf after shelf of nails that do not melt in the heat. Another door is ahead, also trap free.
Donald taps on it thrice, then pushes in inward instead of pulls it outward. The door in the doorframe is gone, a passage into dim redness ahead.
Nice. Lead on!
Donald leads on - but your checks reveal something. A subtle trap just past the threshold, one to have a blade of force bisect anyone who crosses it.
Seira checks the trap over, pausing Donald with a hand on his shoulder.
Does the trap reset after triggered? Does it give off a signal if it goes off? What about if it gets dispelled?
Donald pauses without a word being said. It resets, but does not send out a signal. Nothing happens if it's dispelled - or at least that's what it wants you to think. You're good enough you can tell that it does sent out an alarm. Unless you can dispel both at the same time or disable both at the same time, of course.
Seira can, in fact, do both! And as her magic strikes down the force blade trap and the backup both, she makes sure that no further failsafes exist. It would serve as a good test of the defenses, too!
18:41 <Corwin> roll 1d20+41
18:41 <Kobot> Corwin rolled 1d20+41 --> [ 1d20=18 ]{59}
18:41 <Corwin> roll 1d20+41
18:41 <Kobot> Corwin rolled 1d20+41 --> [ 1d20=7 ]{48}
Continuing to take 10 for 120 for detections and analysis, of course.
Got it. Both traps are undone smoothly, your magic sufficient to undo the trap completely.
Seira taps Donald's shoulder again, nodding for him to proceed. The preliminary traps are beneath her, then, and the true challenge awaits within, with Imix and his most trusted servants.
You walk in. Here is a large, warehouse-like chamber. Here various things are stored. Namely coins. Heaps and piles of copper, brass and similar coins of little value. No two seem alike, heaps and dunes of them like a desert. A single path winds through this place, surely millions of tiny coins laid out in this place before you.
What do you think of creating a bag of holding via divine will and drawing the coins into it? Seira asks the others. I think Moore had a spell for that, but it could be brute forced via divine will as well.
We hardly need Imix's pocket change. On the other hand, a rather crude man once said a great pearl of wisdom: Fuck Imix.
There's no reason to let Imix keep them, you're right.
It really is the principle of the thing, Seira agrees, producing bags of holding for all of them.
I presume it happens without objection, I'll keep an eye out for anything about to get triggered by this, either magically or mechanically via pressure plates and what not.
Sure, but it'll take way more than one bag. This is a warehouse full of 'heaps and dunes' of coins and described in the millions. That's past one bag's capacity, even the biggest standard bag of holding.
This actually lead to a fun thought experiment.
SRD: The standard coin weighs about a third of an ounce (fifty to the pound).
Also SRD:
Bag : Type IV, Contents Weight Limit: 1,500 lb.
To simplify the math, we'll ignore size limits since the bottleneck will likely be weight, anyway. Let's also assume all metal coins weigh the same since it's all about approximations.
So 1500 pounds * 50 coins = 75,000 coins per bag of holding. This comes up to 13.3 bags of holding per million coins.
I suppose we could do it, but it'd take roughly 1.4 minutes per million (since only I can make the bags of holding) and sounds super boring. What if I create a portable hole instead, we use divine will to loot stuff via Moore's spell, and then we close it? Should be simpler and faster.
Sure, I'll go along with that since you put in the effort. I respect that.
A portable hole is made, and soon enough coins rocket in. More and more as the dunes are worn down. As you reveal floor, you also reveal several things hidden by all the coins.
- A skeleton of what looks to be a humanoid.
- A sheathed short sword.
- A large jewelry box.
- A set of 24 crystal vials, likely meant for potions.
- A box of bright red powder, about 50 pounds of it.
- An old, rusty ring of keys.
- A trap door in the floor, with hinges that are pure rust.
Seira makes sure to check the newly-revealed items for traps or magic!
The vials are enchanted. If properly filled with water and a tiny bit of diamond dust, they'll produce a special potion that heals 4d8+25 hit points. This takes 20 gold worth of diamond dust and 5 gold of specially purified water to produce. Each vial produces 1 dose and all 24 vials have to be filled at once for any to be properly enchanted.
Once enchanted these potions last indefinitely, but more cannot be made until all the doses are used and the vials reunited.
The trap door has a mechanical trap, some sort of needle, but it's long since rusted into uselessness.
Seira gathers the nicknacks separately into a bag of holding, which leaves the skeleton and the trap door. The latter she examines herself, after ensuring that the area and the door both are silenced and then pulling on it with telekinetic magic. As for the skeleton, she asks Ranbar to take a look at it and figure out who he was.
Loot updated.
The trap door opens without a sound. Within, filled to the brim and blocking any further progress, are more brass, copper and other small value coins.
Might be another passage, Seira muses. Donald, what do you think?
Naturally, she drains those coins as well into the portable hole with the same precautions as previously.
Anything's possible, I don't think anyone's been down there in eons.
Time to see what's been forgotten down there! Via portable hole excavation.
The way is cleared. In here is another massive chamber, a few crumbling pillars about here. On the floor are nearly faded runes and patterns, occupying most of the space here.
Seira studies the revealed runes!
Spellcraft. +5 circumstance since dragon.
22:07 <Corwin> roll 1d20+115
22:07 <Kobot> Corwin rolled 1d20+115 --> [ 1d20=17 ]{132}
They're runes in draconic. They're highly faded so you can only puzzle out some of the meaning, but based on patterns? This was once a specially warded hatchery for dragon eggs. Well, part of it, the walls start far too prematurely for the size of it.
Did Imix build his place over an old dragon hatchery? Seira muses to her friends, trying to estimate the age of the runes.
Doesn't make sense. Unless it's his own and a forgotten project.
You can lose track of projects over the eons, and sometimes it's more practical to reuse than build anew.
Now you sound like a grandmother.
Meanwhile, you're fairly sure the runes are deeply ancient. Likely only preserved by their magic and being covered by coins.
So he walled off sections of them afterwards, filled them with cheap coins, and forgot about them? I suppose incompetence is always possible. In any case, they'll be going out shortly, given we've taken the coins that were sustaining them. Let's keep going and see if there's similar trap doors beneath the rooms with the silver, gold and platinum coins!
Going back up then?
Yes, we'll keep going for now. If we find more information in following room, I'll reconsider!
You return. The path that used to be through the heaps of coins now leads to a single door. Checking it, you find it's not trapped. Opening wide, you find another vast chamber. In this are massive heaps of bars of copper, brass and similar metals. Thousands and thousands of ingots, heaping towers and trembling spires of them rise up.
Deeper within this chamber you hear the sound of metal on metal - of ingots being moved perhaps, of hitting against one another. Of soft grunts and curses before a voice in Ignan declares, "We need at least 500 more brass, unscorched." A man's voice, uncaring. "Scorch one and explain to Urzass why it's ruined yourself."
Sounds like two people, here to collect materials, Seira relays to the others, listening in closely to make certain there's no one else she can hear. I think we should take them by surprise and knock them out. Even if they're combatants, any deaths here would alert Imix earlier than we wish. Any objections?
Perception 10 for 120 to confirm my belief that it's two people and to try and estimate where exactly they are.
None. That's your field, Seira. Shouldn't be a trifle.
Do it.
It sounds like two of them, yes.
Stealth augmented by invisibility and via flying to minimize noise, Seira navigates on a course designed to take her around the piles and to catch the pair from behind!
Stealth 10 for 96
Not a sound as you fly above. You come on them - two azer. One looms over the other as that one stacks brass bars into a large, rough sack. The loomer looks bored and...actually, so does the one working, too.
Maneuvering into position, Seira smacks both of them over and over! Her magic is ready to catch them as they fall, at that, to prevent undesired injuries or alerting anyone outside the door if the falling bodies trigger a cascade of coins and metal.
Full attack, one strike on guy #1, second on guy #2 and so on.
19:16 <Corwin> roll 4#1d20+72-4 nonlethal
19:16 <Rei-chan> Corwin rolled : 4#1d20+72-4 nonlethal --> [ 1d20=20 ]{88}, [ 1d20=8 ]{76}, [ 1d20=5 ]{73}, [ 1d20=12 ]{80}
19:16 <Corwin> roll 6#1d20+67-4 nonlethal
19:16 <Rei-chan> Corwin rolled : 6#1d20+67-4 nonlethal --> [ 1d20=4 ]{67}, [ 1d20=8 ]{71}, [ 1d20=16 ]{79}, [ 1d20=7 ]{70}, [ 1d20=7 ]{70}, [ 1d20=19 ]{82}
19:17 <Corwin> roll 1d20+72-4 crit?
19:17 <Rei-chan> Corwin rolled : 1d20+72-4 crit? --> [ 1d20=13 ]{81}
19:17 <Corwin> roll 1d20+67-4 crit?
19:17 <Rei-chan> Corwin rolled : 1d20+67-4 crit? --> [ 1d20=8 ]{71}
19:17 <Corwin> roll 1d20+62-4 nonlethal
19:17 <Rei-chan> Corwin rolled : 1d20+62-4 nonlethal --> [ 1d20=8 ]{66}
19:17 <Corwin> roll 1d20+57-4 nonlethal
19:17 <Rei-chan> Corwin rolled : 1d20+57-4 nonlethal --> [ 1d20=16 ]{69}
19:18 <Corwin> roll 6#2d8+94+23d6 and 2str damage
19:18 <Rei-chan> Corwin rolled : 6#2d8+94+23d6 and 2str damage --> [ 2d8=7 23d6=86 ]{187}, [ 2d8=13 23d6=91 ]{198}, [ 2d8=11 23d6=80 ]{185}, [ 2d8=8 23d6=85 ]{187}, [ 2d8=12 23d6=82 ]{188}, [ 2d8=14 23d6=81 ]{189}
19:18 <Corwin> roll 4d8+188+23d6 and 2str damage crit
19:18 <Rei-chan> Corwin rolled : 4d8+188+23d6 and 2str damage crit --> [ 4d8=8 23d6=83 ]{279}
19:19 <Corwin> roll 1d8+87+23d6 and 2str damage
19:19 <Rei-chan> Corwin rolled : 1d8+87+23d6 and 2str damage --> [ 1d8=2 23d6=96 ]{185}
19:19 <Corwin> roll 2#1d6+87+23d6 and 2str damage
19:19 <Rei-chan> Corwin rolled : 2#1d6+87+23d6 and 2str damage --> [ 1d6=6 23d6=80 ]{173}, [ 1d6=5 23d6=82 ]{174}
19:19 <Corwin> roll 1d4+87+23d6 and 2str damage
19:19 <Rei-chan> Corwin rolled : 1d4+87+23d6 and 2str damage --> [ 1d4=4 23d6=81 ]{172}
19:19 <Corwin> roll 2d4+174+23d6 and 2str damage crit
19:19 <Rei-chan> Corwin rolled : 2d4+174+23d6 and 2str damage crit --> [ 2d4=4 23d6=78 ]{256}
It's barely an effort. Two blows and two are down, out cold and utterly subdued by perfect strikes.
Seira checks to see whether the door they came through is closed, and if it is, draws the room's contents into the portable hole once again!
It is indeed currently closed. As you begin to stuff your hole once more, you...
Perception.
10 for 120.
A noise just beyond the door. Footsteps - heavily muffled, but your ears are far better than a mortal's.
Seira creates a Veil on this side of the door that should show it as it had been before their arrival, complete with indistinct complaints about work that sound like the pair she'd knocked out. Meanwhile, she'll take position, invisibly, by the door and ready to strike at whoever enters through it.
The door opens. Another azer, who peers ahead and shakes his head to himself, "Fucking lazy..." he begins.
Go for it by all means.
Seira stops time! Within this frozen moment, she peers past the azer into the next room to see whether anyone else is present. And if they are, whether they can see the doorway and what happens there!
20:19 <Corwin> roll 1d4+1
20:19 <Rei-chan> Corwin rolled : 1d4+1 --> [ 1d4=1 ]{2}
Nope. No one in there. In the next room looks to be stuffed animal heads of all kinds. Thousands of them just racked and listed, great metal shelves holding them and engraved plaques listing information about each one.
Seira positions herself behind the azer, after checking for traps. Then, as time resumes, she takes care of him the same way she had for the others!
20:51 <Corwin> roll 4#1d20+72-4 nonlethal
20:51 <Rei-chan> Corwin rolled : 4#1d20+72-4 nonlethal --> [ 1d20=19 ]{87}, [ 1d20=13 ]{81}, [ 1d20=9 ]{77}, [ 1d20=1 ]{69}
20:51 <Corwin> roll 1d20+72-4 nonlethal crit?
20:51 <Rei-chan> Corwin rolled : 1d20+72-4 nonlethal crit? --> [ 1d20=18 ]{86}
20:51 <Corwin> roll 3#2d8+94+23d6 and 2str damage
20:51 <Rei-chan> Corwin rolled : 3#2d8+94+23d6 and 2str damage --> [ 2d8=4 23d6=75 ]{173}, [ 2d8=5 23d6=73 ]{172}, [ 2d8=8 23d6=78 ]{180}
20:51 <Corwin> roll 4d8+188+23d6 and 2str damage
20:52 <Rei-chan> Corwin rolled : 4d8+188+23d6 and 2str damage --> [ 4d8=28 23d6=98 ]{314}
Aaand he's down and out. Easy as can be.
Seira takes his appearance with another Veil, and secures him with his fellows, properly tied up and gagged.
In the meanwhile, I think the room will be emptied and we'll see if there's anything else of note and if there's another trap door here.
The room is indeed emptied. You find that several chests are sunken into the floor, only the very tops poking out. Less under the heavy bars however, no loose items like last time. However, there is a door west that was hidden by bars and is now revealed, in addition to the door you've already peeked in and seen the room with the animal heads.
After checking the chests for traps, Seira gestures for Ranbar and Donald to open them. For her part, she examines the other door, first checking it for traps and magic and then listening by it to tell whether there's any sound coming from the other side.
Perception 10 for 120.
The chests are open. Most are empty, but one?
I found some dragon eggs, Seira. They're still viable, they're preserved.
Put them inside a bag of holding if it's safe, Seira instructs. Ranbar would know enough to make the judgement call.
Seira, however, has a western door to explore!
This door, while ancient, has a still active magical trap on it. One of great power that will turn any who try to open it into a stone statue.
Seira dispels it, while watching out for secondary traps! Which she'll also dispel, if necessary!
22:26 <Corwin> roll 1d20+43
22:26 <Rei-chan> Corwin rolled : 1d20+43 --> [ 1d20=14 ]{57}
The traps, while old, are powerful.
Yet not that powerful.
They crumble away to your magic, as desired.
If she hadn't heard anything while listening at the door, Seira opens it!
Perception 10 for 120
The door opens. This room is empty - old and hot, forgotten. The only objects of note is a bookshelf in a corner, half turned away, with several books still on it. There's some ancient rubble on the floor, but nothing interesting on a glance. There's a stairway in the corner going further down.
Seira clears the rubble telekinetically to the empty sides of the room, curious to see whether another ancient seal is present on the floor here, by chance. She also checks the titles of the books remaining here to get a better picture of what this room was for.
Of course, if there's magic, I'd also like to know this. 10 for 120 on Arcana/Spellcraft.
You check the floor carefully. A few hints of what might be runes and the like, but it's too degraded to tell much.
The books are ancient and written in Draconic. Journals, though they look about to fall apart with a touch.
Amanuensis can copy books, so it is child's play to draw a much more powerful version of it that works sans touch and then on several books at once!
Easily enough done. You now have copies of the books.
Seira places them away before heading down the stairway. Floating down it, really, to avoid stepping on it.
The others follow, quiet as can be. The stairway leads to...bones. A vast boneyard. Dragon skeletons from wyrmlings to vast dragons all lie here. Hundreds of them on a guess, ancient dragons long forgotten.
I expected an intermediary stage between a hatchery and a graveyard, Seira admits.
I don't suppose my knowledge can give a hint for what this whole thing is about? I do have the Dragon, Fire, Knowledge and Time domains.
Near as you can tell, it feels like a dragon breeding ground, but you're right. The graveyard and the hatchery should not be so close together. Something's wrong about this, unless...
Dragons aren't immune to undeath.
However, dragons aren't always easy to turn into undead. It can be challenging, and death and life have to be carefully maintained. Mingled almost, or a powerful undead used to override that.
It fits and it feels right. Imix wasn't aiming for live dragons, he was aiming for undead dragons.
Yep, it's necromancy, Seira relays. I was going to leave it alone as a graveyard, but if the goal is to defile these dragons we're taking the bones along and then giving them a proper burial at the Cauldron.
Good thing they finished with the portable hole above, since it means they can use it here!
Good work, then, Seira.
As you begin to do that, you see it. A soul that stirs amid the bones, awoken. A spirit, long lingering in this place and asleep within them, slowly emerges.
Hello, Seira greets the spirit. I'm Seira. Who might you be?
A soft whisper from it into your own mind, 'I...do not remember. It has been so long. I'm so very tired. Master Imix, may I finally rest?'
Rest, Seira bids the spirit.
With a soft sigh the soul passes by and is gone.
Rest peacefully.
It might've seemed a diversion at the time, but ended up being worthwhile on its own, Seira muses as she waits for the profane graveyard to be cleared.
It is quickly cleared.
Yet one piece remains. A glistening, golden scale. A heartscale, a key piece of a dragon's power. It lingers against all odds.
Seira picks the scale up! It probably represents the draconic spirit that was able to pass, she muses, making her way back up again.
You return back. Where are you going now?
There was a third room in the standard progression of them that she scouted out before. Now it is time to proceed into it and methodically clean that up!
Besides, since that's where the three azer came from, there might be more for her to deal with.
Save for the animal heads, the room seems empty. There's two doors ahead, one north and one east.
Seira confirms that the animal heads are not blocking any sort of trap door, floor rune or the like, as well as checking room for magic. If nothing is out of the ordinary, she proceeds to check the door to the north for traps and then listens next to it to try and tell whether someone is on the other side.
The room's normal. The door to the north and east are both blocked with alarm spells to alert others that they've been opened, unless opened by a fire subtype creature.
Both doors are quiet.
Seira is a fire subtype, as it happens, so she opens the northern door and keeps an eye out to take down any sneaky alarms that exist beyond the obvious.
The next room is small - just a stairway going up. No guard or anything, but an ancient plaque is hung on the wall near it. Several other doors are here - one north, one east and one west.
Seira covers herself with a Veil of the last azer she came across, and then glances at the plaque.
It reads: Do not go further below without a guide.
Donald, the plaque says not to go below without a guide, but the stairs only go up. What do you think's up with that? Seira queries, even as she checks the remaining doors in the small space for traps.
That means there's stairs hidden somewhere here, or in a nearby room.
The doors all have the same fire subtype alarm on them.
Seira methodically checks what's behind each door, even as she responds, Are we supposed to go up or down, actually?
The door to the north connects to a short hallway with several old boxes to the side, and beyond those is a door further north. What looks to be scrap metal can be glimpsed within.
The door to the east leads to a chamber full of stone statues, intact despite the heat. Thousands and thousands of them surely, all life sized gargoyle statues.
The door to the west leads to a room full of great, mountainous heaps of ruined scrap metal. Much of it rusted, iron all about this room, piles of it dozens of feet high to the ceiling.
Donald, what did our friend say, should we head up or down to reach our target?
Up as much as we can. There's a lot of storage here, but the point is to head up.
Nodding, Seira takes a look at the room of gargoyle statues to see if it looks like they're just sleeping or there's a whole lot of art hidden here.
A look over the room suggests it's a lot of gargoyle statues. It's entirely possible there's things lost or hidden behind or within those great heaps of statues, admittedly. You'd have to move them to be sure.
Seira decides to clean this room out as well!
Statue after statue after statue moves. AS they begin to, your sharp senses hear something. Namely, a moan from deep within one of the piles of them.
Letting her magic work on its own, Seira makes her way to the pile in question to take a closer look!
You peer in carefully. Within you can see a figure - one of gold and gears, of clockwork. It looks pinned beneath several statues, utterly unable to move.
Who are you? Seira asks the Inevitable.
A soft whirl of gears.
'I am...Marchos 231.'
What is your purpose, Marchos 231? What are you doing here?
'I was to investigate Imix. I failed. I am uncertain how long I have been trapped here. I am badly damaged, unable to recover or restore myself.'
I'll free you and see about restoring the worst of the damage. What were you investigating?
'Imix. A...about a possible child of the Archomental.'
Another one aside from Zaaman Rul?
'I...do not know who Zaaman Rul is.' Is the answer at last. 'Imix has no surviving children that I know of.'
Wow. Stuff like that happens, yes, but you'd usually expect temporal magic to be involved.
Imix's child was supposed to be with whom? she inquires, moving the statues pinning the Inevitable aside carefully to avoid damaging it.
'Bris...something Pel? I am damaged.' Is the answer, as a silent apology. The inevitable is battered and broken - most of it's body is in pieces and it's badly dented and gouged all over. It barely moves when you begin to free it. 'I cannot talk and any sound is difficult due to damage.'
Talking right now is bad anyway, we're trying to be quiet, Seira responds, studying what remains of the body.
Craft/Metalworks 10 for 120. Can I put some of it together so he is mobile, at the very least?
Yes, with some magic to reattach parts. A splash of divine will to cover that and it should be entirely within your power. You could do it without that, but it would take longer to work out.
That's what Seira does, before offering the Inevitable a hand. Marchos 231, want to come with us? If you keep quiet and walk lightly, you'll get something even better to report once you get back.
'It will be as you say,' The inevitable agrees as it rises. A unique one, at least not one of the normal types anyway. Tall and golden, but with strength and mass. 'I will be silent.'
Seira glances about the room, as it should be getting pretty cleared by now. If there are any hidden doors or other points of interest, she intends to cover them before continuing her exploration of this floor.
Perception real quick, matters here.
10 for 120!
No sign of runes in this room.
However, there's a gigantic sack that was covered by statues. About as large as several Hannas, a massive thing far larger than you. It's made of rough cloth and patched several times, but intact.
Several large clay pots full of copper coins are also here, uncovered.
In one corner you can see several small stacks of gold bars. Perhaps 30 or so in total. Besides them lies a skeleton, long forgotten. Those bars all radiate strong necromancy - cursed. Anyone who touches them has a great deal of their life force drained. Weaker creatures would die instantly from this drain.
With the statues gone, you can find a door further east as well as a trap door down.
Seira exorcizes the curse, since she'd had practice in that fairly recently. The trap door looks interesting, but she decides to examine the sack out of curiosity.
So I know, what power/spell are you using for that curse?
Actually, most curses can be taken down with divine will, from what I remember, so I'll try that first. If it's a super special curse, I'll progress to spells.
That'll work, just needed to know.
The curse fades away to your will.
You examine the sack. It's easy to miss until you get right there, a magical aura leaks out from the sack's mouth. It's a portal. An entryway to somewhere, a plane. A demiplane. However, your superlative skill in such things lets you notice something. It's broken and one way. You can go in but you can't get out.
Far harder to do than it sounds, too. Either someone did this on purpose or things fell just so to set it up. Looks like the latter and that means on top of it that the entire entrance to the demiplane is likely fragile and unstable.
She'll have fun researching it later! For now, Seira just takes it along with the valuables in the room and then explores the trap door!
How are you taking it with you?
Your arcane lore notes that putting a possibly unstable demiplane in a portable hole is a terrible idea, explosively so.
It's a sack, right? I'll fold it regularly, like clothes after a wash, and then I'll put it in a pocket. If the sack is much larger than I imagine, I would like to use Shrink Item on it if I don't think it would harm the enchantment.
However, there's a gigantic sack that was covered by statues. About as large as several Hannas, a massive thing far larger than you.
From the description. It's gigantic. Shrink item should be okay in theory, but if the demiplane's unstable it could be dicey.
Seira creates a backpack with her powers, and just folds the sack like one would clothes. Nothing magical or otherwise unusual on the sack itself, but Seira does draw air from within the sack's folds even as she covers it with an air-tight seal.
Let's make a vacuum storage bag!
Done and done. You have a backpack with a sack within.
And so Seira explores the trap door!
Not trapped, but jammed. Not lightly, either. Jammed hard, like something's interfering with it swinging open and up. The hinges are nothing but pure rust, you note.
Seira disintegrates them altogether, while keeping a strong grasp of the door. Then, once nothing connects it to the floor anymore, she tries pulling it open with her ridiculous strength!
The door comes right off. Yet barely half a dozen feet down semi solid rock crackles, seams of red magma in black stone.
Seira studies the gap, blinking. Surely there is more to it? Then again, she could dive into the magma-- no, it'd take too much time. She confirms there's nothing to be spotted or any sneaky magical auras, and if there's nothing else to it replaces the trap door.
There is a magical aura. The magma's enchanted, rich with the energies of Fire. This heat if directly applies can scorch even fire immune creatures.
It's not rare to find a vein of it. Not common either, but it's usually an intense blue color for the heat. Not always of course, Fire has so many varieties of flame.
Nice, if a bit of a dangerous weapon to its owners. Seira decides to put the trap door back and then heads back out of the eastern room to the small junction to choose the door to the west with all the metal scrap.
It's a chamber full of metal scrap, heaping and overflowing. Nothing too unusual besides the massive piles of metal, at least to a casual look.
To get a more detailed look, Seira drains the metal scrap into the portable hole!
As you go to - footsteps. You can hear footsteps back from the stairs going up. Is someone coming? No, three someones, you can tell.
Even as she allows the hole to clear the room, Seira listens closely for a few moments for better details.
Are they actually going down the stairs? If so, how far do they sound?
They're going down and maybe 50ft away and coming on down by the moment.
Seira closes the doors but the one she originally used to enter the chamber with the stairs, and waits in her Veil of the azer she had subdued for the descending trio.
Stay out of sight for now, she requests of her companions.
Goal is to see who comes here. If they actually descend all the way, they should see their friend and give me a chance to act before they wise up to it.
They come down - three more azer. "Hurry up," One of them calls, "The faster in, faster out."
"Oh, there he is," Another calls as they come down, each carrying a large sack, "Still not done?"
In lieu of an answer, Seira stops time! She makes sure to cast a Veil and Silence on the stairs above and below the group to prevent word of the coming beating from escaping, and then makes sure to appear in their midst when time resumes. Before they can even think about reacting, she strikes at the three azer with intent of a swift take down!
Going nonlethal again. Do I need to roll my full attack to beat them up into unconsciousness?
No.
Down they go, easily enough subdued - mere mortals against you is never a fair fight.
Seira binds their limbs and gags them the same way she had the other azers, and after dispelling the magic obscuring perception drops them off with their friends. She'll need to head up as soon as she's done with the room of scrapped metal, she reflects, or more might come down.
You move and take the scrap metal. There's a few skeletons here, long since forgotten. There's also a stairway going down, too.
Seira takes a quick peek down the stairway, just half a flight of stairs's worth! Might be worthwhile knowing where it leads and whether anything or anyone is down there.
Looking down, you see that it leads to more half cooled magma, stopping abruptly after a landing to go deeper, blocked off.
Makes sense-- oh! That's why the warning about not going further below! It's just common sense and not operational security, so turns out Seira underestimated Imix.
Gathering the others, she ventures forth up the stairway! She has enough local azer now to show all of her companions under a proper Veil, too, so it should buy her a moment to act when she runs into opposition.
As you begin to go up, you detect there's a spell deeper in here. A spell to notice and send an alarm if good creatures pass by.
Epic Bluff can display a false alignment at DC70, UMD can spoof alignment for magic items at DC30. Can I combine them to make us seem true neutral?
Sure, go for it.
Seira holds up her hand to get the others to hold, and then ties the spell to her person even as she tricks it that she is allowed passage!
Both Bluff and UMD are at +82 for me, so 92 when I take 10.
Easy enough. You and your allies slip right past, nothing going off at all.
Seira keeps going up at a good pace!
The next floor opens up into a small room with a door north, south, east and west. The stairs also continue up from here. Each door has a little plaque on it.
Seira reads the plaques, even as she asks Donald, As high up as we can go, right?
Yeah, keep on going.
The north door reads: Gold. The west door reads: Silver. The south door reads: Platinum. The east door reads: Gems.
This shows how little Imix values wealth, if it's dropped at the bottom here and forgotten. Then again, you do accumulate so many things over the eons.
It takes a physical effort for Seira to tear her gaze away from the doors, and then she keeps heading up!
As you walk?
Fuck Imix.
He just piles money down here and forgets about it?
Oh, you'll understand it by your 10,000th birthday. I doubt this is even a significant fraction of the wealth Imix has hidden away from across the ages. There becomes a point where unless you enjoy the sake of collection and accumulation for its own sake that it becomes meaningless.
I know this is offensive to Seira's delicate draconic ears, but gold becomes somewhat tiresome once you can create it on demand and you have great, heaping vaults full of it.
This is offensive to me as a hero. Imagine all the equipment and good you could buy with it. Or get it all together and ... and ... It could just be used so much better!
It offends me the most to separate your hoard like that, Seira admits. We're definitely taking it all back with us after we take Imix down and then mixing it up properly in a great big pile!
YES!
Hahahahahahaha!
How cute. It's like Donald's your wayward son following in the family business.
Donald is my treasured apprentice in all things, including being a dragon!
Meanwhile you go up another floor. This floor has no stairs that go up, and two doors - north and south.
The northern door has a plaque on it that reads, 'A-N.'
The southern door has a plaque on it that reads, 'O-Z'
On the wall besides both doors are warnings in large letters of Ignan: WARNING LOW HEAT.
Rr'cracum starts with an R, so Seira decides to open the door labeled 'O-Z'. She just checks it for traps and magic first, and listens by it to try and tell whether anything can be heard from the other side.
It is indeed trapped. Anyone without the proper magical token will be immolated in searing flames, big time.
She really should've brought her orb, but there's such a thing as not traveling into enemy territory with all of your sacred treasures.
Thus, Seira forms a scroll of Hindsight with divine creation and then activates it to observe the past! Someone must have traveled through these doors recently, and she can just see what sort of key was used then.
They have. It's worn around the neck - a great orb of red glass with flame inside.
Have any of the azer I subdued down below worn it?
Seira forms a passable replica, places it over her neck, and then attempts to disable the trap after making certain no further alarm hides behind it.
Sure, gimme your disable device check.
Taking 10 for 120.
It's not hard to undo the trap - it's actually well done, you're just better.
Seira steps into the room, covered in her Veil with the extra addition of a fake key hanging from her neck.
You step into a ... chilly room? Below freezing. The incongruity of it momentarily stuns you. For in this room are thousands. Thousands locked in ice. Suffering fire elementals and other creatures of flame. Locked within, faces a rictus of fury, pain and misery. Several metallic golems, large and towering, stand about in regular intervals here.
She's not a believer in torture and endless suffering, so she's going to deal with this one way or the other. But the when would depend on whether Seira sees Good creatures imprisoned here, or Imix's old followers who have displeased him somehow.
Alignment scanning or just going over surface appearances, or something else?
Perception 120 to see what I spot, so the latter. I'm assuming fire elementals are mostly neutral anyway.
You see fire elementals, various related para and quasi elementals, fire giants, red dragons, efreet, related mephits, salamanders, azer, fire grues and a smattering of odder things yet.
Seira travels down the room's length, seeing whether there's another exit from it.
Give me a UMD check?
Taking 10 for 92
The golems don't react to you as you go about and search. None visible - but you suspect at least two are hidden behind the ice, based on how the room and paths are structured.
In the floor, or in the walls?
Seira decides to return, and try the other door. Maybe she was wrong on the whole R thing.
Walls.
The same set up here, more creatures frozen in ice and iron golems at regular intervals.
How thick is the ice covering what I think are the doors?
Looking carefully, a bit over a foot and opaque.
Imbued with Shadow Form, Seira tries to pass through one of the doors to take a look on the other side!
You slip right through. On the other side rests a room full of gemstones of all kinds. Each one has a faint light within it, hundreds of them stacked up. Some small but many quite large.
Souls? Seira takes a closer look, as well as observing any other doors or magical signatures here.
Indeed, each one holds a soul within. There's another door here as well, unhidden at least.
It's also locked with powerful magic, it won't open easily.
Seira collects the souls into a bag of holding. If they need to further enrage Imix into showing himself, she can set them free to taunt him.
Is the door only locked, or also trapped/set with alarm?
It is not.
With the soul gems collected, Seira attempts to dispel the protection on the door!
20:35 <Corwin> roll 1d20+43
20:35 <Kobot> Corwin rolled 1d20+43 --> [ 1d20=5 ]{48}
No good. It's by no mortal hand this protection was set. It resists even your magic.
It was bound to happen. Good thing that was not Seira's best effort! She puts her all into it, now, even if it means parting with a Superb Dispelling!
Spell Enahncer's Superb Dispelling!
20:44 <Corwin> roll 1d20+58
20:44 <Kobot> Corwin rolled 1d20+58 --> [ 1d20=11 ]{69}
The spell crumbles before you, magic undone by your own will.
Seira takes a glance behind this door, so that she'd better plot a reunion with her companions.
Within this room sits several forcecages. Inside of each one is a large gemstone - fist sized or larger, each one brightly radiant with power.
Seira checks first whether it's a dead end or there are other doors leading out of here!
Some information on the glowing gemstones would also be appreciated, are we talking soulgems to hold powerful souls?
They are powerful gems to hold powerful souls, yes.
It's a dead end, no other doors come into here.
No need to get the others, at least. Seira observes the forcecages and the gems themselves to see whether they're trapped or under alert!
And also updates her friends so they don't worry. Imix is keeping a lot of soulgems here, but access is hard. Once I find a route to proceed, I'll bring you across.
We'll await you.
The forcecages are trapped. If dispelled flesh eating gas is spewed out everywhere, invisible and intensely toxic. It's already in the cages. Likewise a cage going down sends up a huge alarm, five of them. The gems themselves are layered in immolation curses that will burn even a fire elemental to nothing.
It's a puzzle, just like bypassing a prismatic barrier! While she can disintegrate the cages, five alarms might be a bit much even for her to handle with certainty, and she might always miss one. Since that's out, Seira studies the contents of the cages themselves. A flesh-eating gas will likely be defeated by simply not having flesh, so stone or iron body handles that. Immolation would be painful, but is unlikely powerful enough to bring her down. Still, there's no need to invite needless pain. Just how are the immolation curses arranged? What is their trigger? Can the curse be removed through her divine will without triggering the rest of the defenses?
The curses are stacked on one another and will all trigger at once.
The trigger is touch.
No, the forcecage blocks that.
Removing the curses with divine will is going to be quite tricky, although they might be layered just right for it. Perhaps if she used Shadow Form to slip past the force barrier in a nonflesh body and then used it?
Then again, she could just trick the trigger. If it's touch, what about mage hand or telekinesis? What if she uses those to drop the gems into a bag of holding?
Those shouldn't trigger it, no.
She does have clothes but they're probably artifacts since they're her adventuring outfit. Other than that, nothing should really be hit by the flesh-eating gas, as Seira reforms her body out of stone and then slips past the nearest forcefield composing the forcecage with Shadow Form. Then, she telekinetically picks the gemstone up and drops it into a bag of holding, before using divine will to ensure a vacuum is inside so none of the gas is stored as well.
Give me Perception.
Why mess with a nice, round number? 120.
Got it. You have to move nigh perfectly, but you grab the gemstone and all seems to work as it flies into your hole.
Seira cheers inside, and moves on to get the other gemstones here before returning to the frozen room. There, she tries to figure out just how many other doors there remain unexplored.
I'm in the A-N room, and I know there's a (frozen) door to the room with the high value soulgems I've just left and a door outside to the stairway. Are there more?
You mean in this room?
In both the A-N room and the O-Z room, I believe you said there were other doors that were frozen over. I've gone through one of those frozen doors in the A-Z room. Are there others here, and if so, how many?
This room is a dead end on checking.
I'll repeat this. I'm gathering the large soulgems in the side room and returning to the A-N room. There, I'm looking for other frozen doors. Are there none beyond the one I've currently used?
You do your checking and you were right - two more doors hidden behind the ice.
Seira slips into the next one, same as before!
This door leads to a smaller room with a table, chair and a single thick book on that table.
Seira first checks the room for other exits, before observing any prevailent magical auras and traps. You should never neglect the basics!
No other exits. The book is trapped with alarms, as well as a curse that if any by Imix read it, they will gain a weakness to fire and suffer a fireball that explodes on them several times a minute.
Seira studies the alarms! First is to try and tell whether they are layered or inter-connected. In the former, she'll take the same prismatic counter approach, whereas for the latter case, she'll need to study their interactions to target that aspect instead.
Both. They're layered atop one another and interconnected, so that if one is disrupted, the others go off. They're also powerful and potent.
Nasty! Then the book is probably really important. Seira acknowledges for the first time that she may not be able to reach the Gallery of Triumphs due to circumstances, unless she's already there and misunderstood how it is arrayed, of course, and that means gathering as many things valuable to Imix as she can for bait.
Thus, Seira studies each alarm in turn. What triggers it, aside from other alarms going off? Who does it report to, and how?
The book being touched, moved or read.
What about being copied? And what about the alarms, are they relayed via sound? Telepathy? Something else?
Copying might work. The alarms are conveyed by telepathy.
Seira checks whether there is anything in place that would react to a ban on telepathy in the room, as well as how powerful the telepathic signal seems to be!
There is. It'll set off its own alarm and it's also quite powerful.
Well then. Seira decides to take her chances with copying the book while keeping an eye out on the whole process. Should alarms get triggered, she'll just have to try and counter them with a blanket ban on telepathy and a targetted dispel on the backup alarm.
The copying seems to go well, no immediate reaction to it.
Seira checks for any latent traps set to go off later! And she also checks whether the copy is cursed as well.
The copy is not cursed and you see no further traps.
Seira decides to give the copy a quick glance.
Level check real quick.
22:23 <Corwin> roll 1d20+37
22:23 <Rei-chan> Corwin rolled : 1d20+37 --> [ 1d20=19 ]{56}
Dunno if DvR is added, but if so +6 more.
You see the book has copied on a glance. Looks like it worked.
What does the book seem to be about, in general terms?
It looks to be a listing of the gems, those within them and information about them.
What an unexpected boon! Seira tries to estimate how many rooms with extra powerful soulgems would be here, aside from the one she'd already cleaned out.
By that, I mean how many more rooms with expensive gems holding powerful people there are from the A-N room to see whether I managed to spot all the doors correctly.
A couple more - assuming, of course, they all have the same sort of powerful gems in them.
Seira returns to the room labeled A-N, and then tries to access the remaining doors the same way as before. She'll focus on collecting the high-value gems, and after rescuing them all try to see what else remains. Perhaps that would lead to finding the way further up.
Perception real quick.
10 for 120.
The next room is more gems. It looks like the same setup. Going to repeat your earlier winning tactics?
Yes.
Dex check.
19:58 <Corwin> roll 1d20+14+2+6
19:58 <Rei-chan> Corwin rolled : 1d20+14+2+6 --> [ 1d20=3 ]{25}
Easy enough - you do miss one thing. A nasty needle trap, but raw speed saves you from it. One of them has a little extra, but you're able to spot it in time, react and smoothly disarm it.
Seira briefly confers with the book to see just who warrants an extra trap even she missed at a casual sweep. And she makes sure no alarms are in the process of going off, which her magic might be able to silence in time!
According to the book, it is a damaged fragment of an aspect of Olhydra, Prince of Elemental Evil for Water.
Huh. Seira can see that. Still, it appears that she must go and keep on exploring the other doors in order for the time being.
The next door does not lead to souls. Instead it leads to a stairway going up. There's a plaque on this wall that reads the same warning about low heat as was in the first room.
Finally found a way up, though there's a warning about low heat, Seira reports to Donald and the others. I'm going to bring you across now.
How many other doors remain here, by the way? 2? 20? Just so I know whether I should delay to get these souls now, or press on ahead.
1 more.
Seira checks that remaining room first, just in case!
It looks to be more soulgems, sure enough.
Seira decides to collect them, following her precautions.
Incidentally, how many doors did I find in the other large room, O-Z?
Before that, Dex check again. +2 bonus.
19:54 <Corwin> roll 1d20+14+2+6
19:54 <Rei-chan> Corwin rolled : 1d20+14+2+6 --> [ 1d20=6 ]{28}
Forgot the +2 bonus, so 30.
Another trap like the last one, but just as easily stopped now that you know it's coming. Whew.
Seira dutifully consults the book to see whose soulgem merited such! Again!
Also, I still want to know, how many doors did I find in the other large room, O-Z?
2.
Inside this soul gem looks to be Benadis, a powerful marid in service to the Cidatel of Ten Thousand Pearls and the Padisha of long ago.
Slight change of plans, let me pick up all the important-looking gems first, Seira reports, intending to explore the two smaller rooms from the O-Z chamber. Besides, maybe there are stairs there as well.
The first room is empty - looks forgotten if anything, dusty.
As you need to, Seira. This is best done right.
Seira double-checks that no strange magic or trap doors or hidden devices exist in it. If it is truly empty, she tries the second door next.
It is. Nothing. The next room is a series of bookshelves, each with old, dusty tomes. A quick check shows them to be in depth studies of those held in the gems.
After confirming that there are no traps or alarms, Seira summons them into a bag of holding. And then, there's nothing more for them to do but try and head up!
First, Seira helps her friends into the A-N room, and then she leads them towards the frozen door that leads to the stairs. Unlike her, Donald and the others can't quite slip through solid materials, so Seira studies the entrance. Perhaps if she warmed the ice strategically around it?
That would require great power and skill.
Fortunately you more than qualify for that. It should work.
She does have control over Fire, so that's where she flexes her will! It doesn't have to last long, just enough for her to get the door open with her ridiculous strength, and close it after they've all passed. It can freeze back once they're through!
It takes a bit of effort but it's done, sure enough. As you approach the stairs going up, you can hear footsteps going down, towards your group.
Their group is still under Veil, and she wears a trinket that those who enter here possess. That should hopefully give whoever is heading down a pause, and she'll decide what to do then!
It's one person - a half dragon. Red scales sizzle in the head and he wears a loose brown robe with the same emblem as your trinket. A metal staff is in hand, used as a walking stick. His features are serious as he eyes you, "And you are?" he asks, voice controlled. "I don't know your face."
Excellent! If all goes well, Seira will have a fresh face to adopt that is accepted in this section! Before the dragon can so much as blink, she lunges forward and strikes him down!
Intending to automatically win init due to Supreme Initiative and then full attack nonlethally. One swift will be used to Fire Leap into melee range, the other held in reserve in case some sort of magical contingency goes off that needs countering or he tries to raise an alarm that needs to be silenced.
You're right - two blows send him down, but energy begins to manifest in his staff. An emergency alarm, a call for aid and help.
Go ahead, well chosen.
Seira's magic attempts to silence it! Her control of the arcane is unparalleled by whomever could've possibly made that staff, given it doesn't seem to be a divine artifact, and so is her control over magical treasures. She can certainly fool it into shutting the emergency alarms down and returning to normal.
CL check, just to make it nice and pretty. I don't think you can fail, but it's strong enough that if I'm undershooting your CL mentally, it might get lucky.
22:52 <Corwin> roll 1d20+38
22:52 <Rei-chan> Corwin rolled : 1d20+38 --> [ 1d20=8 ]{46}
I forget, do we add DvR to it? If so, it'd be 52.
Done. A bit of will and the staff's alarm is smothered then and there.
Seira grabs the downed half-dragon and speedily makes her way up! But flying, so there is no sound of footsteps!
As they follow up?
Find anyone interesting in those gems, Seira?
An ex padisha counts? Plus there's that aspect of Olhydra.
What? Who?
Benadis. Quite before your time, wasn't she?
He.
Benadis. That's a name I haven't heard in a long time. So that's what happened to him. Imix, you burning bastard.
My bad. I can't help but wonder whether there's any of Imix's hostages of even higher value further up ahead.
I hope so.
I want more reasons to watch the light fade in his eyes as he dies.
And with that cheerful thought, Seira hurries up! While on the lookout for magic and traps!
This floor has stairs going further up, in case you wish to continue altogether. There's doors north, south east and west. One each. Each has a figure of fire, man sized with a fist sized red gemstone within their chest, standing guard.
Seira hands the half-dragon to be tied up and gagged to Donald, and studies the door north for its locking mechanism, as well as any magic and traps. If bypassing them is easy, perhaps she can take a peek to see what's awaiting here.
Donald takes it with a grump. As you approach the northern door...
You're just under veil and not invisible, right? Correct me if I'm wrong.
Ah, yes, though I intended to reVeil myself as that half-dragon dude, clothing and items and all.
As you approach, the fire-man moves to block your way. It speaks to you, "Sealed by the order of the Archomental."
Seira backs away at that announcement, and heads for the stairs. She'll win in a fight against a guardian, here, and with the help of her friends possibly against all of them before they can raise an alarm, too. But anyone going here will surely notice their disappearance....
Too bad, I'm so curious now. What does Imix want hidden?
We'll have to check once we beat him. I think the best course is to just keep heading up while we can.
Another floor. No more stairs going up. This is a circular room with a door east and west. It's cleaner here, the walls newer and better lit. Neither door is guarded.
Seira checks the door leading east all the same.
It's not trapped or locked.
Seira opens the door and looks inside!
Inside is a long hallway with several doors on each side. At the far end are stairs that go down.
Seira quickly takes a look at the western door as well!
Donald, I know I keep on harping about this, but are we absolutely sure our goal is at the very top?
Yeah, it is. I didn't expect this - something might be going on that's unrelated to all of this.
Meanwhile you check the western door. Same setup, save for the stairs here go up.
Seira closes the eastern door and proceeds to lead the way through the western one! They'll close it too once they've passed, and then head up the stairs once more!
As you go, your sharp ears can hear something in one of the doors you pass. A loud moan, a gasp of sorts.
Cloaking herself in greater invisibility, Seira slips through the solid door with Shadow Form to take a peek!
It's...my. A gentleman and lady azer are enjoying themselves. That aside, the room is large - larger than it should be by a lot - and packed with great heaps of what looks to be books of some kind.
Seira returns by the same means and keeps on heading for the stairs leading up! If the locals are so relaxed, their presence hasn't been detected yet!
You go up. As you do, you can hear the sound of metal on metal above, a steady ring.
Seira decides to keep her invisibility for now, and just ascends ahead of the others to take a glance.
Stealth, or just refresh me on what your total is?
Stealth. Taking 10 for 96.
You slip upstairs, stealthy as the wind. In this it comes out into a large room. Another warehouse like room, this one full of ...scraps of various metals. They occasionally fall from above into great heaps. In the center of the room a metal press works, scraps fed in and smooth ingots produced. Several azer work away, stacking up the ingots of various metals by types.
Do not advance for now, Seira warns her companions, and then stealthily examines the room. Even though she is invisible and has a great deal of magic on her side, she doesn't neglect the more mundane aspects of using cover to her advantage. First, she has to find out whether there are other doors or passages from this room. If it's a dead end, they'll need to search for a new path.
It is indeed a dead end.
Seira retreats back, and takes stock of things.
If I head back down, is there just the single floor where there were a lot of rooms, including the amorour azer?
Correct.
The way up is a dead end. I'll quickly check all the doors here, but maybe the true goal rests at the landing below us after all.
And then Seira continues to slip through the doors! Invisibly! After making sure there is no strange magic or traps!
Spellcraft.
Taking 10 for 120
In one room there is. In this room a particular book radiates overwhelming magic to your powerful senses.
Is anyone in the room? Can I tell what the magic is? Any traps?
It's empty and no traps. It looks to be magic based around resurrection and restoration. You'd need to see it with your own eyes, because you can detect that there's powerful magic to block what you're doing - you're just better.
Seems like a good idea to pick it up! Seira takes a closer look! And also looks for alarms.
No alarms - the book is just one of many here. Plain, bound in leather and fire resistant. It is a Libram of Gainful Conjuration, a book created to aid goodly spellcasters by Mystra. A minor artifact meant for mortals, it will strengthen a mortal reader's spellcasting ability as well as the particular talents that power that magic, such as intellectual ability.
There's spells wrapped around it to prevent it from being detected, as well as from it to do anything but sit there. These spells are ancient in the extreme, weathered by millions and millions of years of the magic of the artifact pushing against them. Enough to allow a surpassingly powerful spellcaster to detect it.
That artifact clearly doesn't want to be here, and Mystra would probably be happy if Seira liberated it! Thus Seira takes a look at the lattice of ancient spells keeping the book here. The disguise field is irrelevant, since she can perceive it just fine. Thus, the most important spells are any who might alert someone should the book be taken. Then, any spells that might attempt to destroy it if it's taken. And afterwards, any spells actually keeping it in place. Once she's confirmed that such spells have been eliminated, she'll look into any traps that actually moving the book would trigger.
It's clean and no traps that you can see.
In that case, Seira takes the book!
The book is taken, sure enough. No great calamities from taking it, either.
Well, then. With the western side cleared of anything of interest, Seira proceeds towards the eastern door once more! Invisible, she keeps on slipping through all the doors in that corridor first in search of anything of interest before she considers the stairs heading down.
There is one thing - looking closely, you think there may be a door hidden behind a shelf.
Seira checks the surroundings for a locking mechanism, as well as any alarms or traps that might be triggered were she to use it!
Perception 10 for 120, Disable Device 10 for 120 if needed
Nope, nothing like that.
Seira slips through with Shadow Form, then, invisible and stealthy.
The next room is an exact copy of the previous. Books and books and books, as well as another hidden door on a quick search.
Seira tries that secret door as well!
A third identical room, down to another secret door.
Seira tries to find traces of magic! And failing that, traces of any differences in the rooms. Disturbed dust, furniture moved by a fraction of an inch, that sort of thing.
CL on your detection method real quick?
CL is 38. If you want me to roll it, do I need to add DvR to it?
Yes and yes.
19:10 <Corwin> roll 1d20+38+6
19:10 <Rei-chan> Corwin rolled : 1d20+38+6 --> [ 1d20=6 ]{50}
How curious. The room loops on itself. What a curious and powerful trick you discern. There's something beyond this room, but you can only advance and thus go backwards due to the loop.
Seira decides to use force and break the trick! If there's an alarm afterwards and she catches it in time, that's good. If not, she can't leave this unexplored, she's done it too many times already.
Dispel magic, or UMD?
Dispel.
Spell Enhance'd Superb Dispelling
20:23 <Corwin> roll 1d20+58
20:23 <Rei-chan> Corwin rolled : 1d20+58 --> [ 1d20=10 ]{68}
The room shifts and shakes, but the spell connecting it gives way to your arcane power.
Seira takes a look at what is revealed! While keeping an eye on any guards or alarms, of course.
The door's trapped now - several alarms.
Seira cocoons them in a sphere of antimagic, deciding to suppress rather than break them altogether, and takes a peek behind the door!
The 10ft radius of Antimagic Field should keep me within their range while glancing across, and not break stuff farther away from me.
Done and done. Behind the door sits a stairwell going both up and down.
Come here, into this room, Seira invites her companions, showing them the way. She'll help push them through the door with a powered up version of Shadow Form if need be, but she'd prefer to explore this part together with them.
Done and done. Once your friends are with you?
For someone's junk storage, this has a lot of complexity.
After a few million years, everything's complex.
This is either a section of storage someone wanted to keep hidden, a forgotten segment or the path towards what we're seeking. Either way, I want us to take a look.
And so, Seira starts heading up the stairs! Still invisible and stealthy!
You go up the stairs. It ends in a simple landing with an ornate door of red metal. Above that door is an engraving that reads: Yesterday's sorrows come today's triumph.
That sounds like they're at the right place! And so Seira is extra careful checking for magic, traps and alarms!
The door's not alarmed - but it is temporally locked. Chronomancy, ancient but powerful stuff. It won't open by normal means.
You could probably work something out as you have the Time Domain, however.
They aren't supposed to use Chronomancy, even in their domains. But maybe it's an artifact, just like the gifts Seira herself had received?
In any case, this does fall squarely under her authority, and so she leans on Time and Knowledge to understand the unlocking conditions.
The only way to open it is to destroy the magic on it. No way to unlock it short of powerful Chronomancy exists, and most would simply undo it as well.
It's more of a seal than a door in that aspect.
Well, Seira happens to possess special talents when one needs their magic destroyed. And given her dominion over Time, she figures she's got a decent shot at this one, too!
Chronomantic lock, she relays to the others. Musing over whether I should form a lense of Chronomancy with divine will to use my strongest dispell through, or create a scroll of a variant Chronomancy spell that is specialized for this sort of thing. Thoughts?
Now this is interesting. If you're willing to break in, do so directly. Main force is direct, but it is so often effective.
Specialized tools work better. Force breaks, but it is not always a clean success.
Seira creates a scroll of a Chronomancy-specialized variant on Superb Dispelling, and then uses her considerable expertise to discharge it properly!
19:30 <Corwin> roll 1d20+58
19:30 <Rei-chan> Corwin rolled : 1d20+58 --> [ 1d20=12 ]{70}
Here your mastery pays off well - for the seal is undone, a crackle of white and green across the red door.
I expected more of a display, but it worked.
Functional is functional, so Seira shrugs in response for those who can see her! Maybe next time she'll try to make a Chronokey. For now, she doesn't neglect her skills and quickly goes over the door to make sure she hadn't missed anything. If it seems safe, she'll open it!
The door opens.
Within this room sits tall altar, decorated with fine silk and gold. Atop this sits a green crystal, about the size of both of your fists. It is multifaceted and has a deep, deep green color. Every few seconds the faintest flicker of light is within it, and in turn, the walls pulse with hundreds of interlinking lines of the same green.
It looks so expensive, Seira is giddy just from the thought! But she subdues it and studies the crystal!
Perception 10 for 120, K:Arcana/K:Planes/K:Religion 10 for 120, and Spellcraft 10 for 120
This crystal is a Crystal of Time Travel. It lets you travel into the past (and the future if you're not in the Absolute Present) by 1 million years per caster level you have. However, it requires a lengthy ritual to do so.
Ahahaha, she'd laugh out loud if she weren't still humoring Donald's earlier request. Yes, that would do nicely. If she were Imix, that would likely be enough to come after her, though Seira intends to keep working on her chances.
And that means she examines the crystal from a different perspective. Is anything stopping her from just taking it with her? Would the altar explode with uncontrolled Chronomancy if she were to do so?
Nothing that you can see, no.
Since her innate Time sense isn't telling her she'll be endlessly exploding across Creation, Seira picks the crystal and takes it with her!
The crystal is taken. Nothing untold happens, even as you feel its magic when you hold it.
Would she use a priceless artifact like that as a diversion? Perhaps. So Seira tries her best to tell whether there are any other ways out of this room except the one they came through.
Perception and other relevant skills at 120
Nope, the room's a dead end.
A valuable diversion, but one nonetheless. And I thought we'd found it for sure this time....
And so Seira leads the way back into the corridor. If she recalls correctly, there was a stairway leading down at the end of it that she can explore.
As you go? Donald stops and picks something up. A scrap of parchment? It wasn't there a moment ago, you're sure of it. He reads it, smiles wryly and passes it to you.
Seira reads it!
The paper is ancient but intact, only crumbling to dust once you read it.
Please return the gem once it's done, we'll see that the barrier restores itself. Unless Imix dies, in which case you may keep it secured.
Ah yes. She'll fight with Imix to the death, but if he survives somehow, Seira will be sure to cordially return the gem to him. And try again?
I think that's a subtle suggestion that we win.
I'm trying to find the battlefield before this becomes a comedy of errors! Would a helpful sign be too much to ask?!
Still, there's nothing to it but heading down that stairway. She'd explored all the rooms in both corridors, and if nothing stood out to someone of her ability, just how many people could've done better? A finite amount, no doubt, and probably able to be counted on the fingers of both of her hands. So that leaves this stairway down, the trio of guarded rooms two levels below, and the absolute bottom with the gold and other resource rooms that she had bypassed. Therefore, it stands to reason to cover this section before heading down to try looking for another path.
Donald grins at that as you go down. This stairwell leads you deep. To a short hallway that leads to another stairway, this one going up. Two doors are here, both open. In one you can spy rack after rack after rack of glass bottles. In the other you can spy great heaping piles of what looks to be goblets - all made of gold, thousands of them.
Traps, alarms, magic the works! Seira detects all! And also confirms her suspicions of the bottles being potion bottles rather than wine. Donald would probably guess wine. Sanzha, too. So wouldn't it be nice if they were potions? Ranbar will probably back her up on this.
Ranbar will. They are potions - nice little potion bottles, preserved and protected.
No traps or anything here, at least.
With a happy fist pump, Seira proceeds to collect them! The potion bottles and the golden goblets both! May a fresh passage be revealed once they have all been removed!
For once, there isn't. There's only the stairs up that you found along with them.
Seira leads the way up after this!
A long stairway up. The way up is lit better as you go, until at last it comes to a doorway. The door's firmly shut and a quick check says that yes, it is trapped - from the other side with alarms. From this side it's entirely safe to open.
Seira opens the door!
An open room, well lit. Several doors, all with signs and directions - as well as a further stairway that goes up. Here a golem of lava and flame stands guard, impassive.
Seira takes a glance at the signs, first!
The signs read, respectively: Books; art; unsorted; Fire minerals, religious texts.
Art, huh? She'll need to check there first, before considering heading further up.
The golem blocks your way in and silently regards you. It burns and sizzles, unmoving.
As before, Seira creates a scroll of Hindsight and observes the proper protocol for dealing with the golem.
CL check real quick on Hindsight?
It'd be CL40.
18:44 <Corwin> roll 1d20+40
18:44 <Kobot> Corwin rolled 1d20+40 --> [ 1d20=9 ]{49}
I'm not sure whether the +6 from DvR is applied to scrolls, so I haven't added that in.
It does, so 55 total.
You see others pass. They all present an unholy symbol of Imix, which allows them to pass freely.
Well then. Seira forms an unholy symbol of Imix! Let's see if that would let her pass!
The golem steps aside, just like that. No muss, no fuss.
Thus, Seira looks around the art section!
Inside is a vast array of art - things like paintings, statues, carvings, tapestries and other such things. It's at least somewhat sorted, if still a vast deal of it left to stand here. A few more golems wander here, pacing the pathways through this place. No doors, but an archway in the back leads to another chamber filled just like this one is.
Seira checks the next chamber as well, intended to see whether any of the artifacts on display are actually people turned into statues or tapestries holding within them a soul much like the gems below.
Nothing like that. It seems to be mundane art - enchanted to endure and not burn or crumble with time - but still mundane art.
Works for her! Seira retraces her steps and then heads up!
Up the stairs again. As you walk?
I think this is it. We'll be heading up to the main event now. You ready, Seira?
As ready as I can be.
Incidentally, how long has it been since we arrived?
About 20 minutes if it matters at all. Let me know if it does.
Up you go. Up and up and up and up. Up into a simple storage room - but well lit, well sorted. Azer move about here, tending to everything. They're quite busy, most barely spare you a glance as you come up the stairs.
We're good.
Since Seira and the others all under veil the azer might not even care at first. That means that Seira can swiftly take stock!
I presume this is as high as it goes? Do I think it looks like our destination? How big is it, roughly, and how high is the ceiling?
The ceiling is about 20ft high, lots of space. It's quite large, a few hundred feet in all directions, and several doors to the west are here, leading out and ahead.
Seira heads for one of the doors leading west with purpose! If you look like you belong and you act like you belong, few would actually challenge you. And between the support from her protection from divination magic, the unholy symbol replica and her current appearance, she can pick up the slack with her skills!
Let's Bluff! I'll take 10 for 92, +2 more vs men.
The others follow and as they do?
Almost time. I owe Imix a great deal. Let's make him suffer.
I considered that, but it gives him too much gravitas in a sense. We're just here to slay evil, not to prolong it beyond the absolute necessity.
To set up for next time since I don't have much more in me today, gimme Perception.
Taking 10 for 120.
You head out. This leads to a short, dark hallway. Open space, a few bits of old materials stacked against the walls. Another door is here - one with a sign on it. It reads simply: Only go out if presentable, on pain of death.
Keep the subterfuge, or time for a dynamic entry?
Let's make an impact.
Let's at least look out before we do, in case there's a concern out there!
A cute girl's wishes win~
And Seira quietly opens the door.
Unseen Ranbar blushes but follows.
It opens up into what looks to be a hall. A museum, various pieces on display. Statues of beings, weapons, armor, art. Mementos of all kinds, labeled and carefully separated. It's bright here, hot but not burning anything. The smell of sulfur is thick in the air. A few azer tend to thinks here, but otherwise it looks quiet.
It's show time! But not really, Seira copies the way the present azers walk around this room as she searches for any statue or other relic of Bristia Pel.
Give me an K:P check for this segment.
Still 120!
Nothing immediately nearby, at least.
Let me know the instant you spot something that'll get him to come in person!
They just have to keep looking here, then!
Give me a d100 to represent old fashioned luck here, too.
18:40 <Corwin> roll 1d100
18:40 <Rei-chan> Corwin rolled : 1d100 --> [ 1d100=68 ]{68}
You wander. Images of Zaaman Rul vanquished. Of elementals brought to heel. Art of Imix's many triumphs. Nothing immediately of Bristis Pel, but the pieces you do see are exquisite.
'Got one,' Donald sends to you in the meantime.
Donald's always had weird luck, and so Seira gravitates towards his position.
It's a statue of a woman of flame - beautiful but sorrowful. Craft of iron and rubies, painted to be a beautiful, vibrant blend of reds and oranges. The plaque by it simply reads, 'Bristis Pel'.
Just a statue, nothing else about it?
Do you think we have enough to get him over, or do we need to riot a bit?
Just a statue.
Oh, let's kick this off and make our point. I think we have enough to at least get his attention and more.
This hall is Rr'cracum, the Gallery of Triumphs? I'm not sure why it's that triumphant. Do you see it? No real sense of triumph over your vanquished foes, just some mostly random statues and art.
Now that you mention it...
If you aren't sure, let's look around a little more first.
I'm not sold on it, Seira admits. Look around some more. I'll focus on magic and hidden doors.
Plus any concealed mechanisms. Perhaps there is a door protected by such means.
Perception 120?
You do notice something - a hidden door behind a loose tapestry, an old classic.
Seira checks it for traps, which are an old and tired classic as well, and then proceeds!
The passage leads to a short hallway to a golden gilded door. A door with a sign on it which reads: ACCESS ONLY WHEN GIVEN PERMISSION.
She's already read these warnings! So Seira merely confirms that there are no traps or alarms and then accesses the door!
The door opens. Here a larger hall and gallery can be seen - of broken weapons, of statues of figures vanquished. Here decorations are all about, of battlefields where Imix's forces burn away all who oppose them. Of those who, beaten and broken, bend the knee towards Imix.
That's more like it! Still, Seira decides to make sure there's no more doors hidden behind tapestries!
Perception again for searching, Seira.
It is 120, eternally.
No more secret doors that you see.
Seira looks for anything that serves as a focal point for the gallery, or an outright altar to Imix if there is one!
There is. A gilded room of gold, where dozens of displays show the same woman as you saw before - Bristis Pel - defeated. Zaaman Rul defeated. Imix's great triumphs, preserved in gold and ruby.
Here we go!
Donald, block that door with something suitably heavy. Sanzha, I think the place will do well with a flash flood. It'd do wonders for the carpets, and we're flying anyway. Ranbar, start preparing for melee.
It takes her slightly longer than Seira to get going properly, after all. And Many Moments of Prescience is practically a must have, unless she precast it the way Seira had going in. The combat spells of Greater Visage of the Deity and Righteous Might should provide a decent boost and help preserve her life, while Seira's Visages could remain in reserve. Then again, if their plan works, there's no need to hold back from the very start, so maybe the Visages would be the better choice to open with.
231, just stay back and observe. Perhaps on one of these pedestals, if that's not demeaning for you? Seira finally offers to their tagalong, and she drops their Veil and any other disguises as she gets creative!
With a flex of her divine power, the past defeats of Zaaman Rul reform into a mural of her friend standing victorious by his realm as Imix flees in shame! Imix's own triumph are broken very carefully, and reshaped into a mosaic depicts Seira smashing his priceless shield into pieces; these fragments resemble the ones used to make the mosaic perfectly, due to Seira's flawless memory. Bristis Pel's likeness remains in the gilded room, but she looks in disapproval on Imix, the latter depicted in via caricature, his bad traits exaggerated. It might be a low blow, but she's already there seeking to insult Imix as much as she can, and displaying him weak and enfeebled and outright ineffectual might as well help!
Having been building up to it, Seira forms an altar to herself in the center of the room out of the remainder of Imix's broken triumphs and places the Crystal of Time Travel upon it before attempting to consecrate it in her name, Razalim resting in a sheath at her waist as is only proper.
Last I checked it was about 20 minutes of travel, so there's still plenty of time left on all spells. As a reminder, our precast spells are thus:
All spells here are to be precast before leaving home [CL 38]. The spells under 'All' are shared with all party members unless explicitly refused.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Self only:
Sensual Blessing [1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [24hr], Mind Blank [A, 24hr], Many Moments of Prescience [1hr/lvl], Moment of Prescience [1hr/lvl]
Chain Dispell channeled into Razalim, Keen Edge cast on Razalim, Crystalvein weapons and natural weapons
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
My unaltered stats
Supreme Initiative: (+21 vs DvR6)
Armor Class: 105 (Touch AC 84)
Melee/Ranged Attack: +62 [Good, Lawful and Epic] (Haste, K:D +5, DvR6, Luck +3, Enchantment NOT included)
Full Attack/Unarmed: +72/+72/+72/+72/+67/+62/+57 (2d8+94) and bite +67 (1d8+87) and claws +67/+67 (1d6+87) and wings +67/+67 (1d4+87) [19-20 x2]
Full Attack/Unarmed (flanking): +76/+76/+76/+76/+71/+66/+61 (2d8+117) and bite +71 (1d8+110) and claws +71/+71 (1d6+110) and wings +71/+71 (1d4+110) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +82, Ref +78, Will +80
Abilities: STR 36+2 (13+1), DEX 38 (14), CON 36+6 (13+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Just as a quickie so I cna resolve this in one big post, gimme a rank check for the consecration.
20:33 <Corwin> roll 1d20+6
20:33 <Kobot> Corwin rolled 1d20+6 --> [ 1d20=3 ]{9}
> roll 1d20+8
<Kobot> Kotono rolled 1d20+8 --> [ 1d20=6 ]{14}
> OOC: Gah. I forgot to check if it's +8 or not, premature enter, but I think the math means that unless he's way lower than I think it'll still be a fail.
> OOC: 10, excuse me.
Donald bursts into actions, states of Imix thrown over to block the doors. As the clang of them is heard?
Got it, Seira!
As floods come 231 hops up and adds, "That seems prudent," he agrees, going still once in position.
Ranbar begins to prepare, chants and magic focused around her.
I'll be ready this time, Seira. This time we end it.
You know, in a divine contest of will, you win some and you lose some. Since I couldn't really concecrate this lovely altar, would you do the honors, Donald?
Since the members aside from Ranbar were chosen specifically to piss Imix off into coming after them, every little bit helps!
> roll 1d20+1
<Kobot> Kotono rolled 1d20+1 --> [ 1d20=11 ]{12}
No opposing roll needed since Imix can't get under 12.
Before anyone can reply, that's when the air begins to sizzle and boil, hot and furious.
Is it a magical effect I can dispel?
Laughing cheerfully, Seira transforms into her draconic form! Front leg perching on a toppled statue of Imix, his marble face down in the soggy water, she's ready to receive her guests!
And also she casts Space Compression and activates Armbands of the Spark.
Two swifts and a standard, unless I'm interrupted.
Meanwhile Ranbar calls on greater divine power, followed by the powers of the dragon princess. As they flow into her? Hell heat erupts around all of you, an inferno of fire.
> roll 1d20+10
<Kobot> Kotono rolled 1d20+10 --> [ 1d20=15 ]{25}
Before anything else we'll handle this much. Give me a rank check, Seira.
[spoiler]
Add greater divine power to Ranbar's block.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
Donald
HP: 890/890
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 15/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3 Strength Domain 1/1 Luck Domain 1/1 Protection Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.
Lady Sanzha
HP: 792/792 (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Kascha
HP: 759/759
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: Chaos Devotion 1/1 Pearl of Power Vest 3/3 Entangling Blast 3/3 Brass Ioun Stone Temp HP 3/3 White Sphere Ioun Stone Mass Heal 1/1 Renewal Domain 1/1
Spells Used: 6: Superior Resistance 8: Mind Blank
SLAs Used:
Spells Active: Mind Blank (CL36)
Notes:
Elle
HP: 901/901 (fast healing 10)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used:
SLAs Used:
Spells Active: Epic Mage Armor (CL34)
Notes:
Ranbar
HP: 818/818
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 14/14 Inspiration 29/29 Cunning Save 4/4
Spells Used:
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.
18:58 <Corwin> roll 1d20+6
18:58 <Kobot> Corwin rolled 1d20+6 --> [ 1d20=16 ]{22}
They others can't win the check, so let's move on to Ref saves, all.
19:12 <Corwin> roll 1d20+72 improved evasion
19:12 <Kobot> Corwin rolled 1d20+72 improved evasion --> [ 1d20=2 ]{74}
+13 from precast spells, so 87
> roll 1d20+55 Donald evasion
<Kobot> Kotono rolled 1d20+55 Donald evasion --> [ 1d20=18 ]{73}
> roll 1d20+60 Sanzha
<Kobot> Kotono rolled 1d20+60 Sanzha --> [ 1d20=8 ]{68}
> roll 1d20+68 Ranbar (+23 inspiration)
<Kobot> Kotono rolled 1d20+68 Ranbar (+23 inspiration) --> [ 1d20=2 ]{70}
> roll 30d6 fire damage pierces immunity/resistance Seira none, Donald none, Sanzha half and Ranbar half
<Kobot> Kotono rolled 30d6 fire damage pierces immunity/resistance Seira none, Donald none, Sanzha half and Ranbar half --> [ 30d6=107 ]{107}
Fire erupts, the waters from Sanzha at least stopping some of it. But raw heat comes, deadly and overwhelming, as...
Init here. You obviously can't see an enemy yet but things are happening. You have his attention.
[spoiler]
Add greater divine power to Ranbar's block.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
Donald
HP: 890/890
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 15/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3 Strength Domain 1/1 Luck Domain 1/1 Protection Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.
Lady Sanzha
HP: 739/792 (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Ranbar
HP: 765/818
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 14/14 Inspiration 28/29 Cunning Save 4/4
Spells Used:
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.
Supreme Init, so if he has it he goes first, otherwise I do. BTW, don't forget everyone had 76 temp hp from my precast spells.
Okay.
> roll 1d20+10
<Kobot> Kotono rolled 1d20+10 --> [ 1d20=13 ]{23}
> roll 1d20+26 Sanzha
<Kobot> Kotono rolled 1d20+26 Sanzha --> [ 1d20=2 ]{28}
> roll 1d20+21 Ranbar
<Kobot> Kotono rolled 1d20+21 Ranbar --> [ 1d20=4 ]{25}
> roll 1d20+27 ???1
<Kobot> Kotono rolled 1d20+27 ???1 --> [ 1d20=10 ]{37}
> roll 1d20+25 ????2
<Kobot> Kotono rolled 1d20+25 ????2 --> [ 1d20=15 ]{40}
Init is Seira (Supreme) > ????2 (40) > ????1 (37) > Sanzha (28) > Ranbar (25) > Donald (13)
Open Seira. Not much to see yet but you win init.
Ah, you like what I've done with the place? Seira asks, preening. A bust of Imix cracks as she presses down on it with a foot just a bit.
Casting Space Compression, transforming into dragon form and activating Armbands of the Spark. Since you didn't say my actions got through before, I'm doing them now.
Quick clarity, are you doing anything with Space Compression or just getting it up?
Just getting it set up unless my senses or true seeing or anything are showing me something else in the room. Perception 120 as always.
Nothing you can detec - check that. The roof above is starting to distort like moving taffy, stretching more and more by the moment.
Something strange is happening with the roof, Seira relays to the others.
Just in time to look up and prevent an ambush, as you see massive faces above. As if space has peeled apart to reveal the inhuman visages of a pair of primal fire elementals, but you have no time to react as flame and heat comes to fry the party alive.
> roll 1d20+40
<Kobot> Kotono rolled 1d20+40 --> [ 1d20=10 ]{50}
> roll 1d20+40
<Kobot> Kotono rolled 1d20+40 --> [ 1d20=20 ]{60}
If either of these piece your SR, make a Ref against them. No penalty since you stopped an ambush.
Only the second one did.
21:42 <Corwin> roll 1d20+72+13 improved evasion
21:42 <Kobot> Corwin rolled 1d20+72+13 improved evasion --> [ 1d20=18 ]{103}
> roll 1d20+55 Donald evasion
<Kobot> Kotono rolled 1d20+55 Donald evasion --> [ 1d20=8 ]{63}
> roll 1d20+60 Sanzha
<Kobot> Kotono rolled 1d20+60 Sanzha --> [ 1d20=8 ]{68}
> roll 1d20+68 Ranbar (+23 inspiration)
<Kobot> Kotono rolled 1d20+68 Ranbar (+23 inspiration) --> [ 1d20=13 ]{81}
> roll 40d8 searing SEira'n'Donald none, Ranbar and Sanzha half
<Kobot> Kotono rolled 40d8 searing SEira'n'Donald none, Ranbar and Sanzha half --> [ 40d8=176 ]{176}
So halved twice. 44 damage.
The fires singe some of you and are endured, everything here burning away now. The head from them is terrible - as is the single one that brings a hand down, trying to grab your draconic body and squeeze it like a doll.
Reach? Also AC.
[spoiler]
Add greater divine power to Ranbar's block.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
Donald
HP: 890/890
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 15/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3 Strength Domain 1/1 Luck Domain 1/1 Protection Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.
Lady Sanzha
HP: 695/792 (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Ranbar
HP: 721/818
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 14/14 Inspiration 28/29 Cunning Save 4/4
Spells Used:
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.
Dragon reach is 20ft, Dragon AC is 118
Init is Seira (Supreme) > ????2 (40) > ????1 (37) > Sanzha (28) > Ranbar (25) > Donald (13)
Yet Seira's body doesn't budge at such an attack, the draconic deity able to bear such force with ease. As she does the flaming assault clears.
Sanzha.
Immediately Lady Sanzha begins to sing as the sizzling, boiling waters from her tsunamis surround her, a melody that empowers you and all the party.
Inspire courage. +20 bonus to attacks, weapon damage rolls and saves vs fear. This also puts her into melody of water for more bonuses to her.
Ranbar meanwhile draws patterns in the air around herself as she becomes more - more golden, more like Seira. Flames crackle around her tightly, augmenting her further.
Seira's Majestic Visage. Donald.
Donald doesn't hesitate - he rushes the enemy, uncaring of the strikes that come down on him in return.
He provokes AoOs by going up to them, so he'll deal with them first.
> roll 1d20+60 (+8 ???, +3 ???,+10 ???)
<Rei-chan> Kotono rolled : 1d20+60 (+8 ???, +3 ???,+10 ???) --> [ 1d20=9 ]{69}
> roll 1d20+62 (+8 ???, +3 ???,+8 ????)
<Rei-chan> Kotono rolled : 1d20+62 (+8 ???, +3 ???,+8 ????) --> [ 1d20=4 ]{66}
But Donald is fast enough to weave between the strikes, each missing him as he goes towards the one who slammed down, Guardianil at the ready.
> roll 1d20+69 (+2 charge, +4 sacred, +20 morale, +1 haste, -37 PA)
<Rei-chan> Kotono rolled : 1d20+69 (+2 charge, +4 sacred, +20 morale, +1 haste, -37 PA) --> [ 1d20=16 ]{85}
> roll 2d10+224
<Rei-chan> Kotono rolled : 2d10+224 --> [ 2d10=7 ]{231}
Donald's blade tears into it, unnatural flames parting before Guardianil. His slashes are only human sized yet open up far larger rends across the elemental, as if something its massive size attacked it. As he does two bursts come from Donald, all around him vanishing.
Disintegrating burstx2.
> roll 1d20+25 (+4 ???, +1 ???)
<Rei-chan> Kotono rolled : 1d20+25 (+4 ???, +1 ???) --> [ 1d20=12 ]{37}
> roll 1d20+25 (+4 ???, +1 ???)
<Rei-chan> Kotono rolled : 1d20+25 (+4 ???, +1 ???) --> [ 1d20=11 ]{36}
> roll 1d20+24 (+1 ???)
> roll 1d20+24 (+1 ???)
<Rei-chan> Kotono rolled : 1d20+24 (+1 ???) --> [ 1d20=9 ]{33}
<Rei-chan> Kotono rolled : 1d20+24 (+1 ???) --> [ 1d20=10 ]{34}
> roll 5d6
> roll 5d6
<Rei-chan> Kotono rolled : 5d6 --> [ 5d6=12 ]{12}
<Rei-chan> Kotono rolled : 5d6 --> [ 5d6=19 ]{19}
The flames are lessened slightly as...
Go.
[spoiler]
Seira's Majestic Visage on Ranbar.
+20 inspire courage (attacks, weapon damage, saves vs fear)
Sanzha gets melody of water on herself.
Add greater divine power to Ranbar's block.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
Donald
HP: 890/890
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 14/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3 Strength Domain 1/1 Luck Domain 1/1 Protection Domain 1/1
Spells Used: 2 9th
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.
Lady Sanzha
HP: 695/792 (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Ranbar
HP: 721/818
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 14/14 Inspiration 28/29 Cunning Save 4/4
Spells Used: Greater divine power,
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.
Since an enemy has come over to Seira, what can she do but put it in the ground? First, her magic breaks apart their own defenses, and then she retaliates properly against the elemental daring to strike against her! Space Compression waits on the sidelines, however, and once one enemy has been brought down she opens a space right above her head and attacks through it, while the other side of that space is to the side of the elemental engaged with Donald.
19:12 <Corwin> roll 1d20+25+18 dispel on fire elemental #1
19:12 <Rei-chan> Corwin rolled : 1d20+25+18 dispel on fire elemental #1 --> [ 1d20=16 ]{59}
19:12 <Corwin> roll 1d20+25+18 dispel on fire elemental #2
19:12 <Rei-chan> Corwin rolled : 1d20+25+18 dispel on fire elemental #2 --> [ 1d20=17 ]{60}
19:06 <Corwin> roll 4#1d20+82+24
19:06 <Rei-chan> Corwin rolled : 4#1d20+82+24 --> [ 1d20=10 ]{116}, [ 1d20=3 ]{109}, [ 1d20=8 ]{114}, [ 1d20=3 ]{109}
19:11 <Corwin> roll 1d20+77+24
19:11 <Rei-chan> Corwin rolled : 1d20+77+24 --> [ 1d20=5 ]{106}
19:11 <Corwin> roll 1d20+72+24
19:11 <Rei-chan> Corwin rolled : 1d20+72+24 --> [ 1d20=19 ]{115}
19:12 <Corwin> roll 1d20+72+24 crit
19:12 <Rei-chan> Corwin rolled : 1d20+72+24 crit --> [ 1d20=10 ]{106}
19:11 <Corwin> roll 1d20+67+24
19:11 <Rei-chan> Corwin rolled : 1d20+67+24 --> [ 1d20=13 ]{104}
19:11 <Corwin> roll 1d20+77+24 bite
19:11 <Rei-chan> Corwin rolled : 1d20+77+24 bite --> [ 1d20=7 ]{108}
19:09 <Corwin> roll 2#1d20+77+24 claws
19:09 <Rei-chan> Corwin rolled : 2#1d20+77+24 claws --> [ 1d20=12 ]{113}, [ 1d20=18 ]{119}
19:10 <Corwin> roll 2#1d20+77+24 wings
19:10 <Rei-chan> Corwin rolled : 2#1d20+77+24 wings --> [ 1d20=10 ]{111}, [ 1d20=9 ]{110}
19:10 <Corwin> roll 1d20+77+24 tail slap
19:10 <Rei-chan> Corwin rolled : 1d20+77+24 tail slap --> [ 1d20=12 ]{113}
19:13 <Corwin> roll 6#6d10+104+24 regular attacks
19:13 <Rei-chan> Corwin rolled : 6#6d10+104+24 regular attacks --> [ 6d10=24 ]{152}, [ 6d10=29 ]{157}, [ 6d10=46 ]{174}, [ 6d10=27 ]{155}, [ 6d10=36 ]{164}, [ 6d10=33 ]{161}
19:13 <Corwin> roll 2#6d10+104+24 crit
19:13 <Rei-chan> Corwin rolled : 2#6d10+104+24 crit --> [ 6d10=25 ]{153}, [ 6d10=27 ]{155}
19:14 <Corwin> roll 4d6+97+24 bite
19:14 <Rei-chan> Corwin rolled : 4d6+97+24 bite --> [ 4d6=12 ]{133}
19:14 <Corwin> roll 2#2d8+97+24 claws
19:14 <Rei-chan> Corwin rolled : 2#2d8+97+24 claws --> [ 2d8=5 ]{126}, [ 2d8=6 ]{127}
19:14 <Corwin> roll 2#2d6+97 wings
19:14 <Rei-chan> Corwin rolled : 2#2d6+97 wings --> [ 2d6=2 ]{99}, [ 2d6=10 ]{107}
19:14 <Corwin> roll 2d8+121+24 tail slap
19:14 <Rei-chan> Corwin rolled : 2d8+121+24 tail slap --> [ 2d8=4 ]{149}
Armbands of the Spark 1/10rnd
Space Compression 1/38rnd
All spells here are to be precast before leaving home [CL 38]. The spells under 'All' are shared with all party members unless explicitly refused.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Self only:
Sensual Blessing [1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [24hr], Mind Blank [A, 24hr], Many Moments of Prescience [1hr/lvl], Moment of Prescience [1hr/lvl]
Chain Dispell channeled into Razalim, Keen Edge cast on Razalim, Crystalvein weapons and natural weapons
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +24 (+4 sacred Celestial Valor, +20 morale Inspire Courage)
Damage: +24 (+4 sacred Celestial Valor, +20 morale Inspire Courage)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
My unaltered stats
Supreme Initiative: (+21 vs DvR6)
Armor Class: 104 (Touch AC 74)
Base Attack/CMB/CMD: +37/+90/168
Attack: +82 [Good, Lawful and Epic] (+24 Str, Haste, K:D +5, DvR6, Luck +3, +10 Enhancement, BAB=HD)
Full Attack: +82/+82/+82/+82/+77/+72/+67 (6d10+104) and bite +77 (4d6+97) and claws +77/+77 (2d8+97) and wings +77/+77 (2d6+97) and tail slap +77 (2d8+121) [19-20 x2]
Full Attack (flanking): +86/+86/+86/+86/+81/+76/+71 (6d10+127) and bite +81 (4d6+120) and claws +81/+81 (2d8+120) and wings +81/+81 (2d6+120) and tail slap +81 (2d8+144) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +87, Ref +72, Will +80
Abilities: STR 57+2 (23+1), DEX 26 (8), CON 47+6 (18+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Space/Reach: 20ft/15ft (Reach 20ft with bite)
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC53 half, prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC49 (energy, 5x half hd)/prismatic spray (60ft cone) DC49 (depending on the result of d8)
Init is Seira (Supreme) > Sanzha (28) > Ranbar (25) > Donald (13)
It's not too hard to tear through them. Claw and bite strike as their magic collapses around them, the two primal fire elementals ripped apart and already softened by Donald's attacks.
You emerge into a place where everything stretches out like taffy further and further, everything but the room below and now empty space all around you moving from you faster and faster. One thing is clear to you - Imix is directly manipulating his realm in response to your actions.
Looks like we're entering Imix's magical realm~
We already did, everything here's magic.
More importantly, he's not coming forth yet. That's a problem, Seira, got another card to play?
Seira transforms back into her regular form and draws Razalim.
Even while everything is stacked in your favor, you still won't come? she addresses Imix, affecting a bored tone of voice. You ran from me in Balmuria when I asked Waukeen for help, and it's understandable. She's one scary and competent lady. But then you ran from me on Fire, even after I single-handedly sacrificed your army to destroy your priceless shield.
She draws a few of the gathered fragments with her free hand and tosses them about her, where her power picks them up and swirls them above her head much like an ioun stone would.
You fled without so much as killing a single mortal serving me, but that too was understandable. Attacking your son was too scary, so you made motions to strike at his realm but fled even before entering it because that was all... how do we say it? To show the flag? So that the efreet wouldn't get designs on you? But now! Seira spreads her arms, gesturing with Razalim like a composer. Here I am, in your realm. Taking your things. Redecorating a bit. Discovering priceless artifacts you are too good for and finding them a better home. And still you'll keep hiding from me? Is that so, Imix? The best you could do was send a pair of disposable elementals to, what, show a token defense? Of your 'Gallery of Triumphs'?
She actually makes the air quotes with her fingers for good measure.
As your friends join you, you...
Give me a Charisma check, +12 bonus.
20:06 <Corwin> roll 1d20+15+12+6+2+19 dvr, good hope and I'm using improvisation here
20:06 <Rei-chan> Corwin rolled : 1d20+15+12+6+2+19 dvr, good hope and I'm using improvisation here --> [ 1d20=3 ]{57}
Your answer is overwhelming fire as...
Before anything else, ref save and I'll sort it all out.
Seira contemptuously brushes the flames aside with her free hand, not even bothering to use Razalim for it.
20:18 <Corwin> roll 1d20+78+13 improved evasion
20:18 <Rei-chan> Corwin rolled : 1d20+78+13 improved evasion --> [ 1d20=15 ]{106}
If he can boost his DC past that, as a fellow mage I remove my hat before him.
Armbands of the Spark 1/10rnd
Space Compression 1/38rnd
All spells here are to be precast before leaving home [CL 38]. The spells under 'All' are shared with all party members unless explicitly refused.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Self only:
Sensual Blessing [1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [24hr], Mind Blank [A, 24hr], Many Moments of Prescience [1hr/lvl], Moment of Prescience [1hr/lvl]
Chain Dispell channeled into Razalim, Keen Edge cast on Razalim, Crystalvein weapons and natural weapons
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +24 (+4 sacred Celestial Valor, +20 morale Inspire Courage)
Damage: +24 (+4 sacred Celestial Valor, +20 morale Inspire Courage)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
My unaltered stats
Supreme Initiative: (+21 vs DvR6)
Armor Class: 104 (Touch AC 74)
Base Attack/CMB/CMD: +37/+90/168
Attack: +82 [Good, Lawful and Epic] (+24 Str, Haste, K:D +5, DvR6, Luck +3, +10 Enhancement, BAB=HD)
Full Attack: +82/+82/+82/+82/+77/+72/+67 (6d10+104) and bite +77 (4d6+97) and claws +77/+77 (2d8+97) and wings +77/+77 (2d6+97) and tail slap +77 (2d8+121) [19-20 x2]
Full Attack (flanking): +86/+86/+86/+86/+81/+76/+71 (6d10+127) and bite +81 (4d6+120) and claws +81/+81 (2d8+120) and wings +81/+81 (2d6+120) and tail slap +81 (2d8+144) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +87, Ref +72, Will +80
Abilities: STR 57+2 (23+1), DEX 26 (8), CON 47+6 (18+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Space/Reach: 20ft/15ft (Reach 20ft with bite)
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC53 half, prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC49 (energy, 5x half hd)/prismatic spray (60ft cone) DC49 (depending on the result of d8)
Yet you endure the flames. You brush them aside, able to do that as space stretches further. 500ft away a volcano rises, the cone just big enough for Imix to stand on it. The Prince of Elemental Evil for Fire is there, standing atop it. Four avatars of Imix flank you - two 300ft behind you, one 200ft to the left and one 200ft to the right. They step out from distorted space, reality twisting to admit them in.
Reality all around twists like taffy as Imix snarls in your minds. Strange, gaping holes it open wide, as you see vast legions of elementals, of burned cultists, of stranger things yet and worse.
You have my attention, Seira. Burn in it.
Imix. It's been too long.
Sanzha. Come here to die a fool's death along with the little dragon-thief you grovel before?
Quick, before he runs away all scared like always! Seira calls out, suddenly energized. Sanzha, you beat him before so an avatar is a downgrade but please beat one up thoroughly. Donald, you were pretty evenly matched with the real thing before, so dispatch another avatar. And Ranbar, you wanted a real challenge, so have a one-on-one duel with an avatar. I know it's just Imix, but even that thing is still sort of a deity.
The fourth avatar will be her opponent, for all the time it takes it to expire and open the path towards Imix himself! Or so she hopes that Imix thinks.
In that case initiative.
Supreme Init at DvR 6. Imix isn't 6, so either he goes first or I do!
> roll 1d20+10 Donald
<Rei-chan> Kotono rolled : 1d20+10 Donald --> [ 1d20=4 ]{14}
> roll 1d20+43 Sanzha
<Rei-chan> Kotono rolled : 1d20+43 Sanzha --> [ 1d20=16 ]{59}
> roll 1d20+23 Ranbar
<Rei-chan> Kotono rolled : 1d20+23 Ranbar --> [ 1d20=12 ]{35}
> roll 1d20+50 Imix
<Rei-chan> Kotono rolled : 1d20+50 Imix --> [ 1d20=3 ]{53}
> roll 1d20+40 Imix avatars
<Rei-chan> Kotono rolled : 1d20+40 Imix avatars --> [ 1d20=14 ]{54}
Init is Seira (Supreme) > Sanzha (59) > Imix Avatars (54) > Imix (53) > Ranbar (35) > Donald (14)
Go.
Naturally, Seira stops time.
21:14 <Corwin> roll 1d4+1
21:14 <Rei-chan> Corwin rolled : 1d4+1 --> [ 1d4=4 ]{5}
Incidentally, are the Imix avatars standing on the ground or flying/floating?
Floating.
Seira puts each avatar into a Forcecage in turn, even as she moves into melee range with Imix. Along the way there, she transforms into her draconic form, though not before creating two scrolls that she uses to boost her offensive range. Elementals are summoned around Imix to harry him from the air, while lava rocks transform into obedient golems that do the say from below, and a powerful spell is gathered in Seira's claws as she reaches out to strike!
5 rounds of stopped time.
Round 1: standard to create a scroll of Strength of the Dragon Princess, move to channel Superb Dispelling with my unarmed attacks, swift 1 to generate fodder around Imix with Summon Monster VIII, free action to connect the space next to me with one by Imix Avatar #1, swift 2 to cast Forcecage around Imix Avatar #1 (windowless cell unless he's too big, in that case barred cage)
Round 2: standard to use the scroll of Strength of the Dragon Princess, swift 1 to generate fodder around Imix with Animate Objects, free action to connect the space next to me with one by Imix Avatar #2, swift 2 to cast Forcecage around Imix Avatar #2 (windowless cell unless he's too big, in that case barred cage)
Round 3: standard to create a scroll of Endurance of the Dragon Princess, move to cross half the distance to Imix, swift 1 to cast Arcane Spellsurge, free action to connect the space next to me with one by Imix Avatar #3, swift 2 to cast Forcecage around Imix Avatar #3 (windowless cell unless he's too big, in that case barred cage)
Round 4: standard to use the scroll of Endurance of the Dragon Princess, move to get all the way into melee, move to cross half the distance to Imix, swift 1 to cast Lightning's Rise (Fire variant, damage is fire and weakness is water/cold), free action to connect the space next to me with one by Imix Avatar #4, swift 2 to cast Forcecage around Imix Avatar #4 (windowless cell unless he's too big, in that case barred cage)
Round 5: standard to True Strike, swift 1 to cast Arcane Thesis, swift 2 to use Fire Devotion, free action to connect the spot immediately behind me with my origin point with Space Compression
Let's see what happens! I'm still acting when time resumes, but would appreciate an idea of what spells the Imix Avatars and Imix himself have.
So I can properly adjudicate this, could I get a CL on time stop?
21:50 <Corwin> roll 1d20+38+6
21:50 <Rei-chan> Corwin rolled : 1d20+38+6 --> [ 1d20=1 ]{45}
Okay, what spell/power is detecting magic here? I'll provide info in the next post.
You make it about halfway through. When you approach Imix and get within 300ft, you feel a jolt. Your time stop magic crumbles around you like dust, dust that catches fire and burns away brightly. You abruptly come out of time stop half completed, as...
Time stop ends in round 3 when you're 300ft from Imix. This obviously prevents the rest of your actions in the time stop.
Greater Arcane Sight.
To confirm, these actions happen:
Round 1: standard to create a scroll of Strength of the Dragon Princess, move to channel Superb Dispelling with my unarmed attacks, swift 1 to generate fodder around Imix with Summon Monster VIII, free action to connect the space next to me with one by Imix Avatar #1, swift 2 to cast Forcecage around Imix Avatar #1 (windowless cell unless he's too big, in that case barred cage)
Round 2: standard to use the scroll of Strength of the Dragon Princess, swift 1 to generate fodder around Imix with Animate Objects, free action to connect the space next to me with one by Imix Avatar #2, swift 2 to cast Forcecage around Imix Avatar #2 (windowless cell unless he's too big, in that case barred cage)
As for round 3, can I have the swifts go off pre-move?
Round 3: standard to create a scroll of Endurance of the Dragon Princess, move to cross half the distance to Imix, swift 1 to cast Arcane Spellsurge, free action to connect the space next to me with one by Imix Avatar #3, swift 2 to cast Forcecage around Imix Avatar #3 (windowless cell unless he's too big, in that case barred cage)
CL on Greater Arcane sight then.
The first two rounds happen without incident, yes.
Unfortunately no, the only fair way I could come up with was by the order you typed it and you moved by that before you used the swifts.
19:43 <Corwin> roll 1d20+38+6
19:43 <Rei-chan> Corwin rolled : 1d20+38+6 --> [ 1d20=6 ]{50}
Nothing - you can tell greater arcane sight is being blocked, unfortunately.
"Well, this is embarrassing," Seira admits before taking a step back and stopping time again.
Do you take me as a fool? DO YOU? How often do little mages like you think that one spell is victory unto itself?
No good - the spell crumbles to dust just like the last one as Imix roars in your mind, the fire red of it an inferno.
We usually think it when standing over your corpse. Let's get to that part.
Since it worked properly to start with, I did take you for a fool, Seira admits. That said, I'm not sure what I've seen so far changes my opinion.
Well then, she might as well keep enraging Imix by treating him dismissively. Rather than rushing him, Seira merely uses the scroll she'd prepared. Waste not, want not~
She does connect the spot directly between herself and Imix to one directly between herself and his third and free avatar.
To recap, I'm 305ft away from Imix, two of his avatars are in Forcecages. There's some chaff around ImixPrime. My unarmed attacks have Superb Dispelling channeled. I also successfully cast Strength of the Dragon Princess and Endurance of the Dragon Princess.
[spoiler]
Armbands of the Spark 1/10rnd
Space Compression 1/38rnd
All spells here are to be precast before leaving home [CL 38]. The spells under 'All' are shared with all party members unless explicitly refused.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Self only:
Sensual Blessing [1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [24hr], Mind Blank [A, 24hr], Many Moments of Prescience [1hr/lvl], Moment of Prescience [1hr/lvl]
Superb Dispelling channeled into unarmed attacks, Keen Edge cast on Razalim, Crystalvein weapons and natural weapons
Strength of the Dragon Princess
Endurance of the Dragon Princess
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +26 (+4 sacred Celestial Valor, +20 morale Inspire Courage, +2 insight Strength of the Dragon Princess)
Damage: +26 (+4 sacred Celestial Valor, +20 morale Inspire Courage, +2 insight Strength of the Dragon Princess)
Fort Save: +12 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 insight Endurance of the Dragon Princess)
Will Save: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
My unaltered stats (dragon)
Supreme Initiative: (+21 vs DvR6)
Armor Class: 104 (Touch AC 74)
Base Attack/CMB/CMD: +37/+90/168
Attack: +82 [Good, Lawful and Epic] (+24 Str, Haste, K:D +5, DvR6, Luck +3, +10 Enhancement, BAB=HD)
Full Attack: +82/+82/+82/+82/+77/+72/+67 (6d10+104) and bite +77 (4d6+97) and claws +77/+77 (2d8+97) and wings +77/+77 (2d6+97) and tail slap +77 (2d8+121) [19-20 x2]
Full Attack (flanking): +86/+86/+86/+86/+81/+76/+71 (6d10+127) and bite +81 (4d6+120) and claws +81/+81 (2d8+120) and wings +81/+81 (2d6+120) and tail slap +81 (2d8+144) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +87, Ref +72, Will +80
Abilities: STR 57+2 (23+1), DEX 26 (8), CON 47+6 (18+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Space/Reach: 20ft/15ft (Reach 20ft with bite)
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC53 half, prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC49 (energy, 5x half hd)/prismatic spray (60ft cone) DC49 (depending on the result of d8)
Init is Seira (Supreme) > Sanzha (59) > Imix Avatars (54) > Imix (53) > Ranbar (35) > Donald (14)
Do you need support after all, Seira?
It's just a nullifying barrier at three hundred feet, but his avatars didn't have it and it didn't touch any of my spells or interrupt with regular casting. The best all of you could do is take down an avatar quickly and join me to deal with Imix himself.
> roll 1d20+102 (+2 charge, +4 sacred, +20 morale, +16 melody of water, +2 flood)
<Rei-chan> Kotono rolled : 1d20+102 (+2 charge, +4 sacred, +20 morale, +16 melody of water, +2 flood) --> [ 1d20=16 ]{118}
> roll 1d100 vs ???
<Rei-chan> Kotono rolled : 1d100 vs ??? --> [ 1d100=5 ]{5}
Directness. Flames part as Sanzha swims through the air like water. A dart fast as the onrushing flame, going to meet the avatar head on. The two clash, a series of blows powerful but not decisive. Flame meets trident, neither triumphant over the other as...
Init is Seira (Supreme) > Sanzha (59) > Imix Avatars (54) > Imix (53) > Ranbar (35) > Donald (14)
> roll 2#1d20
<Rei-chan> Kotono rolled : 2#1d20 --> [ 1d20=20 ]{20}, [ 1d20=9 ]{9}
Two of the avatars simply disintegrate the cages around them, disintegration the perfect counter to force cage. They draw in strength around themselves as the one Sanzha faces duels with her.
SUFFER!
No. There's been enough of that. Your turn.
> roll 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
<Rei-chan> Kotono rolled : 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=9 ]{137}
> roll 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
<Rei-chan> Kotono rolled : 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=12 ]{140}
> roll 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
<Rei-chan> Kotono rolled : 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=5 ]{133}
> roll 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
<Rei-chan> Kotono rolled : 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=9 ]{137}
> roll 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
<Rei-chan> Kotono rolled : 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=13 ]{141}
> roll 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
<Rei-chan> Kotono rolled : 1d20+128 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=19 ]{147}
-10 for all of those, I forgot to subtract his divine bonus in all the math. They all still hit, however.
> roll 1d20+10
<Rei-chan> Kotono rolled : 1d20+10 --> [ 1d20=6 ]{16}
> OOC: +4 more for strata.
> roll 1d20+1 could get a 20 at least
<Rei-chan> Kotono rolled : 1d20+1 could get a 20 at least --> [ 1d20=6 ]{7}
Fire immunity bypassed.
> roll 4d8+57+3d8+13d4-25 at least it doesn't beat her DR
> roll 4d8+57+3d8+13d4-25 at least it doesn't beat her DR
> roll 4d8+57+3d8+13d4-25 at least it doesn't beat her DR
<Rei-chan> Kotono rolled : 4d8+57+3d8+13d4-25 at least it doesn't beat her DR --> [ 4d8=11 3d8=18 13d4=40 ]{101}
<Rei-chan> Kotono rolled : 4d8+57+3d8+13d4-25 at least it doesn't beat her DR --> [ 4d8=8 3d8=6 13d4=34 ]{80}
<Rei-chan> Kotono rolled : 4d8+57+3d8+13d4-25 at least it doesn't beat her DR --> [ 4d8=21 3d8=18 13d4=38 ]{109}
> roll 4d8+57+3d8+13d4-25 at least it doesn't beat her DR
> roll 4d8+57+3d8+13d4-25 at least it doesn't beat her DR
<Rei-chan> Kotono rolled : 4d8+57+3d8+13d4-25 at least it doesn't beat her DR --> [ 4d8=17 3d8=18 13d4=31 ]{98}
<Rei-chan> Kotono rolled : 4d8+57+3d8+13d4-25 at least it doesn't beat her DR --> [ 4d8=14 3d8=7 13d4=32 ]{85}
> roll 4d8+57+3d8+13d4-25 at least it doesn't beat her DR
<Rei-chan> Kotono rolled : 4d8+57+3d8+13d4-25 at least it doesn't beat her DR --> [ 4d8=17 3d8=13 13d4=33 ]{95}
> roll 101+80+109+98+85+95
<Rei-chan> Kotono rolled : 101+80+109+98+85+95 --> {568}
Ow.
> roll 568-37 temp HP from madalani
<Rei-chan> Kotono rolled : 568-37 temp HP from madalani --> {531}
The avatar of Imix strikes with fury, his flaming tendrils raking across Sanzha's body. Deep, burning welts are left behind, gouges carved out of her and seared too fast to bleed. Sanzha reels back from it as that Imix screams, screams loud enough to engulf Sanzha in yet more fire and flame.
Quickened Imix's Burning Screamx2 with two swifts thanks to multiaction.
> roll 1d20+55 Fort Sanzha
<Rei-chan> Kotono rolled : 1d20+55 Fort Sanzha --> [ 1d20=14 ]{69}
> roll 1d20+55 Fort Sanzha
<Rei-chan> Kotono rolled : 1d20+55 Fort Sanzha --> [ 1d20=12 ]{67}
> roll 50d6 havled
> roll 50d6 havled
<Rei-chan> Kotono rolled : 50d6 havled --> [ 50d6=185 ]{185}
<Rei-chan> Kotono rolled : 50d6 havled --> [ 50d6=152 ]{152}
> roll 185+152
<Rei-chan> Kotono rolled : 185+152 --> {337}
> roll 337/2
<Rei-chan> Kotono rolled : 337/2 --> {168}=
The screams catch Sanzha ablaze, unyielding fires burning her body. As she is assaulted the last of the Imix avatars holds while...
Last one is holding. Imix.
Grovel before me and live, Seira.
[spoiler]
Seira's Majestic Visage on Ranbar.
+20 inspire courage (attacks, weapon damage, saves vs fear)
Sanzha gets melody of water on herself.
Add greater divine power to Ranbar's block.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
Donald
HP: 890/890
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 14/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3 Strength Domain 1/1 Luck Domain 1/1 Protection Domain 1/1
Spells Used: 2 9th
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.
Lady Sanzha
HP: 73(-1)/866(792) (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Ranbar
HP: 721/818
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 14/14 Inspiration 28/29 Cunning Save 4/4
Spells Used: Greater divine power,
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.
Actually manage to tag me first, Imix, Seira tells him scornfully, before her voice speaks for her friends's ears alone. Donald, Ranbar, how about ganging up on Sanzha's opponent? Since entrapping all of them failed, reduce their numbers to three and then you'll each have a single one to deal with properly.
Post will be awhile since not feeling great, so reminder for self: Rank check and HP correction for Sanzha.
Sanzha HP correction first, since she won the rank check not to take extra fire damage. I used Imix's total for the rank check, not the avatar's. Whoops. This removes 3d8 from the melee attacks.
> roll 18+6+18+18+7+13
<Rei-chan> Kotono rolled : 18+6+18+18+7+13 --> {80}
80 HP.
Additionally this removes half the damage taken from the Imix's Burning Screams.
> roll 168/2
<Rei-chan> Kotono rolled : 168/2 --> {84}
84 more for a total of 164 hit points refunded.
More in the next post.
[spoiler]
Seira's Majestic Visage on Ranbar.
+20 inspire courage (attacks, weapon damage, saves vs fear)
Sanzha gets melody of water on herself.
Add greater divine power to Ranbar's block.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
Donald
HP: 890/890
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 14/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3 Strength Domain 1/1 Luck Domain 1/1 Protection Domain 1/1
Spells Used: 2 9th
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.
Lady Sanzha
HP: 237(163)/866(792) (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Ranbar
HP: 721/818
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 14/14 Inspiration 28/29 Cunning Save 4/4
Spells Used: Greater divine power,
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.
Init is Seira (Supreme) > Sanzha (59) > Imix Avatars (54) > Imix (53) > Ranbar (35) > Donald (14)
Space begins to twist around all of you, as...
All of you are entitled to rank checks against Imix here, so go ahead.
18:34 <Corwin> roll 1d20+6
18:34 <Rei-chan> Corwin rolled : 1d20+6 --> [ 1d20=15 ]{21}
> roll 1d20+1 Donald
<Rei-chan> Kotono rolled : 1d20+1 Donald --> [ 1d20=5 ]{6}
> roll 1d20+1 Sanzha
<Rei-chan> Kotono rolled : 1d20+1 Sanzha --> [ 1d20=10 ]{11}
> roll 1d20 Ranbar
<Rei-chan> Kotono rolled : 1d20 Ranbar --> [ 1d20=12 ]{12}
> roll 1d20+10 +4 vs Donald and Sanzha, +8 vs Ranbar so this is basically just against Seira
<Rei-chan> Kotono rolled : 1d20+10 +4 vs Donald and Sanzha, +8 vs Ranbar so this is basically just against Seira --> [ 1d20=12 ]{22}
Space twists, more and more and more. Imix is now 3000ft away on his volcano, everything here responding to his will. At the same time the avatar that held is right behind you as it hisses, "Time to die, Seira," it declares in Ignan.
> roll 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
> roll 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
> roll 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
> roll 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
> roll 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
> roll 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike)
<Rei-chan> Kotono rolled : 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=6 ]{124}
<Rei-chan> Kotono rolled : 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=7 ]{125}
<Rei-chan> Kotono rolled : 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=11 ]{129}
<Rei-chan> Kotono rolled : 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=2 ]{120}
<Rei-chan> Kotono rolled : 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=17 ]{135}
<Rei-chan> Kotono rolled : 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) --> [ 1d20=8 ]{126}
AC?
AC right now is 119, but wasn't the attack with the same bonuses +128 vs Sanzha?
Yes, but if you read the post of it, I noted right after I forgot to remove the -10 for divine rank. Therefore, this is that with that properly removed instead of manually removed after. Any miss chance before I get to damage rolling?
I'm afraid not.
Okay then.
> roll 1d20
<Rei-chan> Kotono rolled : 1d20 --> [ 1d20=16 ]{16}
You don't auto win this since the avatar rolled well, so rank check.
19:21 <Corwin> roll 1d20+6
19:21 <Rei-chan> Corwin rolled : 1d20+6 --> [ 1d20=9 ]{15}
I forgot, but yeah, +4 from strata bonus
Saved your bacon.
> roll 4d8+57+13d4-20
<Rei-chan> Kotono rolled : 4d8+57+13d4-20 --> [ 4d8=19 13d4=30 ]{86}
> roll 4d8+57+13d4-20
> roll 4d8+57+13d4-20
<Rei-chan> Kotono rolled : 4d8+57+13d4-20 --> [ 4d8=10 13d4=33 ]{80}
<Rei-chan> Kotono rolled : 4d8+57+13d4-20 --> [ 4d8=14 13d4=35 ]{86}
> roll 4d8+57+13d4-20
<Rei-chan> Kotono rolled : 4d8+57+13d4-20 --> [ 4d8=16 13d4=39 ]{92}
> roll 4d8+57+13d4-20
<Rei-chan> Kotono rolled : 4d8+57+13d4-20 --> [ 4d8=18 13d4=28 ]{83}
> roll 4d8+57+13d4-20
<Rei-chan> Kotono rolled : 4d8+57+13d4-20 --> [ 4d8=19 13d4=35 ]{91}
> roll 86+80+86+92+83+91
<Rei-chan> Kotono rolled : 86+80+86+92+83+91 --> {518}
Pain.
As Seira is whipped by tendrils of fire, slamming her hard as arcane fire claims her body? Imix snarls and points, the avatar's finger glowing with magic before...
First swift is a super dispelling. Going to try and counter?
Automatic counter with one of my own.
The first spell drains away, a counter of your own enough to stop it. A second later a follow up comes, a familiar spell: Queen's Displeasure.
Going to try and counter? Also, what's your HP after that attack you took?
Counterspelling with Chain Counterspell.
19:42 <Corwin> roll 1d20+25+18
19:42 <Rei-chan> Corwin rolled : 1d20+25+18 --> [ 1d20=15 ]{58}
Alas, chain dispel's lower cap bites you here, if barely. This is where it's close enough that I make the obligatory question of if you missed anything.
No, that's how it is.
Alas.
> roll 1d20+103 (+2 ???, +5 ???, +12 ???, +10 ???)
<Rei-chan> Kotono rolled : 1d20+103 (+2 ???, +5 ???, +12 ???, +10 ???) --> [ 1d20=9 ]{112}
A narrow miss that goes right by you, a blade of force that almost hits you but not quite.
More portals open between you and Imix now, so far away. Portals where you can see legions ready to come forth, of elementals, of warriors, of servants. All ready to battle you, to make your quest that much more difficult.
Init is Seira (Supreme) > Sanzha (59) > Imix Avatars (54) > Imix (53) > Ranbar (35) > Donald (14)
Ranbar and Donald are up. Chance to react while I start on those.
Poor showing for the opening round, Seira admits to her friends. I'm proposing foregoing the avatars and attacking Imix together. Wait on my signal, then we'll charge through Space Compression towards him while he's still in range. Ranbar, I'll need your support with Mass Heal for us once we do, and Sanzha, boost our defense and vitality as far as you can. Any objections?
HP was: 1092+76/1092. After taking 518 damage, it's now 650/1092.
Armbands of the Spark 1/10rnd
Space Compression 1/38rnd
All spells here are to be precast before leaving home [CL 38]. The spells under 'All' are shared with all party members unless explicitly refused.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Self only:
Sensual Blessing [1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [24hr], Mind Blank [A, 24hr], Many Moments of Prescience [1hr/lvl], Moment of Prescience [1hr/lvl]
Superb Dispelling channeled into unarmed attacks, Keen Edge cast on Razalim, Crystalvein weapons and natural weapons
Strength of the Dragon Princess
Endurance of the Dragon Princess
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +26 (+4 sacred Celestial Valor, +20 morale Inspire Courage, +2 insight Strength of the Dragon Princess)
Damage: +26 (+4 sacred Celestial Valor, +20 morale Inspire Courage, +2 insight Strength of the Dragon Princess)
Fort Save: +12 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 insight Endurance of the Dragon Princess)
Will Save: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
HP: 650/1092
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
My unaltered stats (dragon)
Supreme Initiative: (+21 vs DvR6)
Armor Class: 104 (Touch AC 74)
Base Attack/CMB/CMD: +37/+90/168
Attack: +82 [Good, Lawful and Epic] (+24 Str, Haste, K:D +5, DvR6, Luck +3, +10 Enhancement, BAB=HD)
Full Attack: +82/+82/+82/+82/+77/+72/+67 (6d10+104) and bite +77 (4d6+97) and claws +77/+77 (2d8+97) and wings +77/+77 (2d6+97) and tail slap +77 (2d8+121) [19-20 x2]
Full Attack (flanking): +86/+86/+86/+86/+81/+76/+71 (6d10+127) and bite +81 (4d6+120) and claws +81/+81 (2d8+120) and wings +81/+81 (2d6+120) and tail slap +81 (2d8+144) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +87, Ref +72, Will +80
Abilities: STR 57+2 (23+1), DEX 26 (8), CON 47+6 (18+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Space/Reach: 20ft/15ft (Reach 20ft with bite)
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC53 half, prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC49 (energy, 5x half hd)/prismatic spray (60ft cone) DC49 (depending on the result of d8)
I think we don't have a choice, Imix is no weakling.
Sanzha's response is moments of incoherent pain before: None.
On your word, Seira!
Just to be clear, are you asking for those two to hold now?
Yes, since I go right after them so let's shuffle it so they act on my tick.
To recap, since Imix was 500ft away and I moved towards him and fell out of Time Stop at 300ft from him, I moved for 200ft. Then I moved back 5ft, so my distance to Donald and Ranbar should be 195ft. Sanzha went to fight one of the avatars, but since I forcecaged them in order the ones in the back were caught first. I presume she went for either the one to the left or to the right, so that was 200ft from Donald and Ranbar (both of whom can make it there in a move action). That makes her distance from me ~282ft, and if I'm reading it right she can swim through the air in her current state so it's within her move action so long as she disengages safely. Thus they all should be able to get over in a move action to a spot by my side, which would get connected to one next to Imix with Space Compression (my limit on it at present is 3800ft, and he's only 3000ft away so far). Space Compress had been working properly within his Time Stop-busting aura, so I can't imagine it stopping working now.
That's the plan, is anything immediately wrong that I would notice?
Not that you see.
Let's do it.
Init is Seira (Supreme) > Sanzha (59) > Imix Avatars (54) > Imix (53) > Ranbar (35) > Donald (14)
Donald and Ranbar hold precious moments as...
Go Seira. It's now your time to seize a win or go down trying. Good luck!
Suddenly, Seira pinches close the spot behind her and away from Imix's avatar at her side and Imix himself at the top of his volcano! Donald, Sanzha and Ranbar are informed of the exact spot as if it were a divine revelation, and Seira moves across the twisted space after dispelling Imix!
We'll start with that. 18 spells.
21:12 <Corwin> roll 18#1d20+38+18 superb dispelling
21:13 <Rei-chan> Corwin rolled : 18#1d20+38+18 superb dispelling --> [ 1d20=5 ]{61}, [ 1d20=15 ]{71}, [ 1d20=9 ]{65}, [ 1d20=4 ]{60}, [ 1d20=4 ]{60}, [ 1d20=8 ]{64}, [ 1d20=3 ]{59}, [ 1d20=19 ]{75}, [ 1d20=15 ]{71}, [ 1d20=16 ]{72}, [ 1d20=10 ]{66}, [ 1d20=5 ]{61}, [ 1d20=10 ]{66},
21:13 <Rei-chan> [ 1d20=13 ]{69}, [ 1d20=1 ]{57}, [ 1d20=13 ]{69}, [ 1d20=5 ]{61}, [ 1d20=15 ]{71}
Will save. Someone knows something like the dreaded spiteful ward.
21:17 <Corwin> roll 1d20+80+10
21:17 <Rei-chan> Corwin rolled : 1d20+80+10 --> [ 1d20=14 ]{104}
Seira resists the pulse of power as meanwhile some of Imix's magic crumbles around him - not all, but a good deal of it shatters, giving you a momentary chance as...!
Go.
My mistake, the shameful showing I've given you before? That was my pride talking. But other than martial achievements, the ones I'm proud of the most are my family and friends! And together, we're going to put you in the fucking ground today, Imix!
As her priceless companions gather around her, wounded but unbowed, Seira launches herself into a furious attack with Razalim! She channels more of her arcane power into the weapon than she had at any time before, in combat or while training, and seeks to finally put their arrogant host on the defensive!
And after channeling all her fear for the wellbeing of her friends into her attacks, Seira settles into a familiar stance, inviting any and all challenges from those surrounding her.
Swift for Arcane Spellsurge, swift for Superb Dispelling, then a full attack.
Attack:
19:50 <Corwin> roll 1d20+82+35+6+16 combat bonuses+improvisation
19:51 <Rei-chan> Corwin rolled : 1d20+82+35+6+16 combat bonuses+improvisation --> [ 1d20=16 ]{155}
19:53 <Corwin> roll 1d20+82+35+6+16 combat bonuses+improvisation crit?
19:53 <Rei-chan> Corwin rolled : 1d20+82+35+6+16 combat bonuses+improvisation crit? --> [ 1d20=2 ]{141}
19:56 <Corwin> roll 1d20+82+35+6+16 combat bonuses+improvisation
19:56 <Rei-chan> Corwin rolled : 1d20+82+35+6+16 combat bonuses+improvisation --> [ 1d20=14 ]{153}
19:56 <Corwin> roll 1d20+82+35+6+16 combat bonuses+improvisation
19:56 <Rei-chan> Corwin rolled : 1d20+82+35+6+16 combat bonuses+improvisation --> [ 1d20=12 ]{151}
19:56 <Corwin> roll 1d20+82+35+6+16 combat bonuses+improvisation
19:56 <Rei-chan> Corwin rolled : 1d20+82+35+6+16 combat bonuses+improvisation --> [ 1d20=4 ]{143}
* Should've had +15 to attack on the above rolls. Since Keen Edge was precast on Razalim, the crit range is expanded from 18-20/x4 to 15-20/x4.
20:06 <Corwin> roll 1d20+77+35+6+16+15 combat bonuses+improvisation+arcane strike
20:06 <Rei-chan> Corwin rolled : 1d20+77+35+6+16+15 combat bonuses+improvisation+arcane strike --> [ 1d20=13 ]{162}
20:06 <Corwin> roll 1d20+72+35+6+16+15 combat bonuses+improvisation+arcane strike
20:06 <Rei-chan> Corwin rolled : 1d20+72+35+6+16+15 combat bonuses+improvisation+arcane strike --> [ 1d20=8 ]{152}
20:06 <Corwin> roll 1d20+67+35+6+16+15 combat bonuses+improvisation+arcane strike
20:06 <Rei-chan> Corwin rolled : 1d20+67+35+6+16+15 combat bonuses+improvisation+arcane strike --> [ 1d20=12 ]{151}
20:07 <Corwin> roll 1d20+67+35+6+30+15 combat bonuses+arcane strike+mmop claw
20:07 <Rei-chan> Corwin rolled : 1d20+67+35+6+30+15 combat bonuses+arcane strike+mmop claw --> [ 1d20=14 ]{167}
* Another Superb Dispelling was channeled here, and went off assuming the above attack hit. Attack should've been +71+35+30+15, so it was 2 higher than correct. The actual hit was for 165.
Dispel:
20:09 <Corwin> roll 7#1d20+38+18
20:09 <Rei-chan> Corwin rolled : 7#1d20+38+18 --> [ 1d20=1 ]{57}, [ 1d20=1 ]{57}, [ 1d20=3 ]{59}, [ 1d20=1 ]{57}, [ 1d20=13 ]{69}, [ 1d20=4 ]{60}, [ 1d20=10 ]{66}
Attack after dispel:
20:11 <Corwin> roll 1d20+71+35+15 combat bonuses+arcane strike+mmop bite
20:11 <Rei-chan> Corwin rolled : 1d20+71+35+15 combat bonuses+arcane strike+mmop bite --> [ 1d20=12 ]{133}
20:11 <Corwin> roll 1d20+71+35+15 combat bonuses+arcane strike+mmop wing1
20:11 <Rei-chan> Corwin rolled : 1d20+71+35+15 combat bonuses+arcane strike+mmop wing1 --> [ 1d20=4 ]{125}
20:11 <Corwin> roll 1d20+71+35+15 combat bonuses+arcane strike+mmop wing2
20:11 <Rei-chan> Corwin rolled : 1d20+71+35+15 combat bonuses+arcane strike+mmop wing2 --> [ 1d20=8 ]{129}
20:20 <Corwin> roll 1d20+6 dvr for Crippling Strike
20:20 <Rei-chan> Corwin rolled : 1d20+6 dvr for Crippling Strike --> [ 1d20=5 ]{11}
Damage:
20:21 <Corwin> roll 4d6+468+100+22d6+15d4 crit
20:21 <Rei-chan> Corwin rolled : 4d6+468+100+22d6+15d4 crit --> [ 4d6=14 22d6=88 15d4=36 ]{706}
20:21 <Corwin> roll 1d6+117+25+22d6+15d4
20:21 <Rei-chan> Corwin rolled : 1d6+117+25+22d6+15d4 --> [ 1d6=4 22d6=69 15d4=31 ]{246}
20:22 <Corwin> roll 1d6
20:22 <Rei-chan> Corwin rolled : 1d6 --> [ 1d6=6 ]{6}
20:22 <Corwin> roll 1d6
20:22 <Rei-chan> Corwin rolled : 1d6 --> [ 1d6=1 ]{1}
20:40 <Corwin> roll 4d6 dread #1
20:40 <Corwin> roll 4d6 dread #2
20:40 <Rei-chan> Corwin rolled : 4d6 dread #1 --> [ 4d6=13 ]{13}
20:40 <Rei-chan> Corwin rolled : 4d6 dread #2 --> [ 4d6=11 ]{11}
* Forgot (of course) Holy Strike and Dread, so that 706+6+13+4x4= 741 damage on the first attack and 246+1+11+4= 262 damage on the second one, above.
20:22 <Corwin> roll 1d6+117+25+22d6+15d4+1d6
20:22 <Rei-chan> Corwin rolled : 1d6+117+25+22d6+15d4+1d6 --> [ 1d6=2 22d6=90 15d4=33 1d6=3 ]{270}
20:40 <Corwin> roll 4d6 dread #3
20:40 <Rei-chan> Corwin rolled : 4d6 dread #3 --> [ 4d6=16 ]{16}
* Damage for Razalim attack #3 is 270+16+4= 290 damage.
20:22 <Corwin> roll 1d6+117+25+22d6+15d4+1d6
20:22 <Rei-chan> Corwin rolled : 1d6+117+25+22d6+15d4+1d6 --> [ 1d6=1 22d6=77 15d4=45 1d6=1 ]{266}
20:40 <Corwin> roll 4d6 dread #4
20:40 <Rei-chan> Corwin rolled : 4d6 dread #4 --> [ 4d6=13 ]{13}
* Damage for Razalim attack #4 is 266+13+4= 283 damage.
20:22 <Corwin> roll 1d6+117+25+22d6+15d4+1d6
20:22 <Rei-chan> Corwin rolled : 1d6+117+25+22d6+15d4+1d6 --> [ 1d6=5 22d6=68 15d4=43 1d6=4 ]{262}
20:40 <Corwin> roll 4d6 dread #5
20:40 <Rei-chan> Corwin rolled : 4d6 dread #5 --> [ 4d6=12 ]{12}
* Damage for Razalim attack #5 is 262+12+4= 278 damage.
20:22 <Corwin> roll 1d6+117+25+22d6+15d4+1d6
20:22 <Rei-chan> Corwin rolled : 1d6+117+25+22d6+15d4+1d6 --> [ 1d6=6 22d6=74 15d4=35 1d6=6 ]{263}
20:40 <Corwin> roll 4d6 dread #6
20:40 <Rei-chan> Corwin rolled : 4d6 dread #6 --> [ 4d6=11 ]{11}
* Damage for Razalim attack #6 is 263+11+4= 278 damage.
20:22 <Corwin> roll 1d6+117+25+22d6+15d4+1d6
20:22 <Rei-chan> Corwin rolled : 1d6+117+25+22d6+15d4+1d6 --> [ 1d6=1 22d6=67 15d4=38 1d6=2 ]{250}
20:40 <Corwin> roll 4d6 dread #7
20:40 <Rei-chan> Corwin rolled : 4d6 dread #7 --> [ 4d6=9 ]{9}
* Damage for Razalim attack #7 is 250+9+4= 263 damage.
20:23 <Corwin> roll 1d6+110+25+23d6+15d4+1d6 claw
20:23 <Rei-chan> Corwin rolled : 1d6+110+25+23d6+15d4+1d6 claw --> [ 1d6=3 23d6=90 15d4=35 1d6=5 ]{268}
20:23 <Corwin> roll 1d8+110+25+23d6+15d4+1d6 bite
20:23 <Rei-chan> Corwin rolled : 1d8+110+25+23d6+15d4+1d6 bite --> [ 1d8=8 23d6=78 15d4=43 1d6=5 ]{269}
20:24 <Corwin> roll 1d4+110+25+23d6+15d4+1d6 wing1
20:24 <Rei-chan> Corwin rolled : 1d4+110+25+23d6+15d4+1d6 wing1 --> [ 1d4=4 23d6=81 15d4=39 1d6=2 ]{261}
20:24 <Corwin> roll 1d4+110+25+23d6+15d4+1d6 wing2
20:24 <Rei-chan> Corwin rolled : 1d4+110+25+23d6+15d4+1d6 wing2 --> [ 1d4=3 23d6=73 15d4=33 1d6=5 ]{249}
Robilar's Gambit afterwards.
* Unarmed/Natural attacks are with Shattermantle.
* Greater Foresight was used as Arcane Strike fuel.
via Sanzha:
20:28 <Corwin> roll 10d10+180 temp hp
20:28 <Rei-chan> Corwin rolled : 10d10+180 temp hp --> [ 10d10=62 ]{242}
Temp hp dice are maxed, so 280 temp hp.
via Ranbar:
Sensual Blessing + Mass Heal recovers 500hp, 12 regeneration recovers 12 more.
HP: 650+500+12/1092 => full
Armbands of the Spark 6/10rnd
Space Compression 6/38rnd
All spells here are to be precast before leaving home [CL 38]. The spells under 'All' are shared with all party members unless explicitly refused.
These spells have been spent.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Self only:
Sensual Blessing [1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [24hr], Mind Blank [A, 24hr], Many Moments of Prescience [1hr/lvl], Moment of Prescience [1hr/lvl]
Superb Dispelling channeled into unarmed attacks, Keen Edge cast on Razalim, Crystalvein weapons and natural weapons
Strength of the Dragon Princess
Endurance of the Dragon Princess
Sanzha: Inspire Courage, Inspire Greatness
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +35 (+4 sacred Celestial Valor, +20 morale Inspire Courage, +10 from Inspire Greatness, +1 insight Strength of the Dragon Princess)
Damage: +25 (+4 sacred Celestial Valor, +20 morale Inspire Courage, +1 insight Strength of the Dragon Princess)
Fort Save: +12 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 insight Endurance of the Dragon Princess)
Will Save: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
HP: 1092+280/1092
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
My unaltered stats (regular)
Supreme Initiative: (+21 vs DvR6)
Armor Class: 105 (Touch AC 84)
Base Attack/CMB/CMD: +33/+72/156
Melee/Ranged Attack: +62 [Good, Lawful and Epic] (Haste, K:D +5, DvR6, Luck +3, Enchantment NOT included)
Full Attack/Unarmed: +72/+72/+72/+72/+67/+62/+57 (2d8+94) and bite +67 (1d8+87) and claws +67/+67 (1d6+87) and wings +67/+67 (1d4+87) [19-20 x2]
Full Attack/Unarmed (flanking): +76/+76/+76/+76/+71/+66/+61 (2d8+117) and bite +71 (1d8+110) and claws +71/+71 (1d6+110) and wings +71/+71 (1d4+110) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +82, Ref +78, Will +80
Abilities: STR 36+2 (13+1), DEX 38 (14), CON 36+6 (13+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC47 half (con, fire), prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC43 (energy, 5x half hd)/prismatic spray (60ft cone) DC43 (depending on the result of d8)
My unaltered stats (dragon)
Supreme Initiative: (+21 vs DvR6)
Armor Class: 104 (Touch AC 74)
Base Attack/CMB/CMD: +37/+90/168
Attack: +82 [Good, Lawful and Epic] (+24 Str, Haste, K:D +5, DvR6, Luck +3, +10 Enhancement, BAB=HD)
Full Attack: +82/+82/+82/+82/+77/+72/+67 (6d10+104) and bite +77 (4d6+97) and claws +77/+77 (2d8+97) and wings +77/+77 (2d6+97) and tail slap +77 (2d8+121) [19-20 x2]
Full Attack (flanking): +86/+86/+86/+86/+81/+76/+71 (6d10+127) and bite +81 (4d6+120) and claws +81/+81 (2d8+120) and wings +81/+81 (2d6+120) and tail slap +81 (2d8+144) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +87, Ref +72, Will +80
Abilities: STR 57+2 (23+1), DEX 26 (8), CON 47+6 (18+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Space/Reach: 20ft/15ft (Reach 20ft with bite)
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC53 half, prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC49 (energy, 5x half hd)/prismatic spray (60ft cone) DC49 (depending on the result of d8)
The moment you swing Razalim, the silver scimitar glows with the same fire as Imix.
'Devour.'
The voice is heard in your mind, toneless but with an under current of hunger. It makes Seira's own stomach clench as if she hasn't eaten in days.
"Razalim?" Imix dodges to the side at first, "That sword can sp-" Then Seira moves faster. The blade cuts into Imix, a scream from the Archomental as it cuts fire like flesh. Boiling blood, hotter than a volcano's heart, sprays out from Imix as you score a flurry of brutal slashes. Seira is relentless, her strikes driving the Prince of Elemental Evil back as wounds heal. Ranbar's magic mends your hurts as Donald is in position.
"Oh, I've been waiting for this," he grins as Imix bleeds that horrible blood from his chest, his arm, his side. So many slashes plague him as he coughs, as Razalim is hotter and hotter in your hand. It hurts to hold, it is searing your hand fast and hard. You can't let go, your hand won't do it, all you can do is endure this fire that burns you as if you were a mortal.
> roll 30d6 fire damage no save Seira
<Kobot> Kotono rolled 30d6 fire damage no save Seira --> [ 30d6=117 ]{117}
Imix is mauled, cut open in many places. Donald is just a step behind, coming through like a force of nature as you attack Imix. His defensive form is broken, vulnerable and open. His screams are unlike anything else you've heard, like a fire dying one droplet of water at a time.
<Kobot> Kotono rolled 1d20+120 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha, -5 slashing flurry) --> [ 1d20=15 ]{135}
> roll 1d20+115 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha, -10 slashing flurry)
<Kobot> Kotono rolled 1d20+115 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha, -10 slashing flurry) --> [ 1d20=3 ]{118}
> OOC: Also channeling sonic handshake, though Imix's SR makes any roll to overcome it moot.
> roll 2d6+85+2d6+10d4
<Kobot> Kotono rolled 2d6+85+2d6+10d4 --> [ 2d6=6 2d6=8 10d4=28 ]{127}
> roll 2d6+85+2d6+10d4
<Kobot> Kotono rolled 2d6+85+2d6+10d4 --> [ 2d6=6 2d6=5 10d4=22 ]{118}
Perhaps normally Imix would've been able to dodge. Perhaps if Razalim had not maimed him so that these strikes could have been avoided. But like this, badly wounded and unable to smoothly dodge, Imix's chest is impaled by Guardianil. A savage tear causes lava blood and screaming smoke to erupt out of Imix's body. Instead this lava, fire and smoke spreads everywhere, before suddenly - !
Rank check, Seira. Donald's attacks were same time but didn't matter for this purpose, since you did sufficient damage without them. They're rolled for a reason unrelated to this.
[spoiler]
Seira's Majestic Visage on Ranbar.
+20 inspire courage (attacks, weapon damage, saves vs fear)
Sanzha gets melody of water on herself.
Add greater divine power to Ranbar's block.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
Donald
HP: 890/890
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 2/3 Strength Domain 0/1 Luck Domain 1/1 Protection Domain 1/1
Spells Used: 2 9th
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.
Lady Sanzha
HP: 487(413)/866(792) (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Ranbar
HP: 818/818
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 14/14 Inspiration 28/29 Cunning Save 4/4
Spells Used: Greater divine power,
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.
16:44 <Corwin> roll 1d20+6 DvR
16:44 <Kobot> Corwin rolled 1d20+6 DvR --> [ 1d20=15 ]{21}
> roll 1d20+10
<Kobot> Kotono rolled 1d20+10 --> [ 1d20=13 ]{23}
In flames Imix's body breaks apart into whirls of fire, broken. For one moment you have silence, the avatars seemingly stunned.
"The hell was that, Seira?" Donald manages to get out.
"That's what overwhelming victory looks like," Seira tells him, her eyes lit with an eerie glow. "And it's not over yet!"
Since the avatars are standing there dumbly, Seira intends to take at least one of them down before they manage to recover!
We're heading back the way we came from. You three will deal with the avatar I left just there, and I'll eliminate another one. Turn this victory into a total rout!
Init is Seira (Supreme) > Sanzha = Donald = Ranbar (59) > Imix Avatars (54)
Space begins to twist back - unfurling, leaving the avatars closer. As one the avatars move now, act the same. At the same time the opening portals close, leaving just you and the avatars. The four charge you with the now closed space, "SEIRA!" they cry wildly in fury as one, settling in on the four of you.
> roll 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) Seira
<Kobot> Kotono rolled 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) Seira --> [ 1d20=1 ]{119}
> roll 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) Donald
<Kobot> Kotono rolled 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) Donald --> [ 1d20=15 ]{133}
> roll 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) Ranbar
<Kobot> Kotono rolled 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) Ranbar --> [ 1d20=13 ]{131}
> roll 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) Sanzha
<Kobot> Kotono rolled 1d20+118 (+2 ???, +5 ???, +12 ???, +10 ???, +13 arcane strike) Sanzha --> [ 1d20=1 ]{119}
AC, Seira?
They miss me and Sanzha since they rolled a 1 as DvR0. However, I retaliate with Robilar's Gambit!
20:21 <Corwin> roll 1d20+82+35+16+15 combat bonuses+improvisation+arcane strike
20:21 <Kobot> Corwin rolled 1d20+82+35+16+15 combat bonuses+improvisation+arcane strike --> [ 1d20=18 ]{166}
20:21 <Corwin> roll 1d20+82+35+16+15 combat bonuses+improvisation+arcane strike crit?
20:21 <Kobot> Corwin rolled 1d20+82+35+16+15 combat bonuses+improvisation+arcane strike crit? --> [ 1d20=5 ]{153}
* My bad, I copied the roll while forgetting that I used up Improvisation. So it'd be a crit on 150 and confirmation on 137.
20:21 <Corwin> roll 1d20+6 dvr for Crippling Strike
20:21 <Kobot> Corwin rolled 1d20+6 dvr for Crippling Strike --> [ 1d20=7 ]{13}
* If that wins, 2 str damage that... are made 8, since Razalim crits at x4?
20:22 <Corwin> roll 4d6+468+16+4d6+100+1d6+22d6+15d4 crit
20:22 <Kobot> Corwin rolled 4d6+468+16+4d6+100+1d6+22d6+15d4 crit --> [ 4d6=19 4d6=8 1d6=6 22d6=71 15d4=44 ]{732}
> roll 1d20
<Kobot> Kotono rolled 1d20 --> [ 1d20=4 ]{4}
Seira's blade lashes out again. Razalim cuts deep into her foe while she sidesteps, a fiery hiss of pain as meanwhile?
Sanzha is missed as well. The other two are hit.
> roll 4d8+57+13d4 Donald
<Kobot> Kotono rolled 4d8+57+13d4 Donald --> [ 4d8=16 13d4=34 ]{107}
> roll 4d8+57+13d4 Ranbar
<Kobot> Kotono rolled 4d8+57+13d4 Ranbar --> [ 4d8=20 13d4=29 ]{106}
As your side trades blows, savage combat, eruptions of magic burst around all the party. Bursts of nothingness, a relentless barrage of spells to undo you most directly.
> roll 8#1d20+49 (+11 in cases where that avatar hit someone already)
<Kobot> Kotono rolled 8#1d20+49 (+11 in cases where that avatar hit someone already) --> [ 1d20=12 ]{61}, [ 1d20=1 ]{50}, [ 1d20=18 ]{67}, [ 1d20=16 ]{65}, [ 1d20=12 ]{61}, [ 1d20=12 ]{61}, [ 1d20=20 ]{69}, [ 1d20=7 ]{56}
Need Fort saves against any that got past your spell resistance.
[spoiler]
Seira's Majestic Visage on Ranbar.
+20 inspire courage (attacks, weapon damage, saves vs fear)
Sanzha gets melody of water on herself.
Add greater divine power to Ranbar's block.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
Donald
HP: 784/890
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 2/3 Strength Domain 0/1 Luck Domain 1/1 Protection Domain 1/1
Spells Used: 2 9th
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.
Lady Sanzha
HP: 487(413)/866(792) (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Ranbar
HP: 818/818 (106 if it goes past this round)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 14/14 Inspiration 28/29 Cunning Save 4/4
Spells Used: Greater divine power,
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.
My SR is 52, so only one is negated.
21:20 <Corwin> roll 7#1d20+82+12
21:20 <Kobot> Corwin rolled 7#1d20+82+12 --> [ 1d20=14 ]{108}, [ 1d20=14 ]{108}, [ 1d20=17 ]{111}, [ 1d20=4 ]{98}, [ 1d20=15 ]{109}, [ 1d20=11 ]{105}, [ 1d20=20 ]{114}
Armbands of the Spark 6/10rnd
Space Compression 6/38rnd
All spells here are to be precast before leaving home [CL 38]. The spells under 'All' are shared with all party members unless explicitly refused.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight)
Self only:
Sensual Blessing [1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [24hr], Mind Blank [A, 24hr], Moment of Prescience [1hr/lvl]
Superb Dispelling channeled into unarmed attacks, Keen Edge cast on Razalim, Crystalvein weapons and natural weapons
Strength of the Dragon Princess
Endurance of the Dragon Princess
Sanzha: Inspire Courage, Inspire Greatness
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +35 (+4 sacred Celestial Valor, +20 morale Inspire Courage, +10 from Inspire Greatness, +1 insight Strength of the Dragon Princess)
Damage: +25 (+4 sacred Celestial Valor, +20 morale Inspire Courage, +1 insight Strength of the Dragon Princess)
Fort Save: +12 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 insight Endurance of the Dragon Princess)
Will Save: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
HP: 1092+280/1092
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
My unaltered stats (regular)
Supreme Initiative: (+21 vs DvR6)
Armor Class: 105 (Touch AC 84)
Base Attack/CMB/CMD: +33/+72/156
Melee/Ranged Attack: +62 [Good, Lawful and Epic] (Haste, K:D +5, DvR6, Luck +3, Enchantment NOT included)
Full Attack/Unarmed: +72/+72/+72/+72/+67/+62/+57 (2d8+94) and bite +67 (1d8+87) and claws +67/+67 (1d6+87) and wings +67/+67 (1d4+87) [19-20 x2]
Full Attack/Unarmed (flanking): +76/+76/+76/+76/+71/+66/+61 (2d8+117) and bite +71 (1d8+110) and claws +71/+71 (1d6+110) and wings +71/+71 (1d4+110) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +82, Ref +78, Will +80
Abilities: STR 36+2 (13+1), DEX 38 (14), CON 36+6 (13+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC47 half (con, fire), prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC43 (energy, 5x half hd)/prismatic spray (60ft cone) DC43 (depending on the result of d8)
My unaltered stats (dragon)
Supreme Initiative: (+21 vs DvR6)
Armor Class: 104 (Touch AC 74)
Base Attack/CMB/CMD: +37/+90/168
Attack: +82 [Good, Lawful and Epic] (+24 Str, Haste, K:D +5, DvR6, Luck +3, +10 Enhancement, BAB=HD)
Full Attack: +82/+82/+82/+82/+77/+72/+67 (6d10+104) and bite +77 (4d6+97) and claws +77/+77 (2d8+97) and wings +77/+77 (2d6+97) and tail slap +77 (2d8+121) [19-20 x2]
Full Attack (flanking): +86/+86/+86/+86/+81/+76/+71 (6d10+127) and bite +81 (4d6+120) and claws +81/+81 (2d8+120) and wings +81/+81 (2d6+120) and tail slap +81 (2d8+144) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +87, Ref +72, Will +80
Abilities: STR 57+2 (23+1), DEX 26 (8), CON 47+6 (18+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Space/Reach: 20ft/15ft (Reach 20ft with bite)
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC53 half, prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC49 (energy, 5x half hd)/prismatic spray (60ft cone) DC49 (depending on the result of d8)
> roll 7#1d20+51 Donald mettle
<Rei-chan> Kotono rolled : 7#1d20+51 Donald mettle --> [ 1d20=1 ]{52}, [ 1d20=9 ]{60}, [ 1d20=3 ]{54}, [ 1d20=2 ]{53}, [ 1d20=2 ]{53}, [ 1d20=3 ]{54}, [ 1d20=6 ]{57}
> roll 7#1d20+57 Sanzha
<Rei-chan> Kotono rolled : 7#1d20+57 Sanzha --> [ 1d20=18 ]{75}, [ 1d20=7 ]{64}, [ 1d20=8 ]{65}, [ 1d20=18 ]{75}, [ 1d20=11 ]{68}, [ 1d20=14 ]{71}, [ 1d20=16 ]{73}
> roll 7#1d20+55 inspiration Ranbar
<Rei-chan> Kotono rolled : 7#1d20+55 inspiration Ranbar --> [ 1d20=20 ]{75}, [ 1d20=10 ]{65}, [ 1d20=12 ]{67}, [ 1d20=13 ]{68}, [ 1d20=16 ]{71}, [ 1d20=13 ]{68}, [ 1d20=6 ]{61}
Donald nulls, all other saves were passed.
> roll 56d6 this is after all the saves so full all but Donald who negates
<Rei-chan> Kotono rolled : 56d6 this is after all the saves so full all but Donald who negates --> [ 56d6=180 ]{180}
Yet all of you are able to withstand this terrible, tremendous assault as...
Seira, go.
[spoiler]
Seira's Majestic Visage on Ranbar.
+20 inspire courage (attacks, weapon damage, saves vs fear)
Sanzha gets melody of water on herself.
Add greater divine power to Ranbar's block.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
76 temp hp
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
Donald
HP: 784/890
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 13/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 2/3 Strength Domain 0/1 Luck Domain 1/1 Protection Domain 1/1
Spells Used: 2 9th
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.
Lady Sanzha
HP: 307(233)/866(792) (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Ranbar
HP: 818/818 (286 if it goes past this round)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 14/14 Inspiration 28/29 Cunning Save 4/4
Spells Used: Greater divine power,
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.
Seira stops time again. She is confident of their victory, now that they are fighting back to back, but there is always a chance that Imix's cowardly minions will try to flee.
So she decides to prevent them from it.
As Seira comes out of the moment of frozen time, two of the avatars are caught in cells of force once more, except this time those cells are filled with water. It's their weakness, alright, but may they find it humiliating and panic!
The avatar whose blood Razalim had tasted finds itself roasted by fire hot enough to be felt even by the likes of Imix, golden and majestic! And then Seira joins another ray to the mix, burning him further before striking with all her might!
18:28 <Corwin> roll 1d4+1
18:28 <Rei-chan> Corwin rolled : 1d4+1 --> [ 1d4=4 ]{5}
Round 1: Standard to produce a scroll of Jaela's Teleport Block at CL40, swift to place barred Forcecage around untouched avatar #3, swift to cast Many Moments of Prescience
Round 2: Standard to cast Jaela's Teleport Block to spread for a 2000ft radius from me, swift to place Forcecage around untouched avatar #4, swift to cast Greater Improvisation
Round 3: Standard to cast Assay Spell Resistance set vs wounded avatar #1, swift to cast Seira's Arcane Thesis, swift True Casting
Round 4: Swift to set up Delayed Fireball Blast (Fiery and Searing and Goldenfire) centered into the distance so it will only hit wounded avatar #1, standard to cast True casting, swift to set up Delayed Fireball Blast (Fiery and Searing and Goldenfire) centered into the distance so it will only hit wounded avatar #1, move to reposition so I can flank unharmed avatar #2 with Donald
Round 5: Swift to activate Fire Devotion, swift to reactivate the Armbands of the Spark, move to channel Superb Dispelling into Razalim, standard to cast True Casting
Time resumes: Swift to cast Maximized Enhanced Blazing Radiance (Fiery and Searing and Goldenfire) at wounded avatar #1, then a full attack against it and against unharmed avatar #2.
Magical attack vs wounded avatar #1:
19:00 <Corwin> roll 1d20+42+30 SR #1
19:00 <Rei-chan> Corwin rolled : 1d20+42+30 SR #1 --> [ 1d20=2 ]{74}
19:00 <Corwin> roll 1d20+42+30 SR #1
19:00 <Rei-chan> Corwin rolled : 1d20+42+30 SR #1 --> [ 1d20=16 ]{88}
19:00 <Corwin> roll 1d20+42+30 SR #3
19:00 <Rei-chan> Corwin rolled : 1d20+42+30 SR #3 --> [ 1d20=8 ]{80}
19:05 <Corwin> roll 20d6+20
19:05 <Rei-chan> Corwin rolled : 20d6+20 --> [ 20d6=73 ]{93}
Delayed Blast Fireball, 139 damage vs Evil, Ref DC 63 (Arcane Thesis+Goldenfire+Fire magic) half
Full attack vs unharmed avatar #2:
19:10 <Corwin> roll 1d20+82+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2
19:10 <Rei-chan> Corwin rolled : 1d20+82+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 --> [ 1d20=10 ]{142}
19:13 <Corwin> roll 14#1d20+38+18
19:13 <Rei-chan> Corwin rolled : 14#1d20+38+18 --> [ 1d20=20 ]{76}, [ 1d20=6 ]{62}, [ 1d20=5 ]{61}, [ 1d20=16 ]{72}, [ 1d20=2 ]{58}, [ 1d20=11 ]{67}, [ 1d20=3 ]{59}, [ 1d20=11 ]{67}, [ 1d20=5 ]{61}, [ 1d20=18 ]{74}, [ 1d20=19 ]{75}, [ 1d20=5 ]{61}, [ 1d20=4 ]{60}, [ 1d20=17 ]{73}
19:14 <Corwin> roll 1d20+82+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2
19:14 <Rei-chan> Corwin rolled : 1d20+82+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 --> [ 1d20=6 ]{138}
19:15 <Corwin> OOC: The moment an attack misses, the next attack and all following ones will have Improvisation one them (and after MMoP if Improvisation runs out)
19:15 <Corwin> roll 1d20+82+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2
19:15 <Rei-chan> Corwin rolled : 1d20+82+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 --> [ 1d20=19 ]{151}
19:15 <Corwin> roll 1d20+82+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2
19:15 <Rei-chan> Corwin rolled : 1d20+82+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 --> [ 1d20=9 ]{141}
19:15 <Corwin> roll 1d20+77+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2
19:15 <Rei-chan> Corwin rolled : 1d20+77+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 --> [ 1d20=6 ]{133}
19:15 <Corwin> roll 1d20+72+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2
19:15 <Rei-chan> Corwin rolled : 1d20+72+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 --> [ 1d20=16 ]{138}
19:15 <Corwin> roll 1d20+67+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2
19:15 <Rei-chan> Corwin rolled : 1d20+67+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 --> [ 1d20=4 ]{121}
19:16 <Corwin> roll 1d20+71+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 claw
19:16 <Rei-chan> Corwin rolled : 1d20+71+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 claw --> [ 1d20=9 ]{130}
19:16 <Corwin> roll 1d20+71+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 bite
19:16 <Rei-chan> Corwin rolled : 1d20+71+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 bite --> [ 1d20=3 ]{124}
19:16 <Corwin> roll 1d20+71+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 wing1
19:16 <Rei-chan> Corwin rolled : 1d20+71+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 wing1 --> [ 1d20=19 ]{140}
19:16 <Corwin> roll 1d20+71+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 wing2
19:16 <Rei-chan> Corwin rolled : 1d20+71+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 wing2 --> [ 1d20=15 ]{136}
19:17 <Corwin> roll 1d20+82+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 crit1?
19:17 <Rei-chan> Corwin rolled : 1d20+82+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 crit1? --> [ 1d20=16 ]{148}
19:17 <Corwin> roll 1d20+72+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 crit2?
19:17 <Rei-chan> Corwin rolled : 1d20+72+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 crit2? --> [ 1d20=4 ]{126}
19:18 <Corwin> roll 1d20+71+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 wing1 crit3?
19:18 <Rei-chan> Corwin rolled : 1d20+71+35+15 combat bonuses+arcane strike15 vs unharmed avatar #2 wing1 crit3? --> [ 1d20=4 ]{125}
19:17 <Corwin> roll 1d20+6 DvR to inflict Str damage
19:17 <Rei-chan> Corwin rolled : 1d20+6 DvR to inflict Str damage --> [ 1d20=7 ]{13}
Damage
19:22 <Corwin> roll 4d6+468+116+4d6+22d6+15d4+1d6 Razalim (crit1)
19:22 <Rei-chan> Corwin rolled : 4d6+468+116+4d6+22d6+15d4+1d6 Razalim (crit1) --> [ 4d6=9 4d6=8 22d6=71 15d4=40 1d6=4 ]{716}
19:22 <Corwin> roll 6#1d6+117+29+4d6+22d6+15d4+1d6 Razalim hit
19:22 <Rei-chan> Corwin rolled : 6#1d6+117+29+4d6+22d6+15d4+1d6 Razalim hit --> [ 1d6=5 4d6=16 22d6=74 15d4=35 1d6=5 ]{281}, [ 1d6=6 4d6=12 22d6=83 15d4=38 1d6=6 ]{291}, [ 1d6=6 4d6=16 22d6=59 15d4=37 1d6=5 ]{269}, [ 1d6=5 4d6=8 22d6=74 15d4=34 1d6=2 ]{269}, [ 1d6=3 4d6=12 22d6=70 15d4=39 1d6=1 ]{271}, [ 1d6=5 4d6=10 22d6=68 15d4=34 1d6=4 ]{267}
19:24 <Corwin> OOC: One of those is also a crit, so drop the first, say
19:24 <Corwin> roll 4d6+468+116+4d6+22d6+15d4+1d6 Razalim crit2
19:24 <Rei-chan> Corwin rolled : 4d6+468+116+4d6+22d6+15d4+1d6 Razalim crit2 --> [ 4d6=10 4d6=16 22d6=60 15d4=34 1d6=3 ]{707}
19:24 <Corwin> roll 1d8+110+25+23d6+15d4+1d6 bite
19:24 <Rei-chan> Corwin rolled : 1d8+110+25+23d6+15d4+1d6 bite --> [ 1d8=4 23d6=88 15d4=34 1d6=4 ]{265}
19:25 <Corwin> roll 1d4+110+25+23d6+15d4+1d6 wing2
19:25 <Rei-chan> Corwin rolled : 1d4+110+25+23d6+15d4+1d6 wing2 --> [ 1d4=3 23d6=90 15d4=36 1d6=5 ]{269}
19:25 <Corwin> roll 1d6+110+25+23d6+15d4+1d6 claw
19:25 <Rei-chan> Corwin rolled : 1d6+110+25+23d6+15d4+1d6 claw --> [ 1d6=2 23d6=87 15d4=35 1d6=2 ]{261}
19:24 <Corwin> roll 1d4+110+25+23d6+15d4+1d6 wing1 if hit
19:24 <Rei-chan> Corwin rolled : 1d4+110+25+23d6+15d4+1d6 wing1 if hit --> [ 1d4=2 23d6=75 15d4=37 1d6=5 ]{254}
19:24 <Corwin> roll 2d4+220+50+23d6+15d4+1d6 wing1 if crit
19:24 <Rei-chan> Corwin rolled : 2d4+220+50+23d6+15d4+1d6 wing1 if crit --> [ 2d4=6 23d6=89 15d4=40 1d6=4 ]{409}
If avatar #2 expires, I'd like to 5ft step to finish off wounded avatar #1. And I'll end the turn in Gambit, as before.
* Due to needed edit, +7 goldenfire damage to each regular attack, +14 goldenfire damage to wing crit, +28 goldenfire damage to Razalim crits
Armbands of the Spark 01/10rnd 3/5 uses left
Fire Devotion 3/10rnd
Space Compression 12/38rnd
All spells here are to be precast before leaving home [CL 38]. The spells under 'All' are shared with all party members unless explicitly refused.
All:
Glorious Rally [1min/lvl], Celestial Valor [1min/lvl], Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl], True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl], Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Voice of the Dragon [10min/lvl], Greater Heroism [1min/lvl], Good Hope [1min/lvl], Nondetection [1hr/lvl], Mass Death Ward [1min/lvl], Heroes's Feast [12hr], Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight)
Self only:
Sensual Blessing [1min/lvl], Greater Anticipate Teleport [24hr], Bibliotheca Arcana [24hr], Mind Blank [A, 24hr], Moment of Prescience [1hr/lvl]
Superb Dispelling channeled into unarmed attacks, Keen Edge cast on Razalim, Crystalvein weapons and natural weapons
Strength of the Dragon Princess
Endurance of the Dragon Princess
Sanzha: Inspire Courage, Inspire Greatness
Numerical benefits:
AC: +14 normal/+9 touch (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin)
Attack: +35 (+4 sacred Celestial Valor, +20 morale Inspire Courage, +10 from Inspire Greatness, +1 insight Strength of the Dragon Princess)
Damage: +25 (+4 sacred Celestial Valor, +20 morale Inspire Courage, +1 insight Strength of the Dragon Princess)
Fort Save: +12 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +2 insight Endurance of the Dragon Princess)
Will Save: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
HP: 1092+100/1092
Also immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and for Seira only the combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 190ft radius of you.
My unaltered stats (regular)
Supreme Initiative: (+21 vs DvR6)
Armor Class: 105 (Touch AC 84)
Base Attack/CMB/CMD: +33/+72/156
Melee/Ranged Attack: +62 [Good, Lawful and Epic] (Haste, K:D +5, DvR6, Luck +3, Enchantment NOT included)
Full Attack/Unarmed: +72/+72/+72/+72/+67/+62/+57 (2d8+94) and bite +67 (1d8+87) and claws +67/+67 (1d6+87) and wings +67/+67 (1d4+87) [19-20 x2]
Full Attack/Unarmed (flanking): +76/+76/+76/+76/+71/+66/+61 (2d8+117) and bite +71 (1d8+110) and claws +71/+71 (1d6+110) and wings +71/+71 (1d4+110) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +82, Ref +78, Will +80
Abilities: STR 36+2 (13+1), DEX 38 (14), CON 36+6 (13+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC47 half (con, fire), prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC43 (energy, 5x half hd)/prismatic spray (60ft cone) DC43 (depending on the result of d8)
My unaltered stats (dragon)
Supreme Initiative: (+21 vs DvR6)
Armor Class: 104 (Touch AC 74)
Base Attack/CMB/CMD: +37/+90/168
Attack: +82 [Good, Lawful and Epic] (+24 Str, Haste, K:D +5, DvR6, Luck +3, +10 Enhancement, BAB=HD)
Full Attack: +82/+82/+82/+82/+77/+72/+67 (6d10+104) and bite +77 (4d6+97) and claws +77/+77 (2d8+97) and wings +77/+77 (2d6+97) and tail slap +77 (2d8+121) [19-20 x2]
Full Attack (flanking): +86/+86/+86/+86/+81/+76/+71 (6d10+127) and bite +81 (4d6+120) and claws +81/+81 (2d8+120) and wings +81/+81 (2d6+120) and tail slap +81 (2d8+144) [19-20 x2, +23d6 and 2 Str damage]
Saves: Fort +87, Ref +72, Will +80
Abilities: STR 57+2 (23+1), DEX 26 (8), CON 47+6 (18+3), WIS 30+6 (10+3), INT 50+6 (20+3), CHA 41 (15)
Darkstalker, Improved Evasion, Improved Uncanny Dodge, Spell Reflection, Aegis, Damage reduction 20/epic adamantine weapons that are colorlessand, 12 regeneration, immunity to acid, electricity and fire, immunity to paralysis and sleep, spell resistance 50, vulnerability to cold, darkvision 6 miles, low-light vision 6 miles
Space/Reach: 20ft/15ft (Reach 20ft with bite)
Special Attacks: Breath weapon 22d10 fire+4d10holy (60ft cone, 120ft line) Ref DC53 half, prismatic breath 5x18d8 (60ft cone, 120ft line) Ref DC49 (energy, 5x half hd)/prismatic spray (60ft cone) DC49 (depending on the result of d8)
> roll 1d20+56 (+3 ???, +4 ???, +3 ???) ref
<Rei-chan> Kotono rolled : 1d20+56 (+3 ???, +4 ???, +3 ???) ref --> [ 1d20=8 ]{64}
In Seira's wrath, the stunned avatars are torn apart. Two fall to her might, all as you rip into them. "Finish this!" Donald cries as your magic rips though one and your claws another, together enough to push them back. Razalim burns in your hand like a brand, yet you find yourself holding it harder instead.
Two avatars left, Donald, Ranbar and Sanzha up.
> roll 1d20+125 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha)
<Rei-chan> Kotono rolled : 1d20+125 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha) --> [ 1d20=13 ]{138}
> roll 1d20+125 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha)
<Rei-chan> Kotono rolled : 1d20+125 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha) --> [ 1d20=8 ]{133}
> roll 1d20+120 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha)
<Rei-chan> Kotono rolled : 1d20+120 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha) --> [ 1d20=19 ]{139}
> roll 1d20+115 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha)
<Rei-chan> Kotono rolled : 1d20+115 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha) --> [ 1d20=8 ]{123}
> roll 1d20+110 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha)
<Rei-chan> Kotono rolled : 1d20+110 (+1 haste, +20 morale, +4 sacred, damage dice boost used, +7 strength domain used, +10 arcane strike, +4 sanzha) --> [ 1d20=18 ]{128}
> roll 2d6+85+2d6+10d4
<Rei-chan> Kotono rolled : 2d6+85+2d6+10d4 --> [ 2d6=4 2d6=7 10d4=27 ]{123}
> roll 2d6+85+2d6+10d4
<Rei-chan> Kotono rolled : 2d6+85+2d6+10d4 --> [ 2d6=5 2d6=7 10d4=20 ]{117}
> roll 2d6+85+2d6+10d4
> roll 2d6+85+2d6+10d4
<Rei-chan> Kotono rolled : 2d6+85+2d6+10d4 --> [ 2d6=6 2d6=7 10d4=23 ]{121}
<Rei-chan> Kotono rolled : 2d6+85+2d6+10d4 --> [ 2d6=8 2d6=9 10d4=27 ]{129}
> roll 2d6+85+2d6+10d4
<Rei-chan> Kotono rolled : 2d6+85+2d6+10d4 --> [ 2d6=9 2d6=10 10d4=16 ]{120}
Donald passes some relevant saves and has evasion so moot.
Donald rushes into the third, slashing deep and wounding it. AS flames erupt around him hisses and crackles, deep and intense. "We have the fucking momentum!" Donald laughs as Sanzha?
Do we have an escape plan now? Even if we win this battle, we need to escape alive.
Escape? We're killing all his minions and then waiting six hours to kill Imix when he respawns. Get a bit of distance, say fifty feet, and finish Donald's opponent with water. And Ranbar, stand guard over Sanzha after healing her up some more. We have to be ready for more avatars showing up past my barrier.
Sanzha laughs - a bloody laugh as she works with Donald and slips back smoothly, so fast as a madalani that none can touch her. From her a wall of water comes forth, racing for the wounded avatar in a cascade of crashing waters.
> roll 1d20+60 fort is mostly a 1 check here so not even listing the bonuses but they're in order for this one
<Rei-chan> Kotono rolled : 1d20+60 fort is mostly a 1 check here so not even listing the bonuses but they're in order for this one --> [ 1d20=6 ]{66}
> roll 1d20+60 fort is mostly a 1 check here so not even listing the bonuses but they're in order for this one
<Rei-chan> Kotono rolled : 1d20+60 fort is mostly a 1 check here so not even listing the bonuses but they're in order for this one --> [ 1d20=6 ]{66}
> roll 20d6
<Rei-chan> Kotono rolled : 20d6 --> [ 20d6=67 ]{67}
Made it but his water weakness essentially breaks even.
Already wounded, Sanzha's tsunami washes away and quenches the third avatar, leaving only one as Ranbar falls back as well, protecting. The last scowls in incoherent fury but leaps back and is gone, even as Sanzha is healed. For the bare moment at least, you have a moment to breath.
I just killed Imix's current body and three of his avatars in his realm with Donald, Sanzha and Ranbar, Seira contacts Zaaman Rul, keeping Amaryl and the others up to date.
Space is shifting back as you speak - to flrescape with an entrance back below - and several glittering things lying there, you note.
Incredible. Can you finish it?
Well done, Seira!
Donald swoops down a moment, "Ho-" he begins, "I think Imix left you a present or four, Seira." He gathers those things up rapid fast.
Ranbar exhales, "W-we won!"
Razalim throbs in your hand. It hurts. Your hand won't let go of it.
The destined hand holds Razalim at last.
That's a loaded question, so Seira delays her answer as she tells Kossuth, I thank you for your endorsement.
She sends a feeling of happiness to Amaryl, and then at last responds to Zaaman Rul. Power-wise, nothing Imix has left is a match for us. But the realm is massive and they've started to shamefully run and hide. I pissed Imix off into coming as I rampaged across his realm, so I don't actually know where he would revive. My current plan is to kill anyone who opposes us and take all his things, though I wish I could find him in the six hours it's likely to take him to revive. What do you intend to do?
She smiles at Ranbar, and swiftly uses her magic to ensure all her friends are at top health.
It's been a long time since I visited my father's realm. I think it's time to rectify that. There are so many things there that are breakable.
Lady Sanzha breathes heavily, recovering thanks to Ranbar.
Razalim is said to have been made from a tongue. A tongue's words beguile and command and Razalim binds the wills of the weak. An ability that you know. A tongue is also tied to consumption. Do you understand?
If they are being returned to the Gallery of Triumphs, that makes bringing 231 back with them even easier.
Perhaps a few of our pantheon would like to dispatch an avatar along with you, so check with everyone? Even we really shouldn't travel alone.
With the answer to Zaaman Rul sent, Seira struggles with her answer to Kossuth before admitting, Not fully. I heard... something. The moment I struck Imix, I was sure I felt Razalim's will, and it was to devour him. Is that what you mean?
Yes. A tongue devours. Fires devour. The greatest flames enthrall that of Fire, and yet those treasures invariably consume those who come too close to them. Just as so many who held Razalim were ultimately its victims. You hold a cursed sword that can change Fire, but do not forget the price and destiny for being one able to wield it properly. Fire devours everything until it dies out surrounded by ash and nothing else.
Choose wisely, Seira. A war comes to Fire. The Crimson Firebrand did not let you take Razalim out of mercy, but because he is not afraid of it and believes you will be another victim.
Razalim is a fearsome weapon, and a good match for me. But what those facing me should fear is not this blade, but my friends standing united by my side.
Corny, yet incredibly true. She was about to repeat the mistake she'd once made with Donald, back when both of them were mortal. It's good and fine to have faith in her friends, but there was no reason to go for pointless duels while their goal was right in front of them.
I will.
Meanwhile:
Serve me in this coming war against the Crimson Firebrand. Bring you and yours to aid me in it. In return, you may safely have many of Imix's treasures. Imix is of no concern to you now, he will be weakened for thousands of years after this from the loss today, humiliated. Zaaman Rul shall rise higher to more properly oppose Imix now and greater balance will come to Fire.
With the history that we share, of course I'll support you! I do want to keep guiding Fire in the direction I've been trying to go, even at the expense of a true balance. I'm not asking for your help in that, merely your acceptance.
A shake. A scream - Imix. Fury. It means nothing.
Shimmers.
A great many chests appear on the ground below now.
Then we are agreed. Leave this realm in peace and safety.
"What-" Donald leaps back from the chests, dodging them with a cry of surprise.
An offer from Kossuth. We're allies, after all, Seira informs Donald, surely surprising no one with her words.
We're collecting the loot, that temporal artifact and 231, and leaving down the stairs back. I'll free all the regular souls that Imix had trapped down below and plane shift us back home.
Okay, since you have Kossuth smoothing the way this is mostly offscreen stuff. We'll deal with the fallout from this after levels and the loot stuff when I get to loot stuff in a few days.
Also probably a node check for obvious reasons of goals being done.
But for now, congratulations, it's level up time.
Kossuth probably giftwrapped the gold and such from those rooms I bypassed along with some nice and unique treasures, but I'm really curious what was behind the mystery doors.
And thanks!
Belatedly locking this one.