
Altai Iscarni |

OK. I'll start off by casting Time stop, giving me 1d4+1=4 rounds of actions. I then cast, in order,
* Empowered delayed blast fireball
* Summon monster VIII off a scroll, summoning two elder water elementals with the cold subtype
* Summon monster VIII off a scroll, summoning 1d3+1=3 celestial tyrannosauruses
* Mass fly off yet another scroll (so, yeah, flying tyrannosauruses)
The blast goes off in the AH-AI 18-19 intersection and only hits the dragon. Damage 17d6=62x1,5=93 fire, Reflex 29 for half damage. SR check 14+21=35.

Altai's summoned monsters |

OK - that was two 9th, two 8th and one 6th level spells.
The elementals appear in Y-AZ 14-16 and AA-AC 21-23. They immediately start pounding away at the linnorm.
Elemental A: Attack 1: 13+26+2(water mastery)=AC 41, damage 2d10+12=24. Attack 2: 11+26+2(water mastery)=AC 39, damage 2d10+12=22.
Elemental B: Attack 1: 12+26+2(water mastery)=AC 40, damage 2d10+12=21. Attack 2: 9+26+2(water mastery)=AC 37, damage 2d10+12=21.
The three dinos charge the water dragon.
Dino X: 12+22+2(charge)=AC 38, damage 4d6+26=39, grapple check 11+34=45 vs CMD. It ends up in Z-AA 18-19.
Dino Y: 11+22+2(charge)=AC 37, damage 4d6+26=40, grapple check 9+34=43 vs CMD. It ends up in AE-AF 21-22.
Dino Z: 11+22+2(charge)=AC 37, damage 4d6+26=37, grapple check 13+34=47 vs CMD. It ends up in Z-AA 22-23.

Altai Iscarni |

Finally, Altai gets the hell outta the way. Move to U26.
EDIT: Two things. First, the elementals have the Cold subtype. I assume the dragon is immune to cold, so I didn't bother with extra cold damage, but it does make them immune to its breath weapon. Secondly, does the dragon have the Cold subtype? If so, it takes more damage from the fireball.

dungeonmaster heathy |

"While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat."
So, I do not think you can fireball him.
The summoned things get to go though; you can do another action if you like.

Altai Iscarni |

Cool. Yeah, what you can't do is seed the area with Fireballs/Cones of cold/Lightning bolts etc and then bugger off, as their durations are instant. They put some thought into the wording of the spell...
Oh, and while I've thought about this kind of scenario before, this is the first time I've ever had a chance to use it. Archmagery is awesome.

Claw the Golem |

Elgan Dreadwood |

Wow. That was,... Pretty frickin' awesome! I keep forgetting we're in the uber-levels here! ;P
Give me a sec, I probably won't be nearly as impressive, but Elgan's got few tricks too. :)
Elgan-hawk screeches and twists to the side as the beast erupts from the water.

Elgan Dreadwood |

OK, so the monster is in Time Stop for 4 rounds? Then we get 4 rounds of actions? If so,... let's try this. :)
Elgan-Hawk screeches and twists to the side as the beast erupts from the water. After recovering from his wingover, he notices Altai's magical commands, and the Beast stops moving. Seeing Altai rapidly casting and reading several spells in a row, Elgan makes busy himself.
He casts a couple of spells while circling the monster, Then lands with a splash next to it and vanishes beneath the water. Only to re-emerge an instant later as a Large water elemental himself, his arms trailing mystic flames, sparks and frost.
Place Elgan in the big open spot next to the beast. Like AI 19? He'll use his reach to batter it. While the beast is time stopped he casts the following spells,
-BArkskin (+5AC), - Prot/Energy (Cold, 204 pts protection), - Stonskin, -Mass Bulls Str (everyone he can, including himself, but Centering on Em and the summoned dinos. Elementals too if possible), That should get us through the Time stop. :)

Elgan Dreadwood |

Oh. OH! Sorry, still thinking the old version of Time stop used in earlier editions, and ergo the NWN games. It 'froze' everyone within it's radius. If you were outside the radius you could still keep going. My bad.
So, Stoneskin, land, shift to water elemental form. (Immune to cold) :)

Elgan Dreadwood |

Elgan-Elemental blinks water from his watery eyes.
'Where did all the flying dinos come from?!?'
Then the chuckles of an immensely pleased-with-himself-Archmage reach his ears.
"Showoff! The elemental Druid bellows, barely audible over the roaring of the Linnorm complaining as the dinos attack it.

Elgan Dreadwood |

So straight down then?
Let's see, Move action (fly over Linnorm) to AI 19 (Closest, largest open area I see that I can still whomp on the Linnorm with Reach) Cast Stoneskin, (standard action), and free action for the shift. IS that alright?
If not, drop the elf in the nearest spot he can reach safely and shift to Large, and he can move/charge next round. :)

Altai Iscarni |

So - everybody's can fly, is hasted and has +4 bardic music going. A question - does the bard stuff affect the dinos? I'd assume not, as they aren't that smart - however, as they are celestial t-rexes, they have higher INT and understand orders... I could go either way.
Emrael!
Edited, as I was ninjaed by Pip. Sneaky hobbitses!

Emrael Bladewalker |

Well...
With a thought, Emrael enhances her katana and leaps into the air, charging at the creature and veering off with only a moment spent close enough to attack, but her sword flashes out, trailing flame and sparks.
Arcane pool point spent: Cutter is a +5 Keen Holy Flaming Burst Shock Katana for one minute. She uses the fly speed and her Spring Attack feat to move up to the creature, attack, and fly directly upward without provoking an attack of opportunity. I believe it should put her 25' above the water.
Spring Attack: 1d20 + 19 + 1 + 4 ⇒ (17) + 19 + 1 + 4 = 41 Including haste and inspire bonuses
Critical Confirmation: 1d20 + 19 + 1 + 4 + 7 + 4 ⇒ (5) + 19 + 1 + 4 + 7 + 4 = 40 Including haste and inspire bonuses along with Critical Perfection and Focus bonuses
Regular Damage: 1d8 + 31 + 1d6 + 1d6 + 4 ⇒ (8) + 31 + (5) + (5) + 4 = 53 Including flaming and shock damage and inspire bonus
Critical Damage: 1d8 + 31 + 1d10 + 4 ⇒ (6) + 31 + (2) + 4 = 43 Including flaming burst damage and inspire bonus
So I think that if 41 is required to hit it, she provides a 53-point greeting at the end of her sword. If a 40 or less is what it takes, it's a total of 96 points of how-do-you-do.

dungeonmaster heathy |

It bites, claws and claws the summonlings; elementals first then the dinos:
bite hits ac 37 damage 25 hp
claw hits ac 33 damage 22 hp
claw hits ac 38 damage 24 hp
then with its tail it shatters the crystal that gjetost and pip hide behind.
reflex save for half damage dc 20
damage is 10d6 ⇒ (1, 4, 6, 4, 4, 5, 6, 3, 6, 3) = 42 from being pummeled by massive shards of crystal and from being stabbed by little sharp bits.
affected are
gjetost
pip
the tyrant king at ae af 21 22 and the elemental at aa ac 21-23.
group's attack!!!!!

Altai's summoned monsters |

For ease of bookkeping, let's say all its attacks went on the same target - the elemental at AA-AC 21-23. If failed the save and has taken 113 hit points damage. It has 70 left. The dragon will finish it off next round if it hits it all three times (and it will unless it rolls 1).
Gjetost and the dino also fluffed their saves and take full damage. The dino has 150 hit points left.

Altai's summoned monsters |

Attacks, this time with less math.
The elementals appear in Y-AZ 14-16 and AA-AC 21-23. They immediately start pounding away at the linnorm.
Elemental A: Attack 1: hits AC 40, does 21 damage. Attack 2: hits AC 36, does 19 damage.
Elemental B: Attack 1: hits AC 42, does 17 damage. Attack 2: hits AC 38, does 22 damage.
The three hasted dinos.
Dino X: Attack 1 hits AC 36, does 38 damage. Attack 2 hits AC 38, does 40 damage.
Dino Y: Attack 1 hits AC 38, does 41 damage. Attack 2 hits AC 39, does 34 damage.
Dino Z: Attack 1 hits AC 41, does 40 damage. Attack 2 hits AC 35, does 41 damage.
Finally, Dino Y scored a grapple check of 49 against the dragon's CMD.

Pendobar 'Pip' Bushytoe |

Reflex: 1d20 + 12 ⇒ (19) + 12 = 31
Pip dodges the shattering crystal and keeps singing
"Better watch yourself
glandular newt
'Cause this lil' halfling's
Getting ready to shoot!"
Going to just go with the regular +3's. I think this guy is about dead (I hope)
Attack 1 (manyshot also)1d20 + 22 ⇒ (16) + 22 = 381d8 + 20 ⇒ (1) + 20 = 21
Attack 21d20 + 22 ⇒ (17) + 22 = 391d8 + 20 ⇒ (7) + 20 = 27
Attack 3 1d20 + 20 ⇒ (9) + 20 = 291d8 + 20 ⇒ (4) + 20 = 24
Attack 4 1d20 + 20 ⇒ (12) + 20 = 321d8 + 20 ⇒ (3) + 20 = 23
Additional damage for Manyshot (if ATK 1 hits): 1d8 + 20 ⇒ (2) + 20 = 22