Sparel Radtymah |
Both Rosa and Sparel hear the sounds that can only be preparation for an upcoming fight. Clearly, there was some sort of spell that warned those inside when the Prismatic Wall went down.
"Heads up everyone. We are discovered. "
Rosa.Luminass. |
Rosa looks to her Imp,
"Hide" she says to it, With that it becomes invisible and move out of range of the combat, a moment later Rose gos invisible as well.
Invis 20 rounds
Shield of Faith +4AC 20mins
DeathWatch 200mins
Longstrider 20 hours
Mirror Image 20mins
Protection from Chaos 20mins
Sparel Radtymah |
Spare, did you cast the 7 spells 1/rd? Or was there some quickened action or such in there??
it took seven spells over the course of 7 rounds to fully disable a prismatic wall. I'm not sure when the alarm goes off, but if the trigger is "when prismatic wall is disabled" it wouldn't go off until the last spell (dispel magic) is cast. If I hadn't cast dispel magic in round 7 on round 8 the wall would be back to fully functional. If the alarm goes off round 1 then I'll be busy for the next 6 rounds.
Akor Scourgebane |
Ok, Rosa and I, and Sparel if he has Quicken, have seven rounds to cast any buff spells we so desire
Calling up the blessings of the Seldarine, Akor prepares himself for what could a mighty battle.
Casting Shield of Faith, AC becomes 34
Divine Power +6 Atk, +6 Dmg, +20 temp HP
Barkskin AC is now 39
Lead Blades Demonwrack deals base 2d8 damage.
Rosa.Luminass. |
Small change in actions, and this is going to be big
R1
Imp Cast hast on Rosa 20 rounds
Rosa walks in front of the door ,
Behind her two Magical Scales Appear, To the others she says
"When what ever comes out that door, do what you will, But I will hold what ever comes, I suggest you use the time I give you to get inside and stop what ever is in there, Fighter well,
Now I have to get ready, I suggest you do not stand in front of the door."
She go's Going some 60' back she then
R2
She uses a Gate scroll to opens a door to her Demi plain and calls to her,
her Office Staff Cohort.
"COME TO ME NOW, TODAY WE FIGHT"
Staff by Level.
1-148 Filling and Scribe lemure, Whiptails, Nupperibo and Arusities.
2-16 Imps
3-9 Devil, Gaav (Lesser Host Devils) and Devil, Zebub (Accuser Devil)
4-5 Imp's (Advanced).
5-3 Barbazu's (Bearded Devils)
6-2 Lilin's
She Oder's her Cohort to spread out behind her and go invis cast spells as they see fit.
R3
Casts
Protection from Chaos communal DC31 20mins (Scroll)
Shield of Faith +4AC 20mins
R4
Casts
align weapon (law only), Law on sword 20 mins
Deadly Juggernaut 15HD 20mins
R5
Casts
Freedom of Movement 200mins
true-seeing 20 rounds
R6
Then she Casts
Gate ->Calling a Golem Cannon
With a line of sight at the door way and any passage beyond 20 rounds. 15HD
Telling it to fire the the door way the moment it opens.
Two shots a round.
R7
Moves to Sand in front (but to one side of the Firing point of the Golem Cannon and says
"YOU IN THE TEMPLE, STAND IN THE WAY OF US DOING OUR LAWFULL DUTY AND YOU WILL GUILTY OF OBSTRUCTION, FOR WHICH THE SENTENCE IS DEATH!"
ROSA gets her smite on.
Frightful Presence At will, 60' Wil V DC31 (5d6 rounds) HD4 or less panicked 5HD more shaken at door.
"FIRE!
Sorry told you it was big :)
Sparel Radtymah |
Still Casting his spells out of Rosas way Sparel raises an eyebrow and thinks to Akor
"Well, devils fighting devils is preferable to anything else fighting devils. "
Then after a moments thought Sparel adds "We should be fine, but keep tour guard up. If they turn in us just come to me and I'll get us out if here."
Akor Scourgebane |
"If they turn on us, I will slay them all. Then their 'master'
As Sparel casts his final spells, the doors slowly creek open. What lays on the other side is something out of a nightmare.
There's about a dozen cultists, all hooded, all chanting in either Infernal or Abyssal spread out in massive circle. Each is surrounded by an aura, as the magicks they are casting flows through them.
In the center of them of them is a gigantic bubbling, oozing pit, some sort of super black pudding, by the looks of it. Above the the pit, suspended in mid air, is a block of ice, within which is some sort of Half Elf, who is clearly about to be sacrificed.
There's demons and devils of all sorts, from lowly minions to Ice Devils and Glabrezu. Oozes, puddings and other such creatures abound, some digesting other, lesser sacrifices, others moving slowly around.
Presiding over all of this, his massive wings folded back, baleful eyes looking right at the intruders, is Dheembleth. In his huge, clawed hand he holds a vicious, unholy looking weapon, while strapped to his other hand is a large, wicked spiked shield.
In a voice that sounds like a bubbling, popping fire, he says "It is about time we had this final showdown Aelakoress. I am surprised you brought allies, but not dismayed. They too shall feed my pet."
Initiative. Do not declare actions just yet, beyond any buffs, of which we will get 1 round worth. The massive room is big enough for any size expanding, if so desired.
1d20 + 18 ⇒ (13) + 18 = 31 Initiative
Rosa.Luminass. |
Fantastic!!!, this OOOrrsum is just what Rosa is all about fighting, happy now she brung the gang and a &&$^$* big Magic Mech
1d20 + 8 ⇒ (15) + 8 = 23
Sparel Radtymah |
Forgot my one round worth of buffing
Sparel shifts his form to that of a humanoid air elemental. (Free Action) Think Geinie with misty triangle instead of legs.
Quickened protection from energy (Acid) Self
Shield (standard)
Current AC 47, HP 306
Rosa.Luminass. |
[oo]Sorry me as well[/ooc]
Rosa lets her undead specters go,
Pointing she says
"Feed"
Spell
Righteous Might 20 rounds
lets go
Rosa.Luminass. |
guys Rosa will engage if thats ok, she has not idea of she will live past this, but its what she is meant to do when Demons start working with Devils she as a duty to stop this, even if she is evil its the law of the hells. what ever is in the ice she could not care less about, she going to order her troops to attack the massed cultist and other things. The Ice and the bad guys, this should clear up 100s of combats into main ones. Hord V Hord and then PCs head bad guys etc.
Akor Scourgebane |
A cowled man steps from the far back shadows, two shining purple orbs severing as eyes is all you're able to see of his face. His robes are covered with arcane sigils and he hold a wicked looking mace that burns with a vile, pale blue flame. He points the weapon at the devilish army Rosa brought forth, says "Obey" in a mix of Infernal and Abyssal and a wave of energy shoots forth from the scepter, engulfing all of the devils. Suddenly, the legion turns on the heroic trio, having been somehow dominated by the shadowy man.
Rosa.Luminass. |
O c**p, Staff of Demon + Devil control im thinking, artifact, there gos plan A, so GM 1: Dos that also mean Rosa imp? its a Familler 2: rosa have time to act, cast a spell?.
Tialvoron Manaril |
also initiative if it didnt work via PM
init: 1d20 + 8 ⇒ (6) + 8 = 14
Rosa.Luminass. |
Ok I can dismiss the gate that called my hard, in the hope that will send them back and brake the hold, but I can not call them back or the same thing will happen, Or I can try and get control of them back, now this cowled man has a maga powerful magic item, hes not just commanding my hord some 100+HD but also I think the hord in the temple. Thats epic level item, so getting them back under control is going to be very hard wile he has it and doing what ever he is doing. So I need help, Hes not controlling the Cannon golam so hes going to get shot, as for her spell has to be TPing at him, shes going to try and get that thing off him. So at this point I would ask for a map, but thats going to take ages to make and my not be needed. So Rosa will send her sword away TP/fly to him wile casting antimagic field to see if that shut off the item. Best I can think of guys other than running away
Akor Scourgebane |
The cavern is about a hundred feet long and half as wide, though that's just a rough guess. In more or less dead center is the massive ooze creature, with Dheembleth about a dozen paces, and the cowled man standing near him.
There's about thirty five feet from you to the ooze pit, though the path is blocked by outsiders and cultists.
Whoever has Detect Magic running, give me a Spellcraft check
I'll have you guys know that I measured the whole length of my house to get an better idea of the distances involved
Sparel Radtymah |
I have greater arcane sight going. Previous DM ok'd it as something that could be made permanent.
Spellcraft 1d20 + 33 ⇒ (11) + 33 = 44
Sparel Radtymah |
On his initiative Sparel will use his telekinetic ability that's both spell-like (No components or gestures) and supernatural (not subject to SR) to disarm the mace from the robed figure. This was discussed with Dogblade during character creation, but if you don't like it we can talk about it. The idea is that Sparel gave himself the ability through wishes and what not. It's effectively as though he can cast Telikinesis at will, since his spells are supernatural.
If possible I would like to disarm him violently launching the mace across the room towards us as if using violent thrust to yank it out of his hands. That's not precisely in the rules, but I thought i'd ask. DM's call.
Ranged Disarm 1d20 + 22 ⇒ (17) + 22 = 39
Telekinetic CMB ; +22 (+10BAB+12Int+0 size)
Telikinesis Spell-like and supernatural Ability at will CL=HD and ignores standard CL cap of Telikinesis spell. Max Weight at currend HD of 20 = 500lbs.
Sparel Radtymah |
I typed that before coffee. To clarify and simplify I want to use violent thrust to yank the mace out of his hand I possible. Its not entirely raw i dint think. If not possible I'll just disarm as standard.
Akor Scourgebane |
Sparel, you realize there's some sort of strong abjuration affect in place and as you attempt to use you're Telekinesis, you realize one aspect of it. You're favorite spell attack fizzles and the demonic leader laughs "Sparel Radthymah, you didn't think we weren't going to be prepared for you, did you? Many in Lower Planes are aware of your favorite tactics."
Sparel Radtymah |
Sparel, you realize there's some sort of strong abjuration affect in place and as you attempt to use you're Telekinesis, you realize one aspect of it. You're favorite spell attack fizzles and the demonic leader laughs "Sparel Radthymah, you didn't think we weren't going to be prepared for you, did you? Many in Lower Planes are aware of your favorite tactics."
"Then I guess I'll need something new." Sparel says
Let me know when the next round rolls around.
Akor Scourgebane |
Yes, the Golem is still under your control.
Sparel, it's actually a Knowledge(Arcana) check, but that's higher than your Spellcraft. Anyways, it seems like some sort of ward effect, but you have never seen its like before, and are unsure exactly what it is.
"By the might of the Seldarine, I will destroy you and purge the this land of your most foul presence." Akor yells in Elvish.
Pre-fight buff: activates Bane(Evil Outsiders), +2 to attack and damage and an additional +4d6 damage.
Declare first round actions, then we'll resolve the round. As we are all seasoned warriors, a lot of what stands before us will be easy pickings.
Sparel Radtymah |
Sparel says in a voice that resonates beyond mortal comprehension
"Gabrielle, you are needed."
A pinpoint point of moonlight appears by Sparel's side. It grows and expands rapidly until it forms a man shaped nimbus of light. The luminescence moves slightly forward and as it does so it solidifies into a 9 foot tall muscular man carrying a great sword. He has large bright white wings streaked with grey.
He momentarily surveys the situation.
"You always call for the most interesting reasons, Sparel." He looks momentarily to Rosa, who seems to be standing with Sparel. He then turns his gaze on Sparel.
Sparel Responds, "Long story, she's an ally."
"I do not approve, but the lady trusts your judgement therefore so do I. Guard your soul, devils are devious.", Gabriel responds with a nod as though that is the end of it.
He turns back to the demon throng, raises his voice as he raises his sword "For the DarkLady!!!"
Blue fire streaked with moonlight flashes across his body as he moves.
Angel, Planetar
Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.
Planetar CR 16
NG Large outsider ( angel , extraplanar , good )
Init +8; Senses darkvision 60 ft., detect evil , detect snares and pits , low-light vision, true seeing ; Perception +27
Aura protective aura
Defense
AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, –1 size; +4 deflection vs. evil)
hp 229 (17d10+136); regeneration 10 (evil weapons and effects)
Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27
Offense
Speed 30 ft., fly 90 ft. (good)
Melee +3 holy greatsword +27/+22/+17 (3d6+15/19–20) or slam +24 (2d8+12)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th)
Constant— detect evil , detect snares and pits , discern lies (DC 20), true seeing
At will— continual flame , dispel magic , holy smite (DC 21), invisibility (self only), lesser restoration , remove curse , remove disease , remove fear (DC 18), speak with dead (DC 20)
3/day— blade barrier (DC 21), flame strike (DC 22), power word stun , raise dead , waves of fatigue
1/day— earthquake (DC 25), greater restoration , mass charm monster (DC 25), waves of exhaustion
Spells Prepared (CL 16th)
8th— earthquake (DC 25), fire storm (DC 25)
7th— holy word (DC 24), regenerate (2)
6th— banishment (DC 23), greater dispel magic , heal , mass cure moderate wounds (DC 23)
5th— break enchantment , dispel evil (2, DC 22), plane shift (DC 22), righteous might
4th— death ward , dismissal (DC 21), neutralize poison (DC 21), summon monster IV
3rd— cure serious wounds (2), daylight , invisibility purge , summon monster III , wind wall
2nd— align weapon (2) , bear's endurance (2) , cure moderate wounds (2), eagle's splendor
1st— bless (2), cure light wounds (4), shield of faith
0 (at will)— detect magic , purify food and drink , stabilize , virtue
Statistics
Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
Base Atk +17; CMB +26; CMD 40
Feats Blind-Fight , Cleave , Great Fortitude , Improved Initiative , Improved Sunder , Iron Will , Lightning Reflexes , Power Attack , Toughness
Skills Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape ( alter self )
Ecology
Environment any good-aligned plane
Organization solitary or pair
Treasure double ( +3 holy greatsword )
Special Abilities
Spells Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.
Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.
Rosa.Luminass. |
Rosa nods once at Gabrielle, he is known to her and it is a sign of mutual respect, both agents of law even if two sides of the coin.
Rosa points at the cavern roof above the back of the horde, saying to her Gun-Golem
"Shoot at the roof, Bring it down on their heads do not shoot the elemental"
She then TPs to her sword, sunder the roof.
She casts SM VIII and calls a
greater-earth-elemental
TP command "Bring down the roof of the cavern"
Rosa is going to level this place, so you better get a move on guys, if your going to do any thing in there best do it fast.
Akor Scourgebane |
Damnit, I knew I forgot something. Sparel, there is a Widened Unhallow effect, with Dimensional Anchor tied to it.
If Sparel informs the rest of us, or if Rosa has Detect Magic running and makes a Knowledge Arcana check, I'll allow Rosa to restate her actions, as its totally my fault that I forgot to.
Sparel Radtymah |
Is the effect tied to an altar? If yes, can I see it?
Perception if needed to find the altar 1d20 + 29 ⇒ (16) + 29 = 45
Sparel says, "The room is blocked from teleportation."
If there is an altar and I can see it:
"The effect is tied to that altar." Then points.
Akor Scourgebane |
There's something that definitely appears to be a crude altar, and Sparel can tell that both spell effects emanate from it.
Rosa, feel free to now change your actions
Sparel, I see no action listed for using Truename. Any suggestions? Also, would you be alright with NPCing Gabe?
Rosa.Luminass. |
Sorry whats changed, Im confused? Earth elemental can still get to the roof and the Gun-Golem can still shoot it, are you saying my Gates did not happen?
Rosa.Luminass. |
School abjuration; Level cleric/oracle 4, inquisitor 3, sorcerer/wizard 4, summoner 3; Domain wards 4
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration 1 min./level
Saving Throw none; Spell Resistance yes (object)
DESCRIPTION
A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
Dimensional Anchored blocks gate, how big an area is covered? if its all the area the gates never happened, so retro time, if outside then the earth eliment still heads in and the Big gun still fires, now there is an alter hehe big guns going to shoot that from outside, love cannon golem
SPECIAL ABILITIES
A cannon golem is immune to spells and spell-like abilities that allow spell resistance. Certain spells and effects function differently against it.
As dimensional anchor gives spell resistance I can TP that cannon golem next to our man and his staff, for a slam attack and BOOM BOOMS! to give him the shock of his life.!!
Akor Scourgebane |
Ok, you need to not use abbreviations, its too confusing. TP=?? SM=Summon Monster, yes? I am unsure if you can summon into a zone affected by Dimensional Anchor. The Gate spell worked, because it was done outside, before we entered the cavern. Once inside, we've been subjected to the various spell effects.
Rosa.Luminass. |
Yep I used TP to mean both me bad sorry will make it clear from here on in, looking at the rules Rosa can use teleportation to get the cannon golem next to the guy, as shown in my last post. Its and object, they as they gets Spell Resistance vs Dimensional Anchor and cannon golem is immune to spells and spell-like abilities that allow spell resistance. So zip zap and BOOM BOOM, hasted to that 2 slams with four BOOMS pos 6 at pointblank range with Cannon balls that bypass most magic. Or should I go for the alter guys?
Rosa.Luminass. |
Change of action
Summon Monster IX (law only) Second golem-cannon20 rounds
Rosa Telepathic commands to her Gun-Heads (Cannon-Golems)
"1 - Fire at the Ice in that thing above the pit, I want what ever is in it freed, then fire at will at the hooded man"
"2 - Fire at the Alter I want it smashed, then fire at will at the hooded man."
If your going to go to war always take a Mech's I say