conversations: human
conversations:  Battlemat- Battlemap 
  
  Everyone roll initiative, then we get started!
conversations: Sir_Chivalry:
conversations: human
conversations:  Alla &amp; summoned elemental initiative:   (1d20+22)[ 33 ] 
conversations: Toliudar:
conversations: human
conversations:  Yukionna
  
   (1d20+9)[ 15 ] 
conversations: playswithfire:
conversations: human
conversations:  The Lord of The Flies:
  Initiative Roll.
   
   Spoiler 
   (1d20+23)[ 43 ] 
   
conversations: Sachiru:
conversations: human
conversations:  Yamidamian Yagdsrial's Initiative:
   
   Spoiler 
  
   (1d20+12)[ 21 ] 
   
conversations: Necroticplague:
conversations: human
conversations:  Sir Chivalry, if I can suggest, we might best proceed without Noodles.  He hasn't posted at all since the end of November, and we might need to proceed without him.
  
  That would leave us with:
  
  
   The Lord of the Wasps  - blaster/factotum -  Initiative 43 
   Alla Virk  - multi-caster &amp; buffmonster -  Initiative 33 
   Yamidamian Yagdsrial  - Half-dragon troll killing machine -  Initiative 21 
   Yukionna  - Succubus Gish extraordinaire -  Initiative 15 
conversations: Toliudar:
conversations: human
conversations:  43 - Lord of the Flies
   33 - Alla &amp; summoned elemental
   29 - Lady San- Minion of Bel [paralzed, blinded, deafened]
   27 - Luavain- Disciple of Dispater
   26 - Meghan Glynis- Disciple of Fierna
   24 - Cael- Disciple of Levistus
   23 - Reece Gwyneed- Disciple of Belial [paralzed, blinded, deafened]
   21 - Yamidamian
   20 - Donovan O'Doyle- Minion of Bel [paralzed, blinded, deafened]
   16 - Jordan Corello- Minion of Mammon
   15 - Yukionna
   15 - Argo- Disciple of Glasya
   15 - Susurrus- Disciple of Mephistopholes [paralzed, blinded, deafened]
   15 - Sasha- Disciple of Mammon [blinded, deafened]
   14 - Drust- Disciple of Baalzebul
   11 - Faramond- Disciple of Asmodeus [blinded, deafened]
   4 - Oakwhisper- Disciple of Bel
   -4 - Am Ten Nos- Minion of Asmodeus
conversations: Sir_Chivalry:
conversations: human
conversations:  First group-
  Lord of the Flies
  Alla
conversations: Sir_Chivalry:
conversations: human
conversations:  I'll assume that I was meant to be in there too.  Are there any limitations to where we can place ourselves on the map?
conversations: Toliudar:
conversations: human
conversations:  Originally Posted by Toliudar 
   I'll assume that I was meant to be in there too.  Are there any limitations to where we can place ourselves on the map? 
   
  
  Within 50 feet of the door.
conversations: Sir_Chivalry:
conversations: human
conversations:  Since everything else is related to this event, I'm postponing any cunning surge-able actions to after this action resolves.
  
  The Lord of the Flies commands his locust swarm pets Beelzebul (Druid Companion Alternate Class Feature) and Beelzebub (Vermin Lord Prestige Class feature) to integrate and form a hive mind (Vermin Lord ultimate prestige class ability).
conversations: Sachiru:
conversations: human
conversations:  Alla will start in L8, with the Air Elemental west of her, in whirlwind form.
  
  Before she acts, Alla takes a look around, using her Greater Arcane Sight.  Can I get a list of the spell effects active on the opponents within 120' of her?  True seeing is also active, so even if a creature is invisible or ethereal, she'd be getting this info.  I think this covers everyone except the one at Y29-Z30.  She will mentally transmit this information to her colleagues via Telepathic Bond on her turn.
  
  Holding off posting action pending these results.
  
   
   Spoiler 
  Stat block, incorporating buffs:
     Grandmother Alla Virk   
  Female NG Human (Native Outsider - Saint) Cleric/Wizard (see below),  Level  20/20,  Init  +22,  HP  250/155,  DR  10/evil,  Speed  70'/Fly 70'
   AC  74,  Touch  57,  Flat-footed  66,  Fort  +32,  Ref  +32,  Will  +47,  Base Attack Bonus  20
   Boosted to +5 by GMW +1 Dagger of Warning (8,300) (Shocking Burst, Undead bane)   +42 (1d3+17+1d6 holy, 19-20)
   Touch of Golden Ice Unarmed Strike   +37 (1d6+9, x2)
     Vest of the Archmagi ,    Shield Spell   (+8 Armor, +4 Shield, +8 Dex, +1 Size, +5 Natural, +5 Deflect, +33 Misc)
   Abilities  Str 28, Dex 26, Con 25, Int 36, Wis 40, Cha 28
   Condition  Active Spell Effects:
  
  Mass Conviction
  Create Magic Tattoo 3 W (pick your benefit)
  Death Ward 5 C
  Divine Agility 6 C
  Elation 2C
  Energy Immunity Acid 7 C
  Energy Immunity Cold 7 C
  Energy Immunity Electricity 7 C
  Energy Immunity Fire 7 C
  Energy Immunity Sonic 7 C
  Freedom of Movement 5C
  Greater Blindsight 5C
  Greater Magic Weapon 5C
  Heart of Water 3 W
  Heart of Earth 4 W
  Heart of Air 5 W
  Heart of Fire 6 W
  Heroes Feast 6C
  Heroics 3W
  Hunter’s Eye (through Miracle) 9C
  Recitation 4C
  Righteous Wrath of the Faithful 3C
  Sacred Haven 9C
  Shield of Faith 2C
  Spell Resistance, Mass 8C
  Spiderskin 4W
  Starmantle 7W
  Superior Invisibility 7 W
  Superior Resistance 8C
  Undead Bane Weapon 5C
  Vigor, Greater 4C
  Weapon of Energy 4C
  Wraithstrike (through miracle) 9C
  
  Yesterday's buffs, personal:
  Bite of the Werebear 8 W
  Elemental Body (air) 7W
  Greater Arcane Sight 7W
  Greater Visage of the Deity 9C
  Holy Star 8 C
  Effulgent Epuration 9 W
  Shapechange 9 W
  Undermaster 9 W
  
  
  TODAY'S BUFFS, GROUP:
  Chained Displacement 4W
  Haste 3W
  Nerveskitter 2W (uses 5 turn attempts)
  Telepathic Bond 5W
  True Seeing 6C (uses 5 turn attempts)
  
  Bite of the Werebear
  Divine Power (DMM persisted)
  Entropic Shield (DMM persisted)
  Foresight
  Owl’s Insight (from Lord of the Wasps)
  Phantom Steed
  Reduce Person
  Shield
  Summon Monster IX (brought in an elder air elemental 5 rounds ago)
  
  Saint Template:
  Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.
  Special Attacks: A saint retains all the character’s special
  attacks and gains those listed below.
  Holy Power (Su): The save DCs of any and all of the saint’s
  special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
  Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint
  wields. A saint’s melee attacks with any weapon (or unarmed)
  deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural
  weapon takes holy damage as if hit by the saint’s attack.
  Spell-Like Abilities: At will—guidance, resistance, virtue, and bless. A saint’s caster level is equal to its Hit Die total. The save DCs are Charisma-based.
  Special Qualities: A saint retains all the character’s special
  qualities and gains those listed below, as well as the outsider
  type.
  Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).
  HD Damage Reduction
  1–3 —
  4–7 5/magic
  8–11 5/evil
  12+ 10/evil
  If the base creature already has damage reduction, use the better value.
  Fast Healing (Ex): Each round, a saint heals damage equal to
  half of its Hit Dice (including character levels, to a maximum of
  10 points healed). If the base creature already has fast healing, use the better value.
  Immunities (Ex): A saint is immune to acid, cold, electricity,
  and petrification attacks.
  Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.
  Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as
  a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.
  Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.
  Tongues (Su): A saint can speak with any creature that has a
  language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
  Abilities: Modify the base creature as follows: Con +2, Wis
  +2, Cha +4.
   
conversations: Toliudar:
conversations: human
conversations:  Yukionna 
  
  Yukionna is positioned at M4 and uses a Chain Spell'ed Telekinesis to disarm the Disciples of Asmodeus from M27 to R29 and wield the weapons telekinetically (Master of the Unseen Hand telekinetic wielder) if they have weapons or trip them if they do not.
  
  If disarming,  (1d20+54)[ 68 ]  (+18 CL as BAB + 20 CHA as STR + 20 CHA (Art of War aura) -4 light weapon (unarmed))
  If tripping, touch attack  (1d20+38)[ 58 ]  (+18 CL as BAB +20 CHA as STR) and trip attempt  (1d20+40)[ 46 ]  (+20 CHA as STR + 20 CHA (Art of war Aura))
conversations: playswithfire:
conversations: human
conversations:  Yamidamian Is positioned at O6:P7 and grapples Cael.
  
  Grappling for the round:
   
   Spoiler 
  
  Touch Attack is  (1d20+47)[ 65 ] 
  And then the grapple check is [roll]1d20+47[/roll]
  If that suceeds, Grapple attack (using beast strike) is  (1d20+42)[ 44 ] 
  The damage if that suceeds is  (1d6+31)[ 34 ] 
  Then damage from starver armor is  (2d6)[ 7 ] 
   
conversations: Necroticplague:
conversations: human
conversations:  Originally Posted by Toliudar 
   Alla will start in L8, with the Air Elemental west of her, in whirlwind form.
  
  Before she acts, Alla takes a look around, using her Greater Arcane Sight.  Can I get a list of the spell effects active on the opponents within 120' of her?  True seeing is also active, so even if a creature is invisible or ethereal, she'd be getting this info.  I think this covers everyone except the one at Y29-Z30.  She will mentally transmit this information to her colleagues via Telepathic Bond on her turn.
  
  Holding off posting action pending these results.
  
   
   Spoiler 
  Stat block, incorporating buffs:
     Grandmother Alla Virk   
  Female NG Human (Native Outsider - Saint) Cleric/Wizard (see below),  Level  20/20,  Init  +22,  HP  250/155,  DR  10/evil,  Speed  70'/Fly 70'
   AC  74,  Touch  57,  Flat-footed  66,  Fort  +32,  Ref  +32,  Will  +47,  Base Attack Bonus  20
   Boosted to +5 by GMW +1 Dagger of Warning (8,300) (Shocking Burst, Undead bane)   +42 (1d3+17+1d6 holy, 19-20)
   Touch of Golden Ice Unarmed Strike   +37 (1d6+9, x2)
     Vest of the Archmagi ,    Shield Spell   (+8 Armor, +4 Shield, +8 Dex, +1 Size, +5 Natural, +5 Deflect, +33 Misc)
   Abilities  Str 28, Dex 26, Con 25, Int 36, Wis 40, Cha 28
   Condition  Active Spell Effects:
  
  Mass Conviction
  Create Magic Tattoo 3 W (pick your benefit)
  Death Ward 5 C
  Divine Agility 6 C
  Elation 2C
  Energy Immunity Acid 7 C
  Energy Immunity Cold 7 C
  Energy Immunity Electricity 7 C
  Energy Immunity Fire 7 C
  Energy Immunity Sonic 7 C
  Freedom of Movement 5C
  Greater Blindsight 5C
  Greater Magic Weapon 5C
  Heart of Water 3 W
  Heart of Earth 4 W
  Heart of Air 5 W
  Heart of Fire 6 W
  Heroes Feast 6C
  Heroics 3W
  Hunter’s Eye (through Miracle) 9C
  Recitation 4C
  Righteous Wrath of the Faithful 3C
  Sacred Haven 9C
  Shield of Faith 2C
  Spell Resistance, Mass 8C
  Spiderskin 4W
  Starmantle 7W
  Superior Invisibility 7 W
  Superior Resistance 8C
  Undead Bane Weapon 5C
  Vigor, Greater 4C
  Weapon of Energy 4C
  Wraithstrike (through miracle) 9C
  
  Yesterday's buffs, personal:
  Bite of the Werebear 8 W
  Elemental Body (air) 7W
  Greater Arcane Sight 7W
  Greater Visage of the Deity 9C
  Holy Star 8 C
  Effulgent Epuration 9 W
  Shapechange 9 W
  Undermaster 9 W
  
  
  TODAY'S BUFFS, GROUP:
  Chained Displacement 4W
  Haste 3W
  Nerveskitter 2W (uses 5 turn attempts)
  Telepathic Bond 5W
  True Seeing 6C (uses 5 turn attempts)
  
  Bite of the Werebear
  Divine Power (DMM persisted)
  Entropic Shield (DMM persisted)
  Foresight
  Owl’s Insight (from Lord of the Wasps)
  Phantom Steed
  Reduce Person
  Shield
  Summon Monster IX (brought in an elder air elemental 5 rounds ago)
  
  Saint Template:
  Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.
  Special Attacks: A saint retains all the character’s special
  attacks and gains those listed below.
  Holy Power (Su): The save DCs of any and all of the saint’s
  special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
  Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint
  wields. A saint’s melee attacks with any weapon (or unarmed)
  deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural
  weapon takes holy damage as if hit by the saint’s attack.
  Spell-Like Abilities: At will—guidance, resistance, virtue, and bless. A saint’s caster level is equal to its Hit Die total. The save DCs are Charisma-based.
  Special Qualities: A saint retains all the character’s special
  qualities and gains those listed below, as well as the outsider
  type.
  Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).
  HD Damage Reduction
  1–3 —
  4–7 5/magic
  8–11 5/evil
  12+ 10/evil
  If the base creature already has damage reduction, use the better value.
  Fast Healing (Ex): Each round, a saint heals damage equal to
  half of its Hit Dice (including character levels, to a maximum of
  10 points healed). If the base creature already has fast healing, use the better value.
  Immunities (Ex): A saint is immune to acid, cold, electricity,
  and petrification attacks.
  Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.
  Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as
  a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.
  Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.
  Tongues (Su): A saint can speak with any creature that has a
  language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
  Abilities: Modify the base creature as follows: Con +2, Wis
  +2, Cha +4.
   
   
   
  
  Most everyone is unbuffed for the most part, besides the disciple of Belial, Disciple of Fierna and Cael.
  
  Belial has righteous might, divine power, divine favour, greater invisibility, death ward, unholy aura, freedom of movement
  
  Fierna has stoenskin, antilife shell, undermaster, tortoise shell, freedom of movement, and venomfire
  
  Cael has freedom of movement
  
  Yuki's trip fails against Am Ten Nos
  
  Cael slips effortlessly from the grapple
conversations: Sir_Chivalry:
conversations: human
conversations:  So, do I succeed on hivemind integration or not?
conversations: Sachiru:
conversations: human
conversations:  Alla points gestures to the air elemental, which in whirlwind form zips around the room, picking up fiends and disciples wherever it can and sweeping them back towards the rear middle of the room.  Once it's there, Alla darts towards it and speaks a word of tremendous power.
  
   
   Spoiler 
  The air elemental has 260' of movement with a double move.  It's in whirlwind form, and will try to pick up as many of the opponents as it can.  Each of them makes a reflex DC 22 to resist being picked up and carried along with it, and the elemental does not draw attacks of opportunity for its movement.
  
  The elemental moves to F6 to try to get the disciple of Belial, then to D12 to get the disciple of Glasya, to G22 to get the disciple of Mammon, to south of the pillars.  It drops them to P25-Q26 and then moves across to try to pick up the disciple of Dispater in Y29-Z30.
  
  Alla will move past the Disciple of Mephistopheles (probably drawing an attack of opportunity) to get to M20.  She defensively (Concentration  (1d20+30)[ 40 ] ) casts Radiant Assault, centred at Q23.   (15d6)[ 45 ]  Untyped damage and dazed for  (1d6)[ 3 ]  rounds, Will DC 27 for half damage and no dazing.  SR check  (1d20+24)[ 27 ] .
  
  She finishes off with a quickened Holy Word (caster level 24).  This should encompass everyone picked up  and dumped by the elemental, along with the Disciple of Mammon, Minion of Asmodeus, Disciple of Mephistopheles, and Minions A&amp;B of Belial.
   
conversations: Toliudar:
conversations: human
conversations:  Originally Posted by Toliudar 
   Alla points gestures to the air elemental, which in whirlwind form zips around the room, picking up fiends and disciples wherever it can and sweeping them back towards the rear middle of the room.  Once it's there, Alla darts towards it and speaks a word of tremendous power.
  
   
   Spoiler 
  The air elemental has 260' of movement with a double move.  It's in whirlwind form, and will try to pick up as many of the opponents as it can.  Each of them makes a reflex DC 22 to resist being picked up and carried along with it, and the elemental does not draw attacks of opportunity for its movement.
  
  The elemental moves to F6 to try to get the disciple of Belial, then to D12 to get the disciple of Glasya, to G22 to get the disciple of Mammon, to south of the pillars.  It drops them to P25-Q26 and then moves across to try to pick up the disciple of Dispater in Y29-Z30.
  
  Alla will move past the Disciple of Mephistopheles (probably drawing an attack of opportunity) to get to M20.  She defensively (Concentration [roll0]) casts Radiant Assault, centred at Q23.  [roll1] Untyped damage and dazed for [roll2] rounds, Will DC 27 for half damage and no dazing.  SR check [roll3].
  
  She finishes off with a quickened Holy Word (caster level 24).  This should encompass everyone picked up  and dumped by the elemental, along with the Disciple of Mammon, Minion of Asmodeus, Disciple of Mephistopheles, and Minions A&amp;B of Belial.
   
   
   
  
  
   
   Originally Posted by Sachiru 
   So, do I succeed on hivemind integration or not? 
   
  
  The Disciple of Mephistopholes attacks Alla and misses. The air elemental only succeeds in picking up the Disciple of Belial, and all the guys make their saves against being dazed, leaving the Disciple of Mephistopohles and the Minions of Bel blinded, deafened and paralyzed, but the Disciple of Asmodeus and Mammon unaffected due to undeath and the Minion of Asmodeus unaffected due to 96 HD.
  
  Yes the hivemind worked.
conversations: Sir_Chivalry:
conversations: human
conversations:  Spoiler 
  Thanks for the quick response, Sir Chivalry.  Keep in mind that we don't know what any of these folks look like.  Any chance we could get descriptions of our opponents?  I don't know if we're facing winged devils, cultists, or mounds of goo.
   
conversations: Toliudar:
conversations: human
conversations:  Originally Posted by Toliudar 
    
   Spoiler 
  Thanks for the quick response, Sir Chivalry.  Keep in mind that we don't know what any of these folks look like.  Any chance we could get descriptions of our opponents?  I don't know if we're facing winged devils, cultists, or mounds of goo.
   
   
   
  
  I'll do so, though in the case of the two undead, they look very human due to thier natures, so that was a sad occurence that needed to happen. I personally think the effects of Holy Word shoudl still affect undead, but I can't find any offical stuff to support that.
  
  Disciple of Bel- Oakwhisper, Plant Man dressed in ivory white armour
  Minion of Bel A- Donovan O'Doyle, Dark-haired nobleman with black armour and sword that flashes blood red in the light
  Minion of Bel B- Lady San (shorten name), beautiful elven woman in a silk dress
  Disciple of Dispater- Luavain, partially blind and deaf iron angel with hooks for hands and a long hook clenched in her teeth
  Disciple of Mammon- Sasha, half-elf woman in leather armour, actually a type of theif lich called a sepulchral theif
  Minion of Mammon- Jordan Corello- half-elf, dressed in desert outfit with large double scimitar and large bat wings.
  Disciple of Belial- Reece Gwyneed, halfling with sharpened teeth and nails and braided hair
  Disciple of Fierna- Meghan Glynis, nymph in revealing dress
  Disciple of Levistus- Cael, elven vampire dressed in prisoners clothing
  Disciple of Glasya- Argo, muscular female centaur with multiple tumours and protruding bones, body covered in slime, face covered in an iron mask
  Disciple of Baalzebul- Drust, greater barghest, horrifying to look at.
  Disciple of Mephistopholes- Sussurus, werewolf lord (hybrid form)
  Disciple of Asmodues- Faramond, undead warlock, looks fairly normal, goatee and finery and such
  Minion of Asmodues- Am Ten Nos, incarnate iron colossus, massive statue brought to living life.
  
  Also, I forgot, the air elemental must make a DC 17 reflex save of take 4d6 electricity damage from Luavain's gaze attack, which still works despite her partial blindness.
conversations: Sir_Chivalry:
conversations: human
conversations:  Spoiler 
  Your call, of course, but there's nothing in Holy Word that seems to match up with undead immunities, except for the paralysis effect.  It's not mind affecting, it doesn't allow a fort save, and Holy Word doesn't specify "living creature", the way so many other spells do when undead and constructs are not meant to be affected.  Indeed, as you point out, Holy Word seems thematically to be perfect for undead.
  
  A fun mix of opponents!  Thanks for running this.
  
  Reflex save for the elemental:   (1d20+19)[ 36 ] 
   
conversations: Toliudar:
conversations: human
conversations:  Spoiler 
  From my hivemind calculations, both Beelzebub and Beelzebul gain an additional +394 int and charisma, and 394 levels of sorcerer casting.
  
  That's also an additional 394 feats.
  Subdividing it here:
  
  +7 more Fonts of Inspiration, bringing total font feats to 14 (110 inspiration points)
  +1 Quicken Spell
  +1 Rapid Spell
  +1 Easy Metamagic
  +1 Ocular Spell
  +1 Chain Spell
  +1 Twin Spell
  +1 Split Ray
  +1 Reach Spell
  +1 Corrupt Spell
  +1 Repeat Spell
  +1 Eschew Material Components
  +1 Arcane Thesis (Shivering Touch)
  +1 Arcane Thesis (Maw of Chaos)
  +1 Arcane Thesis (Limited Wish)
  +1 Arcane Thesis (Disintegrate)
  +1 Arcane Thesis (Seeking Ray)
  +1 Arcane Thesis (Ray of Stupidity)
  +1 Spell Focus (Necromancy)
  +9 Practical Metamagic (for each metamagic feat taken except for easy metamagic)
  32 feats taken. The rest to be used later.
   
  
  
  Actions:
  
  I burn 30 inspiration points to take 10 actions:
  
   
   Spoiler 
  a) Wish spell, burning 5k xp to replicate Mage's Magnificent Mansion, then I command Beelzebul and Beelzebub to enter and lend me spells from there.
  b) True Strike on self.
  c)Twinned Chained Split Ray Ocular Spell Arcane Thesised Seeking Ray, DC 404 on primary target, targeting D of Glasya at D13
  d) True Strike on self
  e) Twinned Chained Split Ray Ocular Spell Arcane Thesised Shivering Touch, DC 404 on primary target, targeting D of Glasya at D13
  f) Twinned Chained Split Ray Ocular Spell Arcane Thesised Shivering Touch, DC 404 on primary target, targeting D of Glasya at D13
  g) Twinned Chained Split Ray Ocular Spell Arcane Thesised Shivering Touch, DC 404 on primary target, targeting D of Glasya at D13
  h) Maw of Chaos, centered on myself.
  i) Chained Solipsism, same target, DC 404.
  j) Twinned Chained Split Ray Arcane Thesised Ray of Stupidity, DC 404 on primary target, targeting D of Glasya at D13.
   
  
  
  I'd like to ask for the results of the spells before taking any more surgeable actions.
conversations: Sachiru:
conversations: human
conversations:  Ranged touch attack rolls.
   
   Spoiler 
  Seeking Ray
   (1d20+48)[ 54 ] 
  
  Shivering Touch (true striked)
   (1d20+52)[ 63 ] 
  
  Shivering Touch
   (1d20+28)[ 32 ] 
  
  Shivering Touch
   (1d20+28)[ 34 ] 
   
  
  
  Maw of Chaos damage roll
   
   Spoiler 
   (394d6)[ 1342 ] 
   
conversations: Sachiru:
conversations: human
conversations:  All the enemies disintegrate into dust.
  
  Am Ten Nos, the giant, falls last, his ashes sprinkling down like snow flakes.
conversations: Sir_Chivalry:
conversations: human
conversations:  The Maw of Chaos is what did it.
conversations: Sir_Chivalry: