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Surraruthru's endless quest for treasure (Surraruthru, Jaela)

Started by Anastasia, May 25, 2016, 10:49:16 PM

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Anastasia

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Iron Dragoon

#31
Below is the summary of the spells that Surraruthru will be responsible for. I included Energy Immunity for ohshit reasons, but if we don't need it, let me know and I'll swap it out for Hellball or something. Also note that all Surraruthru spells have the Good descriptor. I know that probably doesn't do anything for buffs, but for upcoming combat it might matter.

Spoiler: ShowHide
Tapestry Legal:
Tapestry Legal:
Level 1:
Shield: CL 27, 27 minutes,  It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the shield spell for cover.

Level 2:
Resist Energy x5:(Player's Handbook v.3.5, p. 272) CL 27, Duration 270 minutes, grants resistance 30 to energy type

Level 3:
Greater Magic Armor: (Spell Compendium, p. 136), CL 24, Duration 24 hours, This spell functions like mage armor (PH 249), except that it requires no material component and its tangible field of force provides a +6 armor bonus to Armor Class.

Level 4:
Ray Deflection: (Spell Compendium, p. 166), CL 27, Duration 27 minutes, For the duration of the spell, you are protected against ranged touch attacks, including ray spells and ray attacks made by creatures. Any ray attack directed at you is automatically reflected harmlessly away.
Stoneskin: (Player's Handbook v.3.5, p. 284), CL 27, Duration 270 Minutes, The subject gains damage reduction 10/adamantine. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Iron Bones: (Spell Compendium, p. 125), CL 24, Duration 240 minutes, The creature gains a +6 natural armor bonus to AC.

Level 5:
Draconic Might: (Draconomicon, p. 111), CL 24, Duration 24 minutes, The subject of the spell gains a +5 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects.
Transformation of the Deeps: (Stormwrack), CL 24, Duration 24 hours, The target of this spell gains the ability to breathe water and is rendered immune to damage from both the temperature and the pressure in extreme depths of water. Additionally, she gains darkvision out to 60 feet.

Level 6:
Greater Heroism: (Player's Handbook v.3.5, p. 240), CL 24, Duration 24 minutes, the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
Cloak of the Sea: CL 24, Duration 24 hours, While underwater, the subject functions as if affected by blur (PH 206), freedom of movement (PH 233), and water breathing (PH 300),and doesn't take nonlethal damage for the duration of the spell.

Level 7:
Spell Turning: (Player's Handbook v.3.5, p. 282), CL 27, Duration 270 minutes/expended, Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The DM secretly rolls the exact number. When a spell is turned, the DM subtracts its level from the amount of spell turning left.
Energy Absorption: (Complete Mage, p. 103), CL 27, Duration 27 hours/expended, The subject gains resistance 10 against all five energy types: acid, cold, electricity, fire, and sonic. As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack. The subject gains immunity to any energy types used in that attack (but only for that attack), and also heals a number of points of damage equal to 1/2 the damage the effect would normally have caused.
Might of the Planetar: CL 24, Duration 24 rounds, You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. You gain a slam attack that inflicts 2d8 + 1.5 times your Strength modifier. You gain the benefits of the blind-fight and power attack feats as well.

Not tapestry legal:

Level 10:
Celestial Valor: CL 27, Duration 27 minutes,  Each target of this spell gains a +8 sacred bonus to saving throws against fear and any emotion based effect that would sap the will to fight, such as calm emotions or crushing despair. In addition, celestial valor grants a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws. Finally, any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets. This does not stack if the weapon already has the holy special property.
Energy Immunity: CL 27, Duration 24 hours, This abjuration grants a creature complete protection against damage from whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The spell protects the recipient's equipment as well.

Totals: +4 shield bonus, Energy Resistance 30, +6 Armor Bonus, Damage Reduction 10/Adamantine (150 points), +6+4+7 Natural Armor Bonus, +16 Enhancement Str, +2 Enhancement Dex, +8 Enhancement to  Con, Water Breathing, Darkvision 60ft, +4 Morale Bonus on Attack/Save/Skill checks, +20 temp. HP, Blur, Freedom of Movement, Reflect Spells and SLA, Gain Blind Fight/Power Attack Feats, +8 Sacred Bonus to Attack/Damage/AC/Saving Throws, Weapons gain Holy Property
Immunity to Magic Missile, Immunity to Rays, Immune to Magical Sleep and Paralysis, Immunity to Temprature/Pressure of deep ocean, Immunity to Fear, Immunity to Non-Lethal Damage
This is not the greatest post in the world, no... this is just a tribute.

Anastasia

Post is coming, though this probably won't get moving until some time after B5 today. Just a fair heads up, Iddy.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Soon the spells are cast and the party is ready. Everything is being prepared, as...

Your chance to have them cast any spells. See the spoiler block for a spell list recap.

[spoiler]

Kascha
HP: 258+20/258
Spells Active: Mind Blank (CL23), Superior Resistance (CL23), Fortunate Fate (CL15), Planar Tolerance(CL7), Greater Mage Armor(CL24), Cloak of the Sea(CL24), Transformation of the Deeps(CL24), Energy Absorption(CL24), Shield(CL27), Resistance to Energyx5(CL27), Ray Deflection(CL27), Stoneskin(CL27), Iron Bones(CL24), Draconic Might(CL24), Greater Heroism(CL24), Spell Turning(CL27)
Bonuses: +150 hit points if killed (as heal spell), protection from planar conditions, +6 armor AC (overlaps with existing bonus), 20% miss chance underwater, freedom of movement underwater, water breathing, immunity to nonlethal, immunity to pressure/temp damage from water depths, resistance 10 to all elements and can sacrifice as an immediate action to heal at a 2 for 1 rate, +4 shield AC, resistance 30 to all elements, ray deflection, damage reduction 10/adamantine, +4 enhancement natural armor, immunity to sleep and paralysis, +4 morale attack rolls, saves, skill checks, immunity to fear, 20 temp HP, spell turning,
Negative Conditions:
Resources Used:

Ebony
HP: 247/247
Spells Active: Mind Blank (CL17), Fortunate Fate (CL15), Planar Tolerance(CL7), Greater Mage Armor(CL24), Cloak of the Sea(CL24), Transformation of the Deeps(CL24), Energy Absorption(CL24), Shield(CL27), Resistance to Energyx5(CL27), Ray Deflection(CL27), Stoneskin(CL27), Iron Bones(CL24), Draconic Might(CL24), Greater Heroism(CL24), Spell Turning(CL27)
Bonuses: +150 hit points if killed (as heal spell), protection from planar conditions, +6 armor AC (overlaps with existing bonus), 20% miss chance underwater, freedom of movement underwater, water breathing, immunity to nonlethal, immunity to pressure/temp damage from water depths, resistance 10 to all elements and can sacrifice as an immediate action to heal at a 2 for 1 rate, +4 shield AC, resistance 30 to all elements, ray deflection, damage reduction 10/adamantine, +4 enhancement natural armor, immunity to sleep and paralysis, +4 morale attack rolls, saves, skill checks, immunity to fear, 20 temp HP, spell turning,
Negative Conditions:
Resources Used:


Spell-like abilities

At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning, prismatic spray, wall of force. Caster level 22nd. The save DCs are 17 + spell level.

Kascha casts as a 21st level wizard. (Caster level 24th for spells with the fire descriptor; caster level 23rd for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.

[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Superior ResistanceSC, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Mass Healx5
[2/day]10: Energy Immunityx3

Ebony casts as an 22nd level bard. (Caster level 26th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.

[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[2/day]7: Heal, True Seeing.

Frost - Frostburn.
SC - Spell Compendium.

Ebony casts as a 21st level sorcerer. (Caster level 25th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.

[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[7/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[7/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[4/day]10: Unseen NeedleHome
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

You forgot to add the following to everyone: Mass Death Ward (CL25), Good Hope (CL25), Recitation (CL25), Grace (CL25), Haste (CL21).

Spoiler: ShowHide

Jaela
HP: 318+20/318
AC: 79 = 63+4nat armor+3luck+1grace+2insight+5sacred+1haste
Spells Active: Fortunate Fate (CL25), Cloak of the Sea(CL24), Transformation of the Deeps(CL24), Energy Absorption(CL24), Shield(CL27), Resistance to Energyx5(CL27), Ray Deflection(CL27), Stoneskin(CL27), Iron Bones(CL24), Draconic Might(CL24), Greater Heroism(CL24), Spell Turning(CL27), Mass Death Ward (CL25), Good Hope (CL25), Recitation (CL25), Grace (CL25), Foresight, Moment of Prescience, Longstrider, Righteous Halo, Crown of Flame, Celestial Brilliance, Shield of Warding, Lore of the Gods, Divine Insight, Divine Favor, Haste (CL21), Permanency/Greater Blindsight (self-cast) CL29, Permanency/Mantle of Good (self-cast) CL30, Contingency.
Contingency: Stone Body if attacked with ability score damage, drowning, stunning or any spells or attacks that affect my physiology or respiration.
Bonuses: +150 hit points if killed (as heal spell), 20% miss chance underwater, freedom of movement underwater, water breathing, immunity to nonlethal, immunity to pressure/temp damage from water depths, resistance 10 to all elements and can sacrifice as an immediate action to heal at a 2 for 1 rate, +4 shield AC, resistance 30 to all elements, ray deflection, damage reduction 10/adamantine, +4 enhancement natural armor, immunity to sleep and paralysis, +4 morale attack rolls, saves, skill checks, +2 morale ability checks and damage, +3 luck to attack, saves, AC, +2 sacred to dex, +5 sacred to AC and reflex, +2 insight to reflex and AC, immunity to fear, 20 temp HP, spell turning, not surprised or flat-footed.
Negative Conditions:
Resources Used:
<Steph> I might have made a terrible mistake

Anastasia

So I did. Fixed. Anyway, anything you want them to cast?

Also from chat:

> You may want to wait on the round/level ones like haste, since it takes a bit to swim through there and get to the vault.
> Otherwise it'll just waste them.
> Up to you if you wanna have them up just in case you run into trouble before the vault, but. Let me know either way.

[spoiler]

Kascha
HP: 258+20/258
Spells Active: Mind Blank (CL23), Superior Resistance (CL23), Fortunate Fate (CL15), Planar Tolerance(CL7), Greater Mage Armor(CL24), Cloak of the Sea(CL24), Transformation of the Deeps(CL24), Energy Absorption(CL24), Shield(CL27), Resistance to Energyx5(CL27), Ray Deflection(CL27), Stoneskin(CL27), Iron Bones(CL24), Draconic Might(CL24), Greater Heroism(CL24), Spell Turning(CL27), Mass Death Ward(CL25), Good Hope(CL25)
Bonuses: +150 hit points if killed (as heal spell), protection from planar conditions, +6 armor AC (overlaps with existing bonus), 20% miss chance underwater, freedom of movement underwater, water breathing, immunity to nonlethal, immunity to pressure/temp damage from water depths, resistance 10 to all elements and can sacrifice as an immediate action to heal at a 2 for 1 rate, +4 shield AC, resistance 30 to all elements, ray deflection, damage reduction 10/adamantine, +4 enhancement natural armor, immunity to sleep and paralysis, +4 morale attack rolls, saves, skill checks, immunity to fear, 20 temp HP, spell turning, +2 morale on weapon damage rolls
Negative Conditions:
Resources Used:

Ebony
HP: 247/247
Spells Active: Mind Blank (CL17), Fortunate Fate (CL15), Planar Tolerance(CL7), Greater Mage Armor(CL24), Cloak of the Sea(CL24), Transformation of the Deeps(CL24), Energy Absorption(CL24), Shield(CL27), Resistance to Energyx5(CL27), Ray Deflection(CL27), Stoneskin(CL27), Iron Bones(CL24), Draconic Might(CL24), Greater Heroism(CL24), Spell Turning(CL27)
Bonuses: +150 hit points if killed (as heal spell), protection from planar conditions, +6 armor AC (overlaps with existing bonus), 20% miss chance underwater, freedom of movement underwater, water breathing, immunity to nonlethal, immunity to pressure/temp damage from water depths, resistance 10 to all elements and can sacrifice as an immediate action to heal at a 2 for 1 rate, +4 shield AC, resistance 30 to all elements, ray deflection, damage reduction 10/adamantine, +4 enhancement natural armor, immunity to sleep and paralysis, +4 morale attack rolls, saves, skill checks, immunity to fear, 20 temp HP, spell turning,
Negative Conditions:
Resources Used:


Spell-like abilities

At will-aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning, prismatic spray, wall of force. Caster level 22nd. The save DCs are 17 + spell level.

Kascha casts as a 21st level wizard. (Caster level 24th for spells with the fire descriptor; caster level 23rd for other spells. +6 caster level bonus to overcome spell resistance.) The save DCs are 20 + spell level. Her spell themes are spells learned from Seira, fire magic and minor buffing. Her metamagic options are Empower Spell (+2), Maximize Spell (+3), Twin Spell (+4) and Quicken Spell (+4). She may apply the following metamagics to the following spells once per day without adjusting their casting time or spell level: Magic Missile, empower; Inner Beauty, quicken; Summon Greater Elemental, quicken.

[4/day]0: Detect Magic, Detect Poison, Prestidigitationx2.
[7/day]1: Lesser Orb of Firex2SC, Mage Armor, Magic Missile, Nerveskitterx2SC, Shield.
[7/day]2: Deflectx3PHB2, False Life, Glitterdustx2, Scorching Ray.
[8/day]3: Dragonskinx2SC, Seira's Unicorn Arrowx2PHB2(1), Ray of Dizzinessx2SC, Ray of Exhaustionx2.
[6/day]4: Assay Spell Resistancex2SC, Dragon BreathSC, Empowered Scorching Ray, Inner BeautyFC1, SR, Greater Mirror ImagePHB2.
[6/day]5: Empowered Fireballx2, Greater FireburstSC, Life's Gracex3SC, SR.
[6/day]6: Empowered Enervationx2, Summon Greater ElementalSC, SR, Superior ResistanceSC, Surge of Hopex2Home.
[6/day]7: Delayed Blast Fireball, Elemental BodySC, Limited Wish, Righteous Smitex2BoED, SR, Twinned Seira's Unicorn Arrow.
[4/day]8: Dimensional Lock, Maximized Greater Fireburst, Quickened Empowered Scorching Ray, Mind Blankx2.
[4/day]9: Mass Healx5
[2/day]10: Energy Immunityx3

Ebony casts as an 22nd level bard. (Caster level 26th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.

[4/day]0: Dancing Lights, Detect Magic, Mage Hand, Mending, Prestidigitation, Summon Instrument.
[7/day]1: Alarm, Cure Light Wounds, Expeditious Retreat, Feather Fall, Grease.
[7/day]2: Alter Self, Cure Moderate Wounds, Glitterdust, Mirror Image, Silence.
[6/day]3: Charm Monster, Cure Serious Wounds, Fear, Gaseous Form, Major Image.
[6/day]4: Cure Critical Wounds, Greater Invisibility, Hold Monster, Modify Memory, Sirine's GraceSC
[7/day]5: Greater Dispel Magic, Mass Cure Light Wounds, Seeming, Song of Discord, Summon Monster 5.
[7/day]6: Mass Charm Monster, Mass Cure Moderate Wounds, SnowsongFrost, Veil.
[2/day]7: Heal, True Seeing.

Frost - Frostburn.
SC - Spell Compendium.

Ebony casts as a 21st level sorcerer. (Caster level 25th vs dispel) The save DCs are 20 + spell level. Her metamagic options are Consecrate Spell (+1) and Purify Spell (+1). Ebony may use Consecrate Spell and Purify Spell spontaneously without increasing the casting time of the spell.

[6/day]0: Acid Splash, Arcane Mark, Detect Poison, Disrupt Undead, Flare, Light, Message, Open/Close, Resistance.
[9/day]1: Bless, Detect Undead, Endure Elements, Magic Missile, Vision of HeavenBoED.
[9/day]2: Blur, Command Undead, Consecrate, See Invisibility, Zone of Truth.
[8/day]3: Analyze Portal, Fireball, Halt Undead, Helping Hand, Magic Circle Against Evil, Searing Light.
[8/day]4: Holy Smite, Perfect SummonsBoED, SunmantleBoED, S(1d4-2 str), Sword of ConscienceBoED, Voice of the ArchonSC(1).
[9/day]5: Dismissal, Hallow, Heavenly LightningBoED, Sending, Sicken EvilBoED, S(1d4-2 str).
[9/day]6: Aspect of the DeityBoED, Bolt of GloryBoED, Storm of ShardsBoED(1d3-2 str drain).
[7/day]7: Greater Teleport, Holy Word, Righteous SmiteBoED.
[7/day]8: Greater Planar Ally, Polar Ray, Lightning RingSC.
[7/day]9: Blinding GloryBoED, Reaving DispelSC, Time Stop.
[4/day]10: Unseen NeedleHome
[/quote]
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

<@Karin> In the interest of saving time it's assumed the per-round ones will be cast once we're there
Nothing I want Kascha or Ebony to precast. Let's go~
<Steph> I might have made a terrible mistake

Anastasia

Okay, just cast IC when you want to so I don't forget.

A quick trip and the party is back near the hydra nest. It's now devoid of cryohydras and you swim to the gap you made. But on reaching it, you find a problem. The gap you tore into the building is now filled in with what looks to be solid steel.

Kascha blinks twice, very slowly. "Oh no, they're going to make this difficult, aren't they?"
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Gae Dioltas is summoned into her hands as Jaela asks, "Any point in trying to teleport past, or want to strike the same spot together?"
<Steph> I might have made a terrible mistake

Anastasia

"I haven't tested it, but from all reports and logic, it's protected," Ebony says, "If you could, please. None of us are skilled and strong enough to do that without magic."
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

It won't be the first wall she broke through! Jaela swims back a bit, before returning with a vengeance!

[20:24] <@Karin> roll 1d20 not one
[20:25] <Kobot> Karin rolled 1d20 not one --> [ 1d20=12 ]{12}
[20:25] <@Karin> roll 3d8+84+39+126
[20:26] <Kobot> Karin rolled 3d8+84+39+126 --> [ 3d8=17 ]{266}
<Steph> I might have made a terrible mistake

Anastasia

It probably won't be the last, the steel punctured and torn open. It takes some more work after that, the scream of tearing metal as you rip out enough for a passage through.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

"Where to next?" Jaela asks, once they're on the other side.
<Steph> I might have made a terrible mistake

Anastasia

Inside is a barren storage room, shelves and forgotten things about. No water comes in from the hole, it just stops and doesn't come in. Once inside, Ebony says, "A few floors down. It's a good walk," she says.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Jaela takes the front, following instructions from the others.
<Steph> I might have made a terrible mistake