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Fantasy A Tide of Flames: a d20 Dungeons & Dragons adventure

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  1. Ktala Force Ghost

    Member Since:
    Sep 7, 2002
    star 6
    Ariel Elandinai
    Brindol Keep

    Ariel kept to the highest points within the city, when she was not actually flying high above it. She prefered to keep with her arael'sha, or in the forest with the Tiri Kitor when she was not needed. She needed to stay focused on what was coming. Besides, besides the Tiri Kitor, the humans didnt fight the way she did. But she helped out as best she could, offering her services wherever she could be useful. The days seems to stream by now. Skadi and Zanaek were almost in constant meeting now, after the attack they had done against the horde. She stared out over the city, her sword in her hand, resting in front of her, as she scanned the area. She heard them say that the attack would most likely to occur after the the sun sets. So that is when the watches really intensefied. Ariel gently touched a keepsake from home as she looked out. She wondered and had several thoughts of home. She missed the icy moutains of home. But she had learned much, away from the aerie. And she hoped that whatever was to come, some of her exploits would not have been in vain. She had to give these grounders credit. Their leader Jarmaath was a good being. If anyone could hold these people together, it was him.

    Ariel looked back out over the open area in front of her. She and smiled.


    ...
    After Nightfall, Brindol, Elsir Vale

    It did not take long for the call to come.

    Even before she could hear a sound, the change in air pressure was felt. Then the air shrieked. The walls shook under the vibrations. Ariel heard Skadi's voice over her ring. “All of you – converge on the south gate. We are going outside.” It had begun. Ariel lifted off, on silent wings, and glided down to meet with the others at the south gate. She saw the men move beneath her, in the city, as they scrambled to avoid being crushed by the flying boulders, and to check on the damage within the city. She landed as the rest of the party converged at the gate.

    “Runners from m’lord Jarmaath telling me you need to get outside. I can’t open those doors – too dangerous. But I’ve
    got men waiting down east, with ropes for climbing down—”

    “Won’t be necessary,” said Corrath, looking up at the wall. “How much more you think the gate can take?” Another detonation of noise. Pascquanel winced, then stood, pointing at a long, pale line in the dark of the wood at the top of the right hand door: “Not long. That shear happened less than a minute ago. There’s a carpenter down here says if they get more’n about ten, fifteen more heavy hits either the hinge or the jamb’ll give. Only reason we’re not sitting in splinters right now is because whoever’s aiming those rocks can barely hit the broad side of a barn.”
    Well, that was good news at least.

    “Leave that to us,” said Skadi. She whispered spells. And then, they flew up to the wall’s crest as one, Ragnar grabbing Zanaek around the chest and hauling him over his shoulder as they went, Ariel trying not to grin at the sight as she launched back into the air, Mazarun nonchalantly folding his arms and simply rising into the air, Skadi taking Evelios. And Corrath simply walking up into the night air as if she was ascending a stairwell. There was a bit of a distance to transverse. A group to the south, doing the damage at the moment. Another group to the west. The Company seemed to be heading for the group to the south first. The giants had arrayed themselves on a low hill. Evelios began to sing, as Airel moved up a bit higher from the othes, and off to the side. She scanned the area below, looking for anything else that might be moving about as the Company moved forward. She also called on the sight of the Winged Goddess, to look for anything out of the ordinary, magical or otherwise, as they charged forward. This could be a ruse to draw them out. So she would look for anything, just in case.

    And in the background of it all, Ariel could hear the roars of a dragon. She cluched Sulsalka tightly in her hand, as she flew. "Great Winged Mother..." Ariel offered in prayer as she moved. The time had come.


    TAG
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  2. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    The Historian of the Academy

    South Gate
    After Nightfall, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)


    They ran, and flew: eight tiny shapes, charging like errant angels into the darkness. Pascquanel narrowed his eyes, trying to see further, but in moments they were beyond normal sight, only the faintest gleam of silver from the Lady of the Balance’s helm giving an indication of where they were. That, and the singing of the bard – the Harping Scum, as many of the men called him – so clear, crystal clear, that he might have been singing five feet away from the scholar. Music carried into darkness, like a flame. Gods knew what would happen to the men if that music were to suddenly cease.

    Then another scream of ripped air came, and part of the moon was blotted out; the scholar flinched, ducking back behind the battlements as one—two—boulders shook the wall, both tearing a gods-awful crack through the night air as they caught the gate square on. He looked almost on reflex down the wall at Jored, the carpenter standing down there, who shook his head – It will hold. A little longer.
    Cold ran through him as he turned back to the battlement, even as the Harper’s music beat back fear like a candle against frost: eight of the city’s best adventurers, beyond the wall, beyond help. And as if to underscore that fact, as if to counter the song of the bard, off to the northwest, there came a primal, monstrous scream: the dragon’s roar, far in the distance.

    Movement on the battlement, beside him: Pascquanel hadn’t developed the instinct to put a hand to his sword’s handle without thinking, so he wound up looking into catlike, fine-boned features: one of the Tiri Kitor. A dark-haired elf, in the battle leathers he and his clansmen had been wearing since they had arrived. There were only a handful assigned to this section of the wall; most of them were in the western quadrant, for obvious reasons.
    Last time they were here, Urikel Zarl was a living man-- Pascquanel shoved the thought aside. It had not been the time or place for scholarly curiosity for weeks. Not since Drellin’s Ferry burned and the people of western Elsir Vale came running to shelter inside Brindol’s walls.
    “Archers out there,” said the elf, though the accent was so strong Pascquanel almost missed the meaning.
    “What? Shooting at them?” he said, looking out: all was darkness. Elfsight must have been strong indeed.
    “Yes. All missed. Hobgoblins are miserable shots.” The elf seemed to be thinking for a long moment. Then turned, and called out some short phrase Pascquanel didn’t recognise.
    A handful of answering shouts up the wall, in the same, delicate, foreign tongue. Then the Tiri Kitor was unlimbering the great, black ashwood bow each of them carried; two shafts came flickering to the fingers as if produced with a card trick. The elf drew back with effortless strength; arrows nocked to the bows.

    Pascquanel was closest, so he heard the elf’s next words, muttered though they were: “Aehilasa faeriya.” And then, a short, barked word: “Shoulder.”

    A spray of whistling wind as ten arrows flew from Brindol’s walls.
    And then, wonder of wonders: a howl of anger in the darkness ahead of them, a snarl of pain. And though another boulder came in answer, for those few seconds – it was only one.
    Tiri Kitor, i cohartha entu!” Answering cries from up the wall.

    TAG: All

    Initiative Order:
    Monsters: 21
    Mazarun: 1d20+6 - 19
    Corrath: 1d20+8 - 18
    Ariel: 1d20+6 - 17
    Evelios: 1d20+2 - 17
    Ragnar: 1d20+2 – 17
    William: 1d20+5 - 11
    Zanaek: 1d20+2 - 10
    Skadi: 1d20+1 - 5


    Corrath Marktos
    HP: 68/68
    AC: 25
    Attack: +23/+19/+23/+18/+23 Carduus/Bloodthirst (If two-weapon fighting, in Assassin Stance), +25/+20/+25 if only attacking with rapier)
    Damage: Rapier 1d6+10 (15-20/x2 +7d6+10), Kukri 1d4+9 (18-20/x2 +7d6+10) (in Assassin Stance)
    Saves: Fort – 18, Ref – 18, Will – 19 (+6 vs charm, fer)
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (8 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Ariel Elandinai
    HP: 108/108
    AC: 25
    Attack: +27/+22/+27 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+13 (19-20/x2 +1d8 [sonic]) +1d6 electricity, DC 14 Fort or target deafened. 3/day can force DC 16 Reflex or target is stunned. If Power Attacking: 1d10+32 and bonuses apply. Dive Attack doubles damage. Diving Charge adds +2d6 damage.
    Saves: Fort – 25, Reflex – 24, Will – 21 (+6 vs charm, fear)
    Spells: (At will/7/3) DC (13+Level) Caster Level: 6
    0: Acid splash, disrupt undead, ray of frost (usable at will).
    1: True Strike, Resist Energy, Ray of Enfeeblement, Shocking Grasp, Chill Touch
    2: Ghoul Touch, Dimension Hop
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (8 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Sa’adi Adim
    HP: 115/115
    AC: 26
    Attack: +21/+16/+21 Winterfall (Also note claw attacks)
    Damage: 1d8+19 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 24, Ref – 19, Will – 27 (+6 vs charm, fear)
    Spells: (At will/7/7/6/6/4) DC (18+Level) Domains: Retribution, War Caster Level: 10 (Caster Level 11 for [force] spells.)
    0: Create Water, Detect Magic, Light, Mending Read Magic, Resistance
    1: Entropic Shield, Lesser Vigor, Protection From Evil, Resurgence, Shield of Faith*
    2: Bull's Strength (2), Close Wounds (2), Divine Protection, Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic, Mass Resist Energy
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement, Mass Shield of Faith
    5: Flame Strike*, Righteous Might, Surge of Fortune (CC), True Seeing
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (8 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    THE MANY HANDS OF TYR: Extra set of arms. Subject gains 4 claw attack, using BAB + STR, Damage 1d4+STR, can rend for 2d4+1.5xSTR (100 minutes)

    Zanaek Grahorn
    HP: 84/84
    AC: 27
    Attack: +18/+12/+18 (longsword)
    Damage: 1d8+10 (19-20/x2)
    Saves: Fort – 23, Ref – 21, Will – 33 (+6 vs charm, fear)
    Spells: (At will/7/7/6/6/4) DC 18+Level, CL 10 (CL 13 for [Healing spells], CL 12 for [Divination] spells, CL 11 for [Good] spells.)
    0: Create Water, Detect Magic, Read Magic, Resistance, Light
    1: Protection from Evil (D), Bless, Obscuring Mist, Remove Fear, Sanctuary
    2: Aid (D), Owl's Wisdom, Spiritual Weapon, Quick March, Mark of Judgment (PHB2), Bull's Strength
    3: Curse of Arrow Attraction (PHB2), Downdraft, Antidragon Aura, Aid [Mass], Lesser Vigor [Mass]
    4: Holy Smite (D), Blessing of Righteous (PHB2), Healing Spirit (PHB2), Summon Monster IV, Holy Transformation [Lesser], Summon Hound Archon
    5: Cure Light Wounds [Mass] (D), Wall of Stone, Summon Monster V, Righteous Wrath of the Faithful
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (8 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TORM’S LORE: Can remove a dazed, dazzled, fatigued, exhausted, nauseated, or sickened effect in tandem with [healing] spell. CL is 13 for [healing]. (100 minutes) Also note Imbued Healing feat.
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Evelios D’Rtan
    HP: 80/80
    AC: 22
    Attack: +19/+14/+19 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+11 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 9/10
    Saves: Fort – 18, Ref – 23, Will – 28 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear)
    Spells: (Bard 10, Base Save DC 18) At Will/4/4/3/2
    0 - Prestidigitation, Summon Instrument, Detect Magic, Songbird, Light, Message
    1 - Improvisation, Inspirational Boost, Charm Person, Hideous Laughter
    2 - Tongues, Glitterdust, Detect Thoughts, Resounding Voice
    3 - Haste, Glibness, Dispel Magic, Confusion
    4 - Fugue, Sirine's Grace
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (8 rounds)
    CANT OF LUCIANUS PAVAROTTUS: Subject’s voice can be heard clearly up to 1000 feet away. (10 minutes)
    INCENDERUNT CITHARA: +1 to Inspire Courage bonuses while IC is in effect
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Ragnar Ingvarsson
    HP: 151/151 (Raging: 172/172)
    AC: 20 (Raging: 16)
    Attacks: +26/+21/+26 (Adamantine Maul) Raging: +29/+24/+29
    Damage: 1d10+15 (20/x3) +1d6 [electricity] Raging: 1d10+18 (20/x3) +1d6 [electricity]
    When Power Attacking: -10 to attack rolls, +22 to damage. If charging, -10 to AC instead.
    Rage: 5/5
    Saves: Fort – 28, Ref – 20, Will – 18 (Raging: 31, 19, 20) (+6 vs charm, fear)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (8 rounds)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)

    Mazarun Zothyrr
    HP: 121/121
    AC: 22
    Attacks: +22/+17/+22/+14/+22 (R/R/XB/XB/R)
    Damage: 1d6+14 (18-20/x2) (Rapier), 1d4+11 (Hand Crossbow) +4 to damage if flatfooted enemy within 30 feet
    Saves: Fort 26, Ref 22, Will 22 (25 if enchantment), +2 if spell/spell-like ability, +6 vs charm, fear
    Spells: (4/3) (CL 6)
    0: Detect Poison, Prestidigitation, Ghost Sound, Mending
    1: Grease, Shield, Ray of Clumsiness
    Maneuvers/Stances: Wall of Blades, Leading the Charge, White Raven Tactics, Iron Heart Surge
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (8 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    William Marshall
    HP: 69/69
    AC: 24
    Attacks: +11/+11 melee
    Damage: Who cares?
    Saves: Fort 22, Ref 25, Will 29 (+6 vs charm, fear)
    Spells: (4 at-will/7/6/5/5/4)
    0th: Detect Magic, Light, Prestidigitation, Resistance
    1st: Endure Elements, Enlarge Person, Colour Spray, Protection from Evil, Ray of Clumsiness, Ray of Enfeeblement, Shield
    2nd: Glitterdust, Invisibility, Ray of Stupidity, Scorching Ray, Shatter, Web
    3rd: Dispel Magic, Haste, Slow
    4th: Assay Spell Resistance, Confusion, Greater Invisibility, Enervation, Polymorph
    5th: Feeblemind, Hold Monster, Mass Fire Shield, Unfettered Heroism
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (8 rounds)
    ELMINSTER’S EAGLE: Fly at 40 feet per round, average maneuverability (70 feet per round while Haste is on) (10 hours)
    MARSHALL’S MAGE ARMOUR: +6 armor bonus to AC (10 hours)
    THE ROBE OF TYR: +2 enhancement bonus to clothes for AC (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    AP Count:
    Zanaek: 10
    Skadi: 8
    William: 9
    Evelios: 10
    Ragnar: 10
    Ariel: 10
    Corrath: 10
    Mazarun: 10

    Movement Speeds:
    Corrath: 60 feet per round (Air Walk + Haste)
    Ariel: 60 feet per round (on the ground), Flying 80 feet per round (Wings + Haste)
    Skadi: 50 feet per round (Air Walk + Haste)
    Zanaek: 60 feet per round (on the ground)
    Evelios: 60 feet per round (on the ground)
    Ragnar: 80 feet per round (Air Walk + Haste)
    Mazarun: 60 feet per round (on the ground)
    William: 60 feet per round (on the ground), Flying 70 feet per round (Overland Flight + Haste)

    Distances moved:
    Corrath: 480 – 240 feet moved = 240 feet away
    Ariel: 480 - 320 feet moved = 160 feet away
    Skadi: 480 – 150 feet moved = 330 feet away
    Zanaek: 480 – 240 feet moved = 240 feet away
    Evelios: 480 feet – 240 feet moved = 240 feet away
    Ragnar: 480 – 320 feet moved = 160 feet away from giant
    Mazarun: 480 – 240 feet moved = 160 feet away
    William: 480 – 280 feet moved = 200 feet away
  3. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
  4. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    The Company of the Crescent Flame

    Beyond the South Gate
    After Nightfall, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    Mazarun surveyed the field, sliding to a graceful halt as the Company charged in. Ten – no, eleven hobgoblins. Two hill giants to the rear, obviously the source of the boulders; the hobgoblins as a screen, and two ogres buttressing the line.
    The bard was speaking through the Rings of Communication, though whatever spell he’d cast was sending his words echoing across the battlefield: “Ragnar. Ariel. The ogre on the right – take him out.
    I hear you,” came back the avariel’s response.

    It did not matter: even as he heard her shriek that high-pitched war cry that foretold her falling from the sky like an arrow cast by Talos, his hands were flying, doing the trick that had been drilled into him over decades in Menzoberranzan. No need to even look; he had become the hand crossbow, and the night was alive with blood, the ioun stone which allowed him to see death gibbering its approval into his head.
    Snapsnapsnap. The instructors back at Melee-Magthere would have flayed him for this, screamed at him that a hand crossbow was to fire from short range, that every shot that went astray was a shot wasted on hated elven enemies. It did not matter; he was out, under the stars, and the Hunt was alive in him—

    The ogre to the right screamed. Three crossbow bolts protruded from the side of its face, black blood streaming down.

    Ariel was focused; clear. All fear dropped away. Sulsalka lightened in her hand, as if the weapon’s balance shifted in anticipation of her movement. Ahead of her, the ogre wheeled a strange-looking weapon around its head: Giant’s Razor, a part of her whispered in recognition: a weapon with the cutting head of a war axe at each end of its long handle. Its wielder could create a tornado of strikes against a target. It roared its challenge.

    She responded.

    Dived from the heavens, wings folded, Sulsalka up, the weapon seeming to take flight of its own.
    Thunder and lightning rolled up the blade. It was a single, clean blow. The courtblade sheared through the ogre’s weapon and carried on right through its neck. The powerful form, ten feet tall, toppled -- a second after its severed head fell to the ground.

    A whisper of magic – and then, two sudden bursts of madness across the field, as Evelios and William released their spells. The hobgoblin line dissolved as spells of confusion broke their minds. Some babbled; some fired arrows wildly at their fellows; four arrows whistled past Evelios, and one of the hill giants sent a boulder sailing past William’s shoulder. One or two of the hobgoblins looked unaffected, but neither did their arrows strike home.

    Ragnar was already moving. The other ogre, the one Mazarun had hit with his arrows – that one was not shaking its head. The northerner unlimbered. There was a strange feeling of relaxation that came through him now; all the politicking, all the talk was over. Now was the time for action. Running on air, great hammer before him, Ragnar Ingvarsson went to war.

    The ogre loomed above him, tried to get its shield up - but he smashed a blow into its midsection, and it roared. It responded, though – with a blurringly fast sequence from its bastard sword, crashing into the barbarian’s side, blood raining from him. Ragnar got his hammer up – and the skullcrusher ogre rammed its shield into him, sending a flare of red through Ragnar’s spine.

    And yet, through the pain, he found himself grinning.

    TAG: All

    Initiative Count:
    Monsters: 21
    Mazarun: 19
    Ariel: 17
    Evelios: 17
    Ariel: 17
    Ragnar: 17
    William: 11
    Zanaek: 10
    Skadi: 5
    Corrath 5


    Corrath Marktos
    HP: 68/68
    AC: 25
    Attack: +23/+19/+23/+18/+23 Carduus/Bloodthirst (If two-weapon fighting, in Assassin Stance), +25/+20/+25 if only attacking with rapier)
    Damage: Rapier 1d6+10 (15-20/x2 +7d6+10), Kukri 1d4+9 (18-20/x2 +7d6+10) (in Assassin Stance)
    Saves: Fort – 18, Ref – 18, Will – 19 (+6 vs charm, fer)
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Ariel Elandinai
    HP: 108/108
    AC: 25
    Attack: +27/+22/+27 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+13 (19-20/x2 +1d8 [sonic]) +1d6 electricity, DC 14 Fort or target deafened. 3/day can force DC 16 Reflex or target is stunned. If Power Attacking: 1d10+32 and bonuses apply. Dive Attack doubles damage. Diving Charge adds +2d6 damage.
    Saves: Fort – 25, Reflex – 24, Will – 21 (+6 vs charm, fear)
    Spells: (At will/7/3) DC (13+Level) Caster Level: 6
    0: Acid splash, disrupt undead, ray of frost (usable at will).
    1: True Strike, Resist Energy, Ray of Enfeeblement, Shocking Grasp, Chill Touch
    2: Ghoul Touch, Dimension Hop
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Sa’adi Adim
    HP: 115/115
    AC: 28
    Attack: +21/+16/+21 Winterfall (Also note claw attacks)
    Damage: 1d8+19 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 26, Ref – 21, Will – 29 (+6 vs charm, fear)
    Spells: (At will/7/7/6/6/4) DC (18+Level) Domains: Retribution, War Caster Level: 10 (Caster Level 11 for [force] spells.)
    0: Create Water, Detect Magic, Light, Mending Read Magic, Resistance
    1: Entropic Shield, Lesser Vigor, Protection From Evil, Resurgence, Shield of Faith*
    2: Bull's Strength (2), Close Wounds (2), Divine Protection, Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic, Mass Resist Energy
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement, Mass Shield of Faith
    5: Flame Strike*, Righteous Might, Surge of Fortune (CC), True Seeing
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    THE MANY HANDS OF TYR: Extra set of arms. Subject gains 4 claw attack, using BAB + STR, Damage 1d4+STR, can rend for 2d4+1.5xSTR (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)

    Zanaek Grahorn
    HP: 84/84
    AC: 27
    Attack: +18/+12/+18 (longsword)
    Damage: 1d8+10 (19-20/x2)
    Saves: Fort – 23, Ref – 21, Will – 33 (+6 vs charm, fear)
    Spells: (At will/7/7/6/6/4) DC 18+Level, CL 10 (CL 13 for [Healing spells], CL 12 for [Divination] spells, CL 11 for [Good] spells.)
    0: Create Water, Detect Magic, Read Magic, Resistance, Light
    1: Protection from Evil (D), Bless, Obscuring Mist, Remove Fear, Sanctuary
    2: Aid (D), Owl's Wisdom, Spiritual Weapon, Quick March, Mark of Judgment (PHB2), Bull's Strength
    3: Curse of Arrow Attraction (PHB2), Downdraft, Antidragon Aura, Aid [Mass], Lesser Vigor [Mass]
    4: Holy Smite (D), Blessing of Righteous (PHB2), Healing Spirit (PHB2), Summon Monster IV, Holy Transformation [Lesser], Summon Hound Archon
    5: Cure Light Wounds [Mass] (D), Wall of Stone, Summon Monster V, Righteous Wrath of the Faithful
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TORM’S LORE: Can remove a dazed, dazzled, fatigued, exhausted, nauseated, or sickened effect in tandem with [healing] spell. CL is 13 for [healing]. (100 minutes) Also note Imbued Healing feat.
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Evelios D’Rtan
    HP: 80/80
    AC: 22
    Attack: +19/+14/+19 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+11 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 9/10
    Saves: Fort – 18, Ref – 23, Will – 28 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear)
    Spells: (Bard 10, Base Save DC 18) At Will/4/4/2/2
    0 - Prestidigitation, Summon Instrument, Detect Magic, Songbird, Light, Message
    1 - Improvisation, Inspirational Boost, Charm Person, Hideous Laughter
    2 - Tongues, Glitterdust, Detect Thoughts, Resounding Voice
    3 - Haste, Glibness, Dispel Magic, Confusion
    4 - Fugue, Sirine's Grace
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    CANT OF LUCIANUS PAVAROTTUS: Subject’s voice can be heard clearly up to 1000 feet away. (10 minutes)
    INCENDERUNT CITHARA: +1 to Inspire Courage bonuses while IC is in effect
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Ragnar Ingvarsson
    HP: 78/151 (Wounded) (Raging: 172/172)
    AC: 20 (Raging: 16)
    Attacks: +26/+21/+26 (Adamantine Maul) Raging: +29/+24/+29
    Damage: 1d10+15 (20/x3) +1d6 [electricity] Raging: 1d10+18 (20/x3) +1d6 [electricity]
    When Power Attacking: -10 to attack rolls, +22 to damage. If charging, -10 to AC instead.
    Rage: 5/5
    Saves: Fort – 28, Ref – 20, Will – 18 (Raging: 31, 19, 20) (+6 vs charm, fear)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)

    Mazarun Zothyrr
    HP: 121/121
    AC: 22
    Attacks: +22/+17/+22/+14/+22 (R/R/XB/XB/R)
    Damage: 1d6+14 (18-20/x2) (Rapier), 1d4+11 (Hand Crossbow) +4 to damage if flatfooted enemy within 30 feet
    Saves: Fort 26, Ref 22, Will 22 (25 if enchantment), +2 if spell/spell-like ability, +6 vs charm, fear
    Spells: (4/3) (CL 6)
    0: Detect Poison, Prestidigitation, Ghost Sound, Mending
    1: Grease, Shield, Ray of Clumsiness
    Maneuvers/Stances: Wall of Blades, Leading the Charge, White Raven Tactics, Iron Heart Surge
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    William Marshall
    HP: 69/69
    AC: 24
    Attacks: +11/+11 melee
    Damage: Who cares?
    Saves: Fort 22, Ref 25, Will 29 (+6 vs charm, fear)
    Spells: (4 at-will/7/6/5/5/4)
    0th: Detect Magic, Light, Prestidigitation, Resistance
    1st: Endure Elements, Enlarge Person, Colour Spray, Protection from Evil, Ray of Clumsiness, Ray of Enfeeblement, Shield
    2nd: Glitterdust, Invisibility, Ray of Stupidity, Scorching Ray, Shatter, Web
    3rd: Dispel Magic, Haste, Slow
    4th: Assay Spell Resistance, Confusion, Greater Invisibility, Enervation, Polymorph
    5th: Feeblemind, Hold Monster, Mass Fire Shield, Unfettered Heroism
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    ELMINSTER’S EAGLE: Fly at 40 feet per round, average maneuverability (70 feet per round while Haste is on) (10 hours)
    MARSHALL’S MAGE ARMOUR: +6 armor bonus to AC (10 hours)
    THE ROBE OF TYR: +2 enhancement bonus to clothes for AC (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    AP Count:
    Zanaek: 10
    Skadi: 8
    William: 8
    Evelios: 9
    Ragnar: 10
    Ariel: 10
    Corrath: 10
    Mazarun: 10


    Movement Speeds:

    Corrath: 60 feet per round (Air Walk + Haste)
    Ariel: 60 feet per round (on the ground), Flying 80 feet per round (Wings + Haste)
    Skadi: 50 feet per round (Air Walk + Haste)
    Zanaek: 50 feet per round (on the ground)
    Evelios: 60 feet per round (on the ground)
    Ragnar: 80 feet per round (Air Walk + Haste)
    Mazarun: 60 feet per round (on the ground)
    William: 60 feet per round (on the ground), Flying 70 feet per round (Overland Flight + Haste)


    [IMG]
    Last edited by Saintheart, May 8, 2013
  5. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    The Company of the Crescent Flame

    Beyond the South Gate
    After Nightfall, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    Mazarun surveyed the field, sliding to a graceful halt as the Company charged in. Ten – no, eleven hobgoblins. Two hill giants to the rear, obviously the source of the boulders; the hobgoblins as a screen, and two ogres buttressing the line.
    The bard was speaking through the Rings of Communication, though whatever spell he’d cast was sending his words echoing across the battlefield: “Ragnar. Ariel. The ogre on the right – take him out.
    I hear you,” came back the avariel’s response.

    It did not matter: even as he heard her shriek that high-pitched war cry that foretold her falling from the sky like an arrow cast by Talos, his hands were flying, doing the trick that had been drilled into him over decades in Menzoberranzan. No need to even look; he had become the hand crossbow, and the night was alive with blood, the ioun stone which allowed him to see death gibbering its approval into his head.
    Snapsnapsnap. The instructors back at Melee-Magthere would have flayed him for this, screamed at him that a hand crossbow was to fire from short range, that every shot that went astray was a shot wasted on hated elven enemies. It did not matter; he was out, under the stars, and the Hunt was alive in him—

    The ogre to the right screamed. Three crossbow bolts protruded from the side of its face, black blood streaming down.

    Ariel was focused; clear. All fear dropped away. Sulsalka lightened in her hand, as if the weapon’s balance shifted in anticipation of her movement. Ahead of her, the ogre wheeled a strange-looking weapon around its head: Giant’s Razor, a part of her whispered in recognition: a weapon with the cutting head of a war axe at each end of its long handle. Its wielder could create a tornado of strikes against a target. It roared its challenge.

    She responded.

    Dived from the heavens, wings folded, Sulsalka up, the weapon seeming to take flight of its own.
    Thunder and lightning rolled up the blade. It was a single, clean blow. The courtblade sheared through the ogre’s weapon and carried on right through its neck. The powerful form, ten feet tall, toppled -- a second after its severed head fell to the ground.

    A whisper of magic – and then, two sudden bursts of madness across the field, as Evelios and William released their spells. The hobgoblin line dissolved as spells of confusion broke their minds. Some babbled; some fired arrows wildly at their fellows; four arrows whistled past Evelios, and one of the hill giants sent a boulder sailing past William’s shoulder. One or two of the hobgoblins looked unaffected, but neither did their arrows strike home.

    Ragnar was already moving. The other ogre, the one Mazarun had hit with his arrows – that one was not shaking its head. The northerner unlimbered. There was a strange feeling of relaxation that came through him now; all the politicking, all the talk was over. Now was the time for action. Running on air, great hammer before him, Ragnar Ingvarsson went to war.

    The ogre loomed above him, tried to get its shield up - but he smashed a blow into its midsection, a fast overhead strike and felt it cave the creature's internals in. Its roar cut off mid-born, and it, too, crashed to the ground.

    Ragnar found himself grinning.

    Corrath danced off to the side, trying to get some perspective. Skadi's enchantment was a decidedly odd experience as she literally walked on air, but it certainly was having the desired effect; she didn't disturb a blade of grass as she moved. Now if she could find a good opening among the chaos that the hobgoblin line had become...

    The flare of fiery red light bloomed north and west; off on the northern horizon somewhere. A second or two later, the noise of the detonation rippled across the field, a low growl of a sound like distant thunder. She risked a few precious seconds to look in that direction. As she did, the growl revealed itself as overture; the war horns Skadi had heard earlier now winded anew, a hundredfold, a thousandfold. And she saw it, far-off, like a remembered nightmare. That which Brindol had awaited; that which it most feared. The pool of steel and blood, growing ever-larger over the day, gathered no longer. Steel glittered eagerly in the moonlight across a half-mile front or more as the main body of the Red Hand began to advance on the west wall of Brindol.

    TAG: All

    Initiative Count:
    Monsters: 21
    Mazarun: 19
    Ariel: 17
    Evelios: 17
    Ariel: 17
    Ragnar: 17
    William: 11
    Zanaek: 10
    Skadi: 5
    Corrath 5


    Corrath Marktos
    HP: 68/68
    AC: 25
    Attack: +23/+19/+23/+18/+23 Carduus/Bloodthirst (If two-weapon fighting, in Assassin Stance), +25/+20/+25 if only attacking with rapier)
    Damage: Rapier 1d6+10 (15-20/x2 +7d6+10), Kukri 1d4+9 (18-20/x2 +7d6+10) (in Assassin Stance)
    Saves: Fort – 18, Ref – 18, Will – 19 (+6 vs charm, fer)
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Ariel Elandinai
    HP: 108/108
    AC: 25
    Attack: +27/+22/+27 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+13 (19-20/x2 +1d8 [sonic]) +1d6 electricity, DC 14 Fort or target deafened. 3/day can force DC 16 Reflex or target is stunned. If Power Attacking: 1d10+32 and bonuses apply. Dive Attack doubles damage. Diving Charge adds +2d6 damage.
    Saves: Fort – 25, Reflex – 24, Will – 21 (+6 vs charm, fear)
    Spells: (At will/7/3) DC (13+Level) Caster Level: 6
    0: Acid splash, disrupt undead, ray of frost (usable at will).
    1: True Strike, Resist Energy, Ray of Enfeeblement, Shocking Grasp, Chill Touch
    2: Ghoul Touch, Dimension Hop
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Sa’adi Adim
    HP: 115/115
    AC: 28
    Attack: +21/+16/+21 Winterfall (Also note claw attacks)
    Damage: 1d8+19 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 26, Ref – 21, Will – 29 (+6 vs charm, fear)
    Spells: (At will/7/7/6/6/4) DC (18+Level) Domains: Retribution, War Caster Level: 10 (Caster Level 11 for [force] spells.)
    0: Create Water, Detect Magic, Light, Mending Read Magic, Resistance
    1: Entropic Shield, Lesser Vigor, Protection From Evil, Resurgence, Shield of Faith*
    2: Bull's Strength (2), Close Wounds (2), Divine Protection, Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic, Mass Resist Energy
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement, Mass Shield of Faith
    5: Flame Strike*, Righteous Might, Surge of Fortune (CC), True Seeing
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    THE MANY HANDS OF TYR: Extra set of arms. Subject gains 4 claw attack, using BAB + STR, Damage 1d4+STR, can rend for 2d4+1.5xSTR (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)

    Zanaek Grahorn
    HP: 84/84
    AC: 27
    Attack: +18/+12/+18 (longsword)
    Damage: 1d8+10 (19-20/x2)
    Saves: Fort – 23, Ref – 21, Will – 33 (+6 vs charm, fear)
    Spells: (At will/7/7/6/6/4) DC 18+Level, CL 10 (CL 13 for [Healing spells], CL 12 for [Divination] spells, CL 11 for [Good] spells.)
    0: Create Water, Detect Magic, Read Magic, Resistance, Light
    1: Protection from Evil (D), Bless, Obscuring Mist, Remove Fear, Sanctuary
    2: Aid (D), Owl's Wisdom, Spiritual Weapon, Quick March, Mark of Judgment (PHB2), Bull's Strength
    3: Curse of Arrow Attraction (PHB2), Downdraft, Antidragon Aura, Aid [Mass], Lesser Vigor [Mass]
    4: Holy Smite (D), Blessing of Righteous (PHB2), Healing Spirit (PHB2), Summon Monster IV, Holy Transformation [Lesser], Summon Hound Archon
    5: Cure Light Wounds [Mass] (D), Wall of Stone, Summon Monster V, Righteous Wrath of the Faithful
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TORM’S LORE: Can remove a dazed, dazzled, fatigued, exhausted, nauseated, or sickened effect in tandem with [healing] spell. CL is 13 for [healing]. (100 minutes) Also note Imbued Healing feat.
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Evelios D’Rtan
    HP: 80/80
    AC: 22
    Attack: +19/+14/+19 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+11 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 9/10
    Saves: Fort – 18, Ref – 23, Will – 28 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear)
    Spells: (Bard 10, Base Save DC 18) At Will/4/4/2/2
    0 - Prestidigitation, Summon Instrument, Detect Magic, Songbird, Light, Message
    1 - Improvisation, Inspirational Boost, Charm Person, Hideous Laughter
    2 - Tongues, Glitterdust, Detect Thoughts, Resounding Voice
    3 - Haste, Glibness, Dispel Magic, Confusion
    4 - Fugue, Sirine's Grace
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    CANT OF LUCIANUS PAVAROTTUS: Subject’s voice can be heard clearly up to 1000 feet away. (10 minutes)
    INCENDERUNT CITHARA: +1 to Inspire Courage bonuses while IC is in effect
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Ragnar Ingvarsson
    HP: 151/151 (Raging: 172/172)
    AC: 20 (Raging: 16)
    Attacks: +26/+21/+26 (Adamantine Maul) Raging: +29/+24/+29
    Damage: 1d10+15 (20/x3) +1d6 [electricity] Raging: 1d10+18 (20/x3) +1d6 [electricity]
    When Power Attacking: -10 to attack rolls, +22 to damage. If charging, -10 to AC instead.
    Rage: 5/5
    Saves: Fort – 28, Ref – 20, Will – 18 (Raging: 31, 19, 20) (+6 vs charm, fear)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)

    Mazarun Zothyrr
    HP: 121/121
    AC: 22
    Attacks: +22/+17/+22/+14/+22 (R/R/XB/XB/R)
    Damage: 1d6+14 (18-20/x2) (Rapier), 1d4+11 (Hand Crossbow) +4 to damage if flatfooted enemy within 30 feet
    Saves: Fort 26, Ref 22, Will 22 (25 if enchantment), +2 if spell/spell-like ability, +6 vs charm, fear
    Spells: (4/3) (CL 6)
    0: Detect Poison, Prestidigitation, Ghost Sound, Mending
    1: Grease, Shield, Ray of Clumsiness
    Maneuvers/Stances: Wall of Blades, Leading the Charge, White Raven Tactics, Iron Heart Surge
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    William Marshall
    HP: 69/69
    AC: 24
    Attacks: +11/+11 melee
    Damage: Who cares?
    Saves: Fort 22, Ref 25, Will 29 (+6 vs charm, fear)
    Spells: (4 at-will/7/6/5/5/4)
    0th: Detect Magic, Light, Prestidigitation, Resistance
    1st: Endure Elements, Enlarge Person, Colour Spray, Protection from Evil, Ray of Clumsiness, Ray of Enfeeblement, Shield
    2nd: Glitterdust, Invisibility, Ray of Stupidity, Scorching Ray, Shatter, Web
    3rd: Dispel Magic, Haste, Slow
    4th: Assay Spell Resistance, Confusion, Greater Invisibility, Enervation, Polymorph
    5th: Feeblemind, Hold Monster, Mass Fire Shield, Unfettered Heroism
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (7 rounds)
    ELMINSTER’S EAGLE: Fly at 40 feet per round, average maneuverability (70 feet per round while Haste is on) (10 hours)
    MARSHALL’S MAGE ARMOUR: +6 armor bonus to AC (10 hours)
    THE ROBE OF TYR: +2 enhancement bonus to clothes for AC (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    AP Count:
    Zanaek: 10
    Skadi: 8
    William: 8
    Evelios: 9
    Ragnar: 10
    Ariel: 10
    Corrath: 10
    Mazarun: 10


    Movement Speeds:

    Corrath: 60 feet per round (Air Walk + Haste)
    Ariel: 60 feet per round (on the ground), Flying 80 feet per round (Wings + Haste)
    Skadi: 50 feet per round (Air Walk + Haste)
    Zanaek: 50 feet per round (on the ground)
    Evelios: 60 feet per round (on the ground)
    Ragnar: 80 feet per round (Air Walk + Haste)
    Mazarun: 60 feet per round (on the ground)
    William: 60 feet per round (on the ground), Flying 70 feet per round (Overland Flight + Haste)


    [IMG]
  6. Ktala Force Ghost

    Member Since:
    Sep 7, 2002
    star 6
    Ariel Elandinai
    Beyond the South Gate, After Nightfall, Brindol, Elsir Vale

    Ariel glided silently upon the winds, as the darkness had began to fall. The rest of the Company below her, as they all moved forward, carried by spells and incantations that quickened their movements. Ariel felt her heart race, with the anticipation of the battle to come. She streaked forward, her hand unconsciously tightened around Sulsalka. A voice interrupted her thoughts, as she heard a voice speak out through the ring, his words echoed around them all.

    “Ragnar. Ariel. The ogre on the right – take him out.” Ariel raised an eyebrow. “I hear you,” she responded back into the ring even as she prepared for her attack. She spun as she arched herself high, preparing for her dive. Her wings moved, the wind streaking past them, as she spun, sending out the sound that was her war cry. As she swooped down, she heard the scream of an ogre, but Ariel was focused on her target now, so she paid it little heed. The Duskblade held her weapon at the ready in front of her. All other thoughts fell away, dived towards her target. Sulsalka in her hand, the weapon's balance shifted in her grip, and it felt lightened to her hand. The dance of the Duskblade. The orge, wheeled a stranging looking weapon around it's head. A Giant’s Razor, a part of her whispered in recognition: a weapon with the cutting head of a war axe at each end of its long handle. It roared its challenge, and Ariel answered.

    Ariel felt the dance come alive within her. Wings folded, she came, Sulsalka up and ready, the weapon all but alive in her hands. Thunder and lightning rolled up the blade, as her strike hit home. It was a single, clean blow. The courtblade went through both weapon and orge, caring right through its neck. The large ogre toppled -- a second after its severed head fell to the ground. But Ariel did not waste time to watch, but was already streaking upwards, as she looked for her next target. As if on cue, in the distance she noted the flare of fiery red light bloomed in the distance, followed by a low growl. 'Soon, wyrm.' Ariel thought to herself, before focusing once more on the field in front of her, looking for the next target. She looked to see what creature did not seem confused, or seemed to be the biggest threat to the Company at the moment. She scanned the area, using the sight the Winged Mother had gifted her with, as her Duskblade.

    "Winged Mother, guide me." she spoke softly in elvish, as she soared, hunting.


    TAG: ALL
    Saintheart likes this.
  7. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    The Company of the Crescent Flame

    Beyond the South Gate
    After Nightfall, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    You have been a fool. The thought whispered from somewhere into Mazarun’s mind. Perhaps it was Moktar Cor Marak, the tetrarch’s dead voice echoing from the ioun stone; perhaps only his memories. My memories--?

    Ahead of him, the battle drew to its climax. A shower of golden sparks lit up the night as the bard threw another spell at one of the hill giants, and it stumbled back with a wordless roar of anger. Then the avariel was plunging from the heavens again, the courtblade singing through the air and carving deep into the giant’s chest. It roared once – and collapsed, thunder rolling in the night air. The barbarian was already moving, shifting targets to the last giant, and though the creature survived the northerner’s first hit, its chest appeared to have been caved in and Mazarun could hear its agonised wheezing from here.

    He shot it almost negligently, hand crossbow raised and on target from two hundred feet or more away. A finely crafted drow bolt took it through the eye, and it, too, collapsed. Two more bolts – snapsnap – flew, and took the presumable commander of the hobgoblins in the throat.

    Fool, came the echo from his mind/stone/memories again.

    A flare of red light: William’s sudden, instinctive magic burned a hobgoblin to a crisp, and far off to the right he caught glimpses of silver in the darkness: Skadi, as the priestess’s blade smoked its way through another hobgoblin’s chest, and a ripple of dark cloth as Corrath wheeled in behind another and ended its life with a single, liquid movement. There was another, white flaring of light – as the planes themselves opened and a hound-headed shape appeared from the celestial realms, armed with a greatsword, crouching, looking around. The remaining hobgoblins – whether as a result of the spells cast on them or good judgment – were running, into the darkness.

    Ariel saw them first, hovering, looking around as was her habit: silvery shapes, moving in the darkness to the south of them. Many silvery shapes, humanoid, just as the hobgoblins had been humanoid, silvery shapes and who now were fleeing. Too many to quickly count. They must have been waiting some distance back, further into the shadows: now they closed, maybe a couple hundred feet back … and perhaps a couple hundred strong or so of hobgoblin troops.

    Mazarun did not. His attention was drawn by a series of sudden flarings of red on the northern horizon: the flaring of fire. Dragonfire.

    And he understood. In Menzoberranzan it was called the Paladin’s Trap. Ironically so, since in fact it was not a trap at all. To best deal with a paladin of the elven gods, one created the illusion that the trap was set and set for him. One provided a proxy to create the illusion of bait. One left sufficient force to make the paladin believe the trap was real. If possible, one made the paladin believe he had little choice but to walk into the trap. One even opposed the paladin’s efforts with a certain degree of force, even past the point where it would seem logical: enough force to convince the paladin that the trap had been laid for him and that force was being applied to eliminate him even though the trap had failed

    But the truth of the trap was that by walking into it at all, the paladin had succumbed whether he prevailed or died. Because the trap was itself a distraction. By going into the trap, the paladin absented himself from somewhere: somewhere rather crucial. Somewhere that allowed one to pursue one’s real objective.

    He looked at Skadi – and she hesitated, cocking her head slightly as though listening to an inaudible voice. He watched as her shoulders sagged, then spoke into her Ring:

    “Lord Jarmaath says the dragon has come – to the west gate. It has frightened off or burned the men he had defending the gate. The tavern district is on fire. His hussaryn cannot get back inside the wall -- the dragon is blocking their retreat at the gateway and they’re being slaughtered out in the field.”

    She tore Winterfall free of the hobgoblin’s corpse, shards of bloody ice tumbling from the weapon’s blade. “While we were here killing giants!

    TAG: All

    Monsters: 21
    Ariel: 17
    Evelios: 17
    Ariel: 17
    Ragnar: 17
    William: 11
    Zanaek: 10
    Skadi: 5
    Corrath 5
    Mazarun 5


    Corrath Marktos
    HP: 68/68
    AC: 25
    Attack: +23/+19/+23/+18/+23 Carduus/Bloodthirst (If two-weapon fighting, in Assassin Stance), +25/+20/+25 if only attacking with rapier)
    Damage: Rapier 1d6+16 (15-20/x2 +7d6+10), Kukri 1d4+16 (18-20/x2 +7d6+10) (in Assassin Stance)
    Saves: Fort – 18, Ref – 30, Will – 19 (+6 vs charm, fer) (-2 vs fear will saves)
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (6 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Ariel Elandinai
    HP: 108/108
    AC: 25
    Attack: +27/+22/+27 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+13 (19-20/x2 +1d8 [sonic]) +1d6 electricity, DC 14 Fort or target deafened. 3/day can force DC 16 Reflex or target is stunned. If Power Attacking: 1d10+32 and bonuses apply. Dive Attack doubles damage. Diving Charge adds +2d6 damage.
    Saves: Fort – 25, Reflex – 24, Will – 21 (+6 vs charm, fear)
    Spells: (At will/7/3) DC (13+Level) Caster Level: 6
    0: Acid splash, disrupt undead, ray of frost (usable at will).
    1: True Strike, Resist Energy, Ray of Enfeeblement, Shocking Grasp, Chill Touch
    2: Ghoul Touch, Dimension Hop
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (6 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Sa’adi Adim
    HP: 115/115
    AC: 28
    Attack: +21/+16/+21 Winterfall (Also note claw attacks)
    Damage: 1d8+19 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 26, Ref – 21, Will – 29 (+6 vs charm, fear)
    Spells: (At will/7/7/6/6/4) DC (18+Level) Domains: Retribution, War Caster Level: 10 (Caster Level 11 for [force] spells.)
    0: Create Water, Detect Magic, Light, Mending Read Magic, Resistance
    1: Entropic Shield, Lesser Vigor, Protection From Evil, Resurgence, Shield of Faith*
    2: Bull's Strength (2), Close Wounds (2), Divine Protection, Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic, Mass Resist Energy
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement, Mass Shield of Faith
    5: Flame Strike*, Righteous Might, Surge of Fortune (CC), True Seeing
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (6 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    THE MANY HANDS OF TYR: Extra set of arms. Subject gains 4 claw attack, using BAB + STR, Damage 1d4+STR, can rend for 2d4+1.5xSTR (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)

    Zanaek Grahorn
    HP: 84/84
    AC: 27
    Attack: +18/+12/+18 (longsword)
    Damage: 1d8+10 (19-20/x2)
    Saves: Fort – 23, Ref – 21, Will – 33 (+6 vs charm, fear)
    Spells: (At will/7/7/6/6/4) DC 18+Level, CL 10 (CL 13 for [Healing spells], CL 12 for [Divination] spells, CL 11 for [Good] spells.)
    0: Create Water, Detect Magic, Read Magic, Resistance, Light
    1: Protection from Evil (D), Bless, Obscuring Mist, Remove Fear, Sanctuary
    2: Aid (D), Owl's Wisdom, Spiritual Weapon, Quick March, Mark of Judgment (PHB2), Bull's Strength
    3: Curse of Arrow Attraction (PHB2), Downdraft, Antidragon Aura, Aid [Mass], Lesser Vigor [Mass]
    4: Holy Smite (D), Blessing of Righteous (PHB2), Healing Spirit (PHB2), Summon Monster IV, Holy Transformation [Lesser], Summon Hound Archon
    5: Cure Light Wounds [Mass] (D), Wall of Stone, Summon Monster V, Righteous Wrath of the Faithful
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (6 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TORM’S LORE: Can remove a dazed, dazzled, fatigued, exhausted, nauseated, or sickened effect in tandem with [healing] spell. CL is 13 for [healing]. (100 minutes) Also note Imbued Healing feat.
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Evelios D’Rtan
    HP: 80/80
    AC: 22
    Attack: +19/+14/+19 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+11 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 9/10
    Saves: Fort – 18, Ref – 23, Will – 28 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear)
    Spells: (Bard 10, Base Save DC 18) At Will/4/4/3/2
    0 - Prestidigitation, Summon Instrument, Detect Magic, Songbird, Light, Message
    1 - Improvisation, Inspirational Boost, Charm Person, Hideous Laughter
    2 - Tongues, Glitterdust, Detect Thoughts, Resounding Voice
    3 - Haste, Glibness, Dispel Magic, Confusion
    4 - Fugue, Sirine's Grace
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (6 rounds)
    CANT OF LUCIANUS PAVAROTTUS: Subject’s voice can be heard clearly up to 1000 feet away. (10 minutes)
    INCENDERUNT CITHARA: +1 to Inspire Courage bonuses while IC is in effect
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    Ragnar Ingvarsson
    HP: 151/151 (Raging: 172/172)
    AC: 20 (Raging: 16)
    Attacks: +26/+21/+26 (Adamantine Maul) Raging: +29/+24/+29
    Damage: 1d10+15 (20/x3) +1d6 [electricity] Raging: 1d10+18 (20/x3) +1d6 [electricity]
    When Power Attacking: -10 to attack rolls, +22 to damage. If charging, -10 to AC instead.
    Rage: 5/5
    Saves: Fort – 28, Ref – 20, Will – 18 (Raging: 31, 19, 20) (+6 vs charm, fear)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (6 rounds)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)

    Mazarun Zothyrr
    HP: 121/121
    AC: 22
    Attacks: +22/+17/+22/+14/+22 (R/R/XB/XB/R)
    Damage: 1d6+14 (18-20/x2) (Rapier), 1d4+11 (Hand Crossbow) +4 to damage if flatfooted enemy within 30 feet
    Saves: Fort 26, Ref 22, Will 22 (25 if enchantment), +2 if spell/spell-like ability, +6 vs charm, fear
    Spells: (4/3) (CL 6)
    0: Detect Poison, Prestidigitation, Ghost Sound, Mending
    1: Grease, Shield, Ray of Clumsiness
    Maneuvers/Stances: Wall of Blades, Leading the Charge, White Raven Tactics, Iron Heart Surge
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (6 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    William Marshall
    HP: 69/69
    AC: 24
    Attacks: +11/+11 melee
    Damage: Who cares?
    Saves: Fort 22, Ref 25, Will 29 (+6 vs charm, fear)
    Spells: (4 at-will/7/6/5/5/4)
    0th: Detect Magic, Light, Prestidigitation, Resistance
    1st: Endure Elements, Enlarge Person, Colour Spray, Protection from Evil, Ray of Clumsiness, Ray of Enfeeblement, Shield
    2nd: Glitterdust, Invisibility, Ray of Stupidity, Scorching Ray, Shatter, Web
    3rd: Dispel Magic, Haste, Slow
    4th: Assay Spell Resistance, Confusion, Greater Invisibility, Enervation, Polymorph
    5th: Feeblemind, Hold Monster, Mass Fire Shield, Unfettered Heroism
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (6 rounds)
    ELMINSTER’S EAGLE: Fly at 40 feet per round, average maneuverability (70 feet per round while Haste is on) (10 hours)
    MARSHALL’S MAGE ARMOUR: +6 armor bonus to AC (10 hours)
    THE ROBE OF TYR: +2 enhancement bonus to clothes for AC (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)

    AP Count:
    Zanaek: 9
    Skadi: 8
    William: 8
    Evelios: 9
    Ragnar: 10
    Ariel: 10
    Corrath: 10
    Mazarun: 10


    Movement Speeds:

    Corrath: 60 feet per round (Air Walk + Haste)
    Ariel: 60 feet per round (on the ground), Flying 80 feet per round (Wings + Haste)
    Skadi: 50 feet per round (Air Walk + Haste)
    Zanaek: 50 feet per round (on the ground)
    Evelios: 60 feet per round (on the ground)
    Ragnar: 80 feet per round (Air Walk + Haste)
    Mazarun: 60 feet per round (on the ground)
    William: 60 feet per round (on the ground), Flying 70 feet per round (Overland Flight + Haste)
    Last edited by Saintheart, May 13, 2013
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  8. cassie5squared Jedi Grand Master

    Member Since:
    Dec 8, 2010
    star 2
    IC: William Marshall and Maeghen

    William's mind cleared of flame - that particular use of his magic always seemed to blind him to all else momentarily - just in time to hear Skadi's warning. He wheeled in mid-air, eyes hardening at the red glow over the city.

    "Why are we wasting time talking, then?" he replied, already gliding back the way they came. "If Tiamat's spawn wants to challenge us, let us show it why it is a fool."

    {Maeghen.}

    {Yes?}

    {Can you see the dragon?}

    {I can,} she affirmed, though clearly unhappy about it.

    {Keep out of sight. We're on our way. Just - keep us informed.}

    There was a sense of assent, and then silence.
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  9. Ktala Force Ghost

    Member Since:
    Sep 7, 2002
    star 6
    Ariel Elandinai
    Beyond the South Gate, After Nightfall, Brindol, Elsir Vale

    As Ariel dispatched the giant and whirled upwards once more, she beheld flame near her, as one of the mages spells detonated not to far away. But then she turned, as movement had now caught her eye. Silvery shapes, moving in the darkness to the south of them. Many silvery shapes, far too many to count. An army of them. Hobgoblins, like before. To the south of the company, and closing in quickly. A trap?

    Suddenly, Ariel heard Skadi speak into the ring. “Lord Jarmaath says the dragon has come – to the west gate. It has frightened off or burned the men he had defending the gate. The tavern district is on fire. His hussaryn cannot get back inside the wall -- the dragon is blocking their retreat at the gateway and they’re being slaughtered out in the field.”

    Ariel growled as she heard the news. She heard Skadi's voice once more through the ring. “While we were here killing giants!
    She then heard William's voice over the rings. "Why are we wasting time talking, then?" he replied, already gliding back the way they came. "If Tiamat's spawn wants to challenge us, let us show it why it is a fool." Ariel smiled.

    Ariel now spoke into the ring. "A large army of hobgoblins, several hundred strong I would guess, are moving up towards us from the south. They seek to cut of off from the castle." she warned the rest of the party. Ariel could understand Skadi's frustrations. She felt them too. And the quicker they could cut down the wrym of Tiamat, the better. She did wonder if perhaps a teleport might serve them quicker, but she could understand if they did not want to waste such a high level spell so early within the battle.



    TAG: All
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  10. Rilwen_Shadowflame Force Ghost

    Member Since:
    Mar 27, 2005
    star 6
    IC: Mazarun Zothyrr
    Beyond the South Gate

    They had strewn death about them, shedding blood as casually as one might brush dust from one's clothes. Yet there was still much more to do. Mazarun's lips drew back in what was not quite a smile - too manic, too eager, too fierce - and he wheeled to face the others. "They'll need us there." Despite his haste, the words were delivered with a calm belying his expression. Swift calculation told him who might most need to be taken with him.

    "Skadi, Zanaek, Evelios, I can get you closer, if we hurry. Everyone else can catch up. Let's go! Link up!" Urgency threaded his voice now, and he held out his hands. It was a simple enough rule of such magic, that one could generally only take those in some chain of contact with you. He was already considering where to go, how many jumps, what threats might await them.

    His eyes seemed to glow as he drew forth the power surging through him. Again he heard the strange and distant music. This time, it seemed to play for him a song of war.

    Tag: Any/all
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  11. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    The Company of the Crescent Flame

    The Gate into Hell
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    “Wait – one moment.” Skadi closed her eyes for a few seconds, tracing the crosspiece of Winterfall in the air in a brief benediction. A feeling of sudden coolness, as though an ice wind had fallen across them, embraced the Company. The priestess lowered her blade. “It will serve against dragonfire – at least for a while.” Without another word, she slid Winterfall back into its sheath and reached out to grab Mazarun’s hand.

    Zanaek gave a quick bow to the hound archon he’d summoned; the agent of Torm nodded in reply, raising its weapon gravely in a salute before its chest, and then ran, sprinting north, towards the wall, towards Brindol. He put a hand to Skadi’s shoulder.

    And Evelios came next, voices murmuring in the back of his mind, to take the drow’s other hand.

    Mazarun looked for the others – but William was already on his way, soaring through the air, hands pointed before him as he flew, robe flapping through the air like some sort of legend. The avariel was close behind and Corrath and Ragnar pacing through the sky on “foot”.

    The song of war swelled within him. And he gave himself to its melody, closing his eyes, letting its power burst forth. A moment in which the entirety of the universe seemed to fold in upon itself, fold in upon him; a moment of cold beyond ice; and he opened his eyes.

    Yes; where he’d visualised himself was where he and his companions now were. A deceptively quiet field, the black of Brindol’s wall visible to the south and west, an unearthly chill from the dark building in the southern quadrant of this field frowning over those who’d disturbed its slumber. Or rather, the slumber in this garden of stone; monuments large and small, new and ancient, scattered the graveyard of Brindol.

    Skadi fixed him with a look -- but the swell of sound from the west took it away; a sound breaking over Brindol’s wall. The sound of a screaming horde of hobgoblins, soon to reach the battlements. The true song of war, and he felt it surge with the song in his heart; felt, disgustingly, the ioun stone surge with both the conflict outside the walls and the presence of death in the graveyard. The drow refocused, looking to the northern half of the city, where fire glowed eagerly through thick smoke.

    He visualised Brindol’s West Gate: a tall, old arch, crenellations on its crown, thick stone walls. Again the power crescendoed within him; again distance was covered in the twinkling of an eye. And decanted him in the Nine Hells.

    Around him, everything was aflame. Buildings burned freely, flames leaping from rooftops all around. He felt a tingling of ice across his forehead as Skadi’s spell fought the sudden, heavy heat from a dozen fires all around them. Most immediate of all, heat from the gates of Brindol – the west gate’s colossal wooden doors lay flat in the archway, burning from end to end. The great bronze hinges that had secured them in place were pools of gleaming metal at the gateway.

    And beyond the gate, into the darkness beyond, the drow caught a glimpse of silver: figures on horses, distant, raising and lowering weapons. And being slowly surrounded, trying to hold their ground, slowly drowning under a black wave: the hussaryn, fighting, dying, to hold a perimeter against the open gate behind them.

    The smell of burned wood – and worse still, the sickening, acrid odour of burned flesh – assaulted him. And above everything, smoke, thick, choking smoke – choking such that while he gritted his teeth and bore down on the desire to cough, and Skadi likewise, Evelios and Zanaek were not so fortunate. Both men sucked smoke and retched, coughing uncontrollably.

    Too late, Mazarun heard it: an organic, dreadful creaking as wings larger than a demon’s embrace opened. With it, a single, indrawn breath like a god about to pronounce judgment on the world. He began to spin, knowing it was too late, knowing the song had deceived him, eyes flicking upward, glimpsing a thousand thousand red scales like blood and rubies perversely mated above them on the wall’s smoke-clouded battlement. He saw Skadi begin to swing her shield up against the inevitable; Zanaek begin to get a hand to his face; Evelios staring.

    And then the world filled with flame as Abithriax, red dragon of the Red Hand, breathed dragonfire on the four adventurers from less than forty feet away.

    Pain screamed through the drow; through all of them as their skin burned as though they’d been under the Calim desert’s sun for days, though the sun had turned its face from the world. Drow physiology could defeat an archmage’s spell, but no perverted drow alchemist had ever found an additive to give to his people that could withstand dragonfire. It was being in the heart of the greatest storm on Faerun, such was the noise, and all smell and taste disappeared into fire.

    But Skadi’s enchantment held, though, the Tyrran’s spell raising its own, defiant coldness to defend vital parts and organs of the company. And a moment later, the fire ended, though the smell of Mazarun’s burned skin would be something he would remember to the end of his life. The awful creaking came, again, and Abithriax took to the sky, gliding overhead.

    The dragonfear broke over them, but compared with the dragonfire it was nothing; again, Skadi’s fierce aura surmounted them, and the remnants of Evelios’s song buttressed their souls. Mazarun caught a glimpse of red death as it glided soundlessly across the smoke-choked gate district, dropping below the line of a building a hundred feet distant.

    At last, you reveal yourselves, ghosts.

    The voice was reptilian, muffled thunder, shouldering its way through shadow and flame from a hundred feet away. “Not so transparent now, I think. Come; let us see how well you die.

    TAG: All

    Corrath: 1d20+8 – 26
    Dragon: 24
    Evelios: 1d20+2 – 22
    Mazarun: 1d20+6 – 20
    Ragnar: 1d20+2 – 15
    Zanaek: 1d20+2 – 15
    William: 1d20+5 - 13
    Ariel: 1d20+6 - 10
    Skadi: 1d20+1 – 8


    Corrath Marktos
    HP: 68/68
    AC: 25
    Attack: +23/+19/+23/+18/+23 Carduus/Bloodthirst (If two-weapon fighting, in Assassin Stance), +25/+20/+25 if only attacking with rapier)
    Damage: Rapier 1d6+16 (15-20/x2 +7d6+10), Kukri 1d4+16 (18-20/x2 +7d6+10) (in Assassin Stance)
    Saves: Fort – 18, Ref – 30, Will – 19 (+6 vs charm, fer) (-2 vs fear will saves)
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (3 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)

    Ariel Elandinai
    HP: 108/108
    AC: 25
    Attack: +27/+22/+27 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+13 (19-20/x2 +1d8 [sonic]) +1d6 electricity, DC 14 Fort or target deafened. 3/day can force DC 16 Reflex or target is stunned. If Power Attacking: 1d10+32 and bonuses apply. Dive Attack doubles damage. Diving Charge adds +2d6 damage.
    Saves: Fort – 25, Reflex – 24, Will – 21 (+6 vs charm, fear)
    Spells: (At will/7/3) DC (13+Level) Caster Level: 6
    0: Acid splash, disrupt undead, ray of frost (usable at will).
    1: True Strike, Resist Energy, Ray of Enfeeblement, Shocking Grasp, Chill Touch
    2: Ghoul Touch, Dimension Hop
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (3 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)

    Sa’adi Adim
    HP: 45/115 (Badly Injured)
    AC: 28
    Attack: +21/+16/+21 Winterfall (Also note claw attacks)
    Damage: 1d8+19 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 26, Ref – 21, Will – 29 (+6 vs charm, fear)
    Spells: (At will/7/7/6/6/4) DC (18+Level) Domains: Retribution, War Caster Level: 10 (Caster Level 11 for [force] spells.)
    0: Create Water, Detect Magic, Light, Mending Read Magic, Resistance
    1: Entropic Shield, Lesser Vigor, Protection From Evil, Resurgence, Shield of Faith*
    2: Bull's Strength (2), Close Wounds (2), Divine Protection, Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement, Mass Shield of Faith
    5: Flame Strike*, Righteous Might, Surge of Fortune (CC), True Seeing
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (3 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    THE MANY HANDS OF TYR: Extra set of arms. Subject gains 4 claw attack, using BAB + STR, Damage 1d4+STR, can rend for 2d4+1.5xSTR (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)

    Zanaek Grahorn
    HP: 14/84 (Badly Injured)
    AC: 27
    Attack: +18/+12/+18 (longsword)
    Damage: 1d8+10 (19-20/x2)
    Saves: Fort – 23, Ref – 21, Will – 33 (+6 vs charm, fear)
    Spells: (At will/7/7/6/6/4) DC 18+Level, CL 10 (CL 13 for [Healing spells], CL 12 for [Divination] spells, CL 11 for [Good] spells.)
    0: Create Water, Detect Magic, Read Magic, Resistance, Light
    1: Protection from Evil (D), Bless, Obscuring Mist, Remove Fear, Sanctuary
    2: Aid (D), Owl's Wisdom, Spiritual Weapon, Quick March, Mark of Judgment (PHB2), Bull's Strength
    3: Curse of Arrow Attraction (PHB2), Downdraft, Antidragon Aura, Aid [Mass], Lesser Vigor [Mass]
    4: Holy Smite (D), Blessing of Righteous (PHB2), Healing Spirit (PHB2), Summon Monster IV, Holy Transformation [Lesser], Summon Hound Archon
    5: Cure Light Wounds [Mass] (D), Wall of Stone, Summon Monster V, Righteous Wrath of the Faithful
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (3 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TORM’S LORE: Can remove a dazed, dazzled, fatigued, exhausted, nauseated, or sickened effect in tandem with [healing] spell. CL is 13 for [healing]. (100 minutes) Also note Imbued Healing feat.
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    CHOKING FROM SMOKE: Coughing and choking for this round

    Evelios D’Rtan
    HP: 10/80 (Badly Injured)
    AC: 22
    Attack: +19/+14/+19 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+11 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 9/10
    Saves: Fort – 18, Ref – 23, Will – 28 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear)
    Spells: (Bard 10, Base Save DC 18) At Will/4/4/3/2
    0 - Prestidigitation, Summon Instrument, Detect Magic, Songbird, Light, Message
    1 - Improvisation, Inspirational Boost, Charm Person, Hideous Laughter
    2 - Tongues, Glitterdust, Detect Thoughts, Resounding Voice
    3 - Haste, Glibness, Dispel Magic, Confusion
    4 - Fugue, Sirine's Grace
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (3 rounds)
    CANT OF LUCIANUS PAVAROTTUS: Subject’s voice can be heard clearly up to 1000 feet away. (10 minutes)
    INCENDERUNT CITHARA: +1 to Inspire Courage bonuses while IC is in effect
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    CHOKING FROM SMOKE: Coughing and choking for this round

    Ragnar Ingvarsson
    HP: 151/151 (Raging: 172/172)
    AC: 20 (Raging: 16)
    Attacks: +26/+21/+26 (Adamantine Maul) Raging: +29/+24/+29
    Damage: 1d10+15 (20/x3) +1d6 [electricity] Raging: 1d10+18 (20/x3) +1d6 [electricity]
    When Power Attacking: -10 to attack rolls, +22 to damage. If charging, -10 to AC instead.
    Rage: 5/5
    Saves: Fort – 28, Ref – 20, Will – 18 (Raging: 31, 19, 20) (+6 vs charm, fear)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (3 rounds)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)

    Mazarun Zothyrr
    HP: 51/121 (Badly Injured)
    AC: 22
    Attacks: +22/+17/+22/+14/+22 (R/R/XB/XB/R)
    Damage: 1d6+14 (18-20/x2) (Rapier), 1d4+11 (Hand Crossbow) +4 to damage if flatfooted enemy within 30 feet
    Saves: Fort 26, Ref 22, Will 22 (25 if enchantment), +2 if spell/spell-like ability, +6 vs charm, fear
    Spells: (4/3) (CL 6)
    0: Detect Poison, Prestidigitation, Ghost Sound, Mending
    1: Grease, Shield, Ray of Clumsiness
    Maneuvers/Stances: Wall of Blades, Leading the Charge, White Raven Tactics, Iron Heart Surge
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (3 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)

    William Marshall
    HP: 69/69
    AC: 24
    Attacks: +11/+11 melee
    Damage: Who cares?
    Saves: Fort 22, Ref 25, Will 29 (+6 vs charm, fear)
    Spells: (4 at-will/7/6/5/5/4)
    0th: Detect Magic, Light, Prestidigitation, Resistance
    1st: Endure Elements, Enlarge Person, Colour Spray, Protection from Evil, Ray of Clumsiness, Ray of Enfeeblement, Shield
    2nd: Glitterdust, Invisibility, Ray of Stupidity, Scorching Ray, Shatter, Web
    3rd: Dispel Magic, Haste, Slow
    4th: Assay Spell Resistance, Confusion, Greater Invisibility, Enervation, Polymorph
    5th: Feeblemind, Hold Monster, Mass Fire Shield, Unfettered Heroism
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (3 rounds)
    ELMINSTER’S EAGLE: Fly at 40 feet per round, average maneuverability (70 feet per round while Haste is on) (10 hours)
    MARSHALL’S MAGE ARMOUR: +6 armor bonus to AC (10 hours)
    THE ROBE OF TYR: +2 enhancement bonus to clothes for AC (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)

    AP Count:
    Zanaek: 9
    Skadi: 7
    William: 8
    Evelios: 9
    Ragnar: 10
    Ariel: 10
    Corrath: 10
    Mazarun: 10


    Movement Speeds:
    Corrath: 60 feet per round (Air Walk + Haste)
    Ariel: 60 feet per round (on the ground), Flying 80 feet per round (Wings + Haste)
    Skadi: 50 feet per round (Air Walk + Haste)
    Zanaek: 50 feet per round (on the ground)
    Evelios: 60 feet per round (on the ground)
    Ragnar: 80 feet per round (Air Walk + Haste)
    Mazarun: 60 feet per round (on the ground)
    William: 60 feet per round (on the ground), Flying 70 feet per round (Overland Flight + Haste)[/quote]

    Distances to go:
    - Distance from start point to West Gate is 1300 feet in a straight line. (Pythagoras applies here to calculate that distance; South Gate is about 500 feet east and 700 feet south of the West Gate, added to another 500 feet which was where the party fought the giants)

    - All fliers travelled full possible distance (x4, the Run action) for two rounds, which was the two rounds of time in which Mazarun dimension doored to the West Gate.

    Therefore:
    - Corrath closed 480 feet, so she’s 820 feet out from the West Gate. She will close 240 feet this round and do nothing else as her action.
    - William closed 560 feet, so he’s 740 feet out from the West Gate.
    - Ragnar closed 640 feet, so he’s 660 feet out from the West Gate.
    - Ariel closed 640 feet, so she’s 660 feet out from the West Gate.

    Skadi, Zanaek, Mazarun, and Evelios are in a smoke-filled area, which requires Fortitude saving throws each round per the SRD. Zanaek and Evelios failed theirs for this round.

    Yes, the dragon did just hit you for 100 hitpoints of damage and nobody made their saving throw. Maximised Breath, Heightened Breath. Daresay if Skadi hadn't cast that spell on you, you'd be in a lot worse straits than you are. That spell is also keeping the radiant heat from being basically inside the Great Fire of Chicago from doing any damage to you.

    Have fun.

    [IMG]

    EDIT: Also note that Abithriax's position is for reference only. You don't currently have line of sight or line of effect to him due to the several burning houses in the way, not to mention the visibility issues with trying to see through thick smoke.
    Last edited by Saintheart, May 22, 2013
  12. Rilwen_Shadowflame Force Ghost

    Member Since:
    Mar 27, 2005
    star 6
    IC: Mazarun Zothyrr

    They appeared amidst chaos. Mazarun, fortunately, was accustomed to the perils of bad air thanks to the peculiarities of the Underdark, and adapted quickly. Not all of the others managed the same feat - he saw Zanaek and Evelios reduced to helpless fits of coughing - but this shortly seemed almost irrelevant. The smoke-fouled air was only so little a thing -

    When their whole world became fire. He felt it searing across his skin, screaming through every nerve - and then it was gone. His face was still contorted into a snarl, but his composure returned swiftly. He glanced at the others. Anyone would think they'd never been set on fire before.

    Well, he had, and he wasn't about to let it distract him too long this time.

    His voice rang out sharply, still raw-edged with pain. "Zanaek, some shield against this thing - we need it now!" The gleam of fury in his eyes only lent more weight to his words. This was not the slyness, the diffidence, of his usual studied distance from events; this was the ferocity and dominance of a patrol-leader taking command. Necessity could awaken many things, it seemed.

    Gritting his teeth, the drow bent, grabbing Evelios by the shoulders to drag him to safety. "Thank your god that you're not heavy," he growled under his breath. Or I'd leave you here. The last sentence was unspoken but obvious.

    TAG: Any/all
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  13. Ramza JC Head Admin and RPF Manager

    Administrator
    Member Since:
    Jul 13, 2008
    star 7
    Warning: What follows is needless self-indulgence. Nothing in this post affects anything important in the slightest. You can probably just skip it, Evelios is "really" just coughing up a lung and being useless.

    Evelios D'Rtan is the Nightstand, and Poe the Raven is the End-Table
    I am the Sword of Ronard!

    Dimly, in the back of his mind, Evelios D'Rtan was absolutely sure he remembered being scorched alive and getting a mouthful of smoke. It had caused his eyes to water, his throat to itch, and it had reduced his ordinarily curious speech to a still more curious monosyllabic code of some sort:

    "Cough. Cough cough cough. Hack cough."

    To this day, cryptographers remain baffled. He was also dimly aware that someone was dragging him even somewhat out of harm's way, and he was attempting to thank that someone, but it came in the same code: "Cough hack cough cough hack."

    But that seemed a million years ago and miles away now. For now Evelios D'Rtan, the Bard Extraordinaire, the Nightstand, the Sword of Ronard, the Mad, the Gibbering, the Blatant Ian Anderson, the Scot Despite Being in Faerûn, was face-to-face with a tall man clad all in strange guard. They both stood not seven feet apart on a wide, seemingly endless expanse of grass.

    [IMG]

    "Well, you got yourself in quite a mess there, little buddy," the man observed, his voice thick with what the bard recognized as a northern accent, and what we would call a Russian one. "Reckon my superiors wouldn't take too kindly to you punching out just yet."

    "Who... where... why can't I hear any of the...?" the bard tapped at the back of his skull in puzzlement.

    The man tapped his forehead. "It's all in the mind. By the time we're done talking it'll have been six seconds out there, tops. Reckon you still got work to do."

    "That accent..."

    "Ah, yeah, pardon me. I'm from down south in Louisiana, y'see, and you don't lose a Cajun accent thick as mine overnight."

    "But you don't... forget it. Where exactly is this if we're all in my head? I think I'd remember something like this."

    "I think you had it filed under 'M.'"

    "Ah."

    "Yeah, it's a right big file."

    "But why are we here? Certainly not to just shoot the breeze."

    "No, no, nothing so trite. We're going riding."

    "... Riding?"

    "Yeah, riding. Saddle up, music man."

    And sure enough they were both on horses and they were riding along a trail. This puzzled Evelios as he didn't really remember getting on a horse in the first place, and there were shrubs now along a dirt trail, whereas previously there had been naught but grass.

    "So I've been lately thinking about your life, Evelios m'boy."

    "Uh huh."

    "And it occurs to me that you're probably going through a lot of hard times right now."

    "Uh huh."

    "And maybe them hard times are messing up a bit of the internal chemistry up here in the mind, like."

    "Uh huh."

    "Well, we don't want too much of that."

    "'We'?"

    "You'll see in a moment. Ah, there's our contact man. Howdy Zaid."

    There was a second man now, clad in desert garb. He had an intense look about him.

    [IMG]

    "Fallāḥ Chris Adams," the man replied.

    "Don't mind his kooky speech patterns, you get used to them. He's a little bitter about getting filed away for good. Ain't nobody's fault, these things happen, but you try explaining it to him and, well, guy's more ornery than a crawdad spritzed with seasoning."

    "I am Khomsah N'asr. To lack severity is to invite Sábba." The man, now on a horse, turned to stare at the bard. "As that one would know all too well."

    "See? Ornery. He's descending into self-parody and he doesn't even realize it."

    "I don't see how any of this is relevant," Evelios noted, shaking his head.

    "Well, it isn't, really, we're just going up that hill."

    Sure enough, there was a hill now.

    "And at the top of the hill?"

    "Qānūn."

    "That sounds unpleasant."

    "Eh, only for the poor folks who decided to read this," Chris remarked, leading the two men up the hill. At the top there was a tree, and beneath the tree sat a man.

    A man whose face the bard knew all too well.

    "You!" he exclaimed, his face one of shock and loathing.

    "You!" Zaid roared, drawing his sword.

    "Me," Edgar Allan Poe chuckled, as he got to his feet.

    [IMG]

    And suddenly they were alone in a featureless white expanse - Evelios D'Rtan, Zaid Nejem, Chris Adams, and Edgar Allan Poe.

    "Bet you didn't see that coming," Poe observed, grinning slyly.

    "I'm honestly more surprised you didn't hit me with a fish," Evelios grumbed, his brow furrowing.

    "That joke is old, and no one thought it was any good the first time."

    "So sort of like your career then."

    "Enough!" Zaid swung his sword down at one of the greatest American authors of all time. Said author grabbed the sword in midair. The word Sábba was probably uttered.

    "I really don't think you understand the stakes here," Chris sighed, shaking his head. Then he pulled out his gun and shot Zaid, who fell over dead.

    "Why didn't you just shoot him in the first place?" Evelios asked, more confused than ever.

    "... Dunno." Chris holstered his gun.

    "This could potentially cause some problems," said Edgar Allan Poe.

    "Doubtful, nobody liked him in the first place."

    "Yeah, he was kind of a jerk," Evelios agreed. "So what exactly is the point of all of this?"

    "The point, my dear boy, is that if you screw this up, you're going to end up like Zaid here. Forgotten. And dead."

    "Sounds needlessly morbid, Edgar. And why exactly did Chris Adams need to be here for that lesson?"

    "Because I'm your conscience, Evelios."

    "My conscience is a fashion-confused man from Icewind Dale?"

    "No, I already told you, I'm a cowboy from Louisiana."

    "You sound pretty Russian, Mr. Adams."

    "And you, Edgar! You're my recurring nemesis or whatever in these stupid dream things. Why the hell are you here?"

    "Because I'm Poe's conscience."

    "... What."

    "Where the hell do you think he got the name? A raven? Named Poe? Please."

    "I... I think I need to sit down."

    "No time for that, little buddy, you've got to get going."

    "I quite agree with Mr. Adams, you had really better be off. Don't worry, even if you die, we'll all be here for you in the end. Me, Mr. Adams, those two over there. Though, we'd honestly prefer you didn't die. You've got people to save."

    "And things to do."

    "Those... two... ?"

    Evelios turned and he saw

    "Cough. Hack cough."

    His eyes stung. "Cough. Cough."

    He saw

    "Hack cough hack." Smoke was everywhere and he was burned all over. But he saw.

    "Cough mo- cough cough da- cough cough?"

    TAG: None, really.

    The Sword of Ronard. (Language Warning).
    Last edited by Ramza, May 28, 2013
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  14. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    The Company of the Crescent Flame


    The Gate into Hell
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    The group of four scrambled out of the smoke, making for the uncertain refuge of the broken gate before them. Skadi came in last, eyes moving from one fire-encrusted building to the next. Nothing. Behind her, Zanaek was spellcasting. She had already felt a certain coolness wash over her; Torm’s Circle. And now another dweomer fell across her: one she hadn’t sensed in some time – Zanaek’s spell against dragons.

    Almost without thinking, she murmured another prayer to Tyr and tapped Evelios’s shuddering shoulder with Winterfall’s tip. Power surged down the blade, and she knew he now could do what she had: walk upon the air. He seemed to be getting over his coughing fit as Mazarun hurriedly pushed him into place and whirled to the back line. The drow had a certain iron in his spine suddenly, and a smouldering anger she recognised all too well from her mirrors.

    Skadi faced the hellstorm within the gate. The conflagration was intense, even with Tyr’s spell holding back the radiant heat. Flame climbed a good ten feet into the air from a dozen buildings that she could see through red-glowing smoke.
    If half the city ends up like this—
    Another thought crossed her mind, and she glanced back to the outer gate of the barbican. The dying going on out there was still not discernible, but she could guess what was happening.

    No time. She raised her ring, and made the mental reach that opened Jarmaath’s mind to her at the same time.
    Lady of the Balance?
    “Order your cavalry in the field to fall back. Through the West Gate.”
    Is the dragon—
    “No. But we will deal with it before they arrive. If they do not come now, there may be none to come back. This is their only chance.”
    Skadi, you sure about this?” Corrath’s voice through the Ring, though it roared with the sound of splitting air – the other four were coming. “Even if you take that dragon down, those cavalry aren’t going to be coming back alone—
    Jarmaath’s voice echoed through Skadi’s mind. As you say. I will make the order. The connection of minds broke.
    “It is done,” said Skadi into the Ring. “Can you see anything of the walls from there?”
    I think they’re holding. But there’s one motherlode of hobgoblins coming up that wall. Swarming like Scyther Ants over there. You can hear Evelios’s song even from here, but..” Corrath’s voice faded out. Bravery doesn’t trump overwhelming numbers, Skadi finished off silently.

    Which made removing the dragon more—she stopped. Looked. She’d half-expected to be staring down the throat of a gleaming red horror, but nothing: the hellstorm built, but nothing leapt from it at them. The roar of the firestorm clouded Skadi’s perceptions. And Zanaek. And Evelios.

    But not Mazarun.
    It was not, after all, the first time he’d had to hear clearly in the midst of burning buildings. And he did hear it. A reptilian, growling sound from the midst of the firestorm, but pronouncing words and syllables that to a normal observer would have sounded as so much gibberish. The dragon was casting a spell. And not just any spell: one he’d heard and seen before. Blindsight.

    He heard the incantation swell to its crescendo, then end. And then, it spoke. A purring as of a housefire, almost the same in pitch and tone as the roar of the fires consuming buildings around them. “Come now, little ghosts. Do you think cowering back and wrapping your bodies in pathetic spells to deities will help now? Come. Not every little ape in this area is dead. I can see one lying here. Right now. I doubt he will live much longer, though. Be cowards in my face if you wish. But will you be cowards enough to not save him?

    TAG: All

    Corrath: 1d20+8 – 26
    Dragon: 24
    Evelios: 1d20+2 – 22
    Ragnar: 1d20+2 – 15
    Mazarun: 15
    Zanaek: 15
    William: 1d20+5 - 13
    Ariel: 1d20+6 - 10
    Skadi: 1d20+1 – 8


    Corrath Marktos
    HP: 68/68
    AC: 25
    Attack: +23/+19/+23/+18/+23 Carduus/Bloodthirst (If two-weapon fighting, in Assassin Stance), +25/+20/+25 if only attacking with rapier)
    Damage: Rapier 1d6+16 (15-20/x2 +7d6+10), Kukri 1d4+16 (18-20/x2 +7d6+10) (in Assassin Stance)
    Saves: Fort – 18, Ref – 30, Will – 19 (+6 vs charm, fer) (-2 vs fear will saves)
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (2 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)


    Ariel Elandinai
    HP: 108/108
    AC: 25
    Attack: +27/+22/+27 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+13 (19-20/x2 +1d8 [sonic]) +1d6 electricity, DC 14 Fort or target deafened. 3/day can force DC 16 Reflex or target is stunned. If Power Attacking: 1d10+32 and bonuses apply. Dive Attack doubles damage. Diving Charge adds +2d6 damage.
    Saves: Fort – 25, Reflex – 24, Will – 21 (+6 vs charm, fear)
    Spells: (At will/7/3) DC (13+Level) Caster Level: 6
    0: Acid splash, disrupt undead, ray of frost (usable at will).
    1: True Strike, Resist Energy, Ray of Enfeeblement, Shocking Grasp, Chill Touch
    2: Ghoul Touch, Dimension Hop
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (2 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)


    Sa’adi Adim
    HP: 96/115 (Injured)
    AC: 28 (31 vs dragon)
    Attack: +21/+16/+21 Winterfall (Also note claw attacks)
    Damage: 1d8+19 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 26, Ref – 21, Will – 29 (+6 vs charm, fear) (+3 vs dragon)
    Spells: (At will/7/7/6/6/4) DC (18+Level) Domains: Retribution, War Caster Level: 10 (Caster Level 11 for [force] spells.)
    0: Create Water, Detect Magic, Light, Mending Read Magic, Resistance
    1: Entropic Shield, Lesser Vigor, Protection From Evil, Resurgence, Shield of Faith*
    2: Bull's Strength (2), Close Wounds (2), Divine Protection, Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement, Mass Shield of Faith
    5: Flame Strike*, Righteous Might, Surge of Fortune (CC), True Seeing
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (2 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    THE MANY HANDS OF TYR: Extra set of arms. Subject gains 4 claw attack, using BAB + STR, Damage 1d4+STR, can rend for 2d4+1.5xSTR (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)
    TORM'S IRON HAND: DR 3/ evil (10 rounds)

    Zanaek Grahorn
    HP: 65/84 (Injured)
    AC: 27 (30 vs. dragon)
    Attack: +18/+12/+18 (longsword)
    Damage: 1d8+10 (19-20/x2)
    Saves: Fort – 23, Ref – 21, Will – 33 (+6 vs charm, fear) (+3 vs. dragon)
    Spells: (At will/7/7/6/6/4) DC 18+Level, CL 10 (CL 13 for [Healing spells], CL 12 for [Divination] spells, CL 11 for [Good] spells.)
    0: Create Water, Detect Magic, Read Magic, Resistance, Light
    1: Protection from Evil (D), Bless, Obscuring Mist, Remove Fear, Sanctuary
    2: Aid (D), Owl's Wisdom, Spiritual Weapon, Quick March, Mark of Judgment (PHB2), Bull's Strength
    3: Curse of Arrow Attraction (PHB2), Downdraft, Aid [Mass], Lesser Vigor [Mass]
    4: Holy Smite (D), Blessing of Righteous (PHB2), Healing Spirit (PHB2), Summon Monster IV, Holy Transformation [Lesser], Summon Hound Archon
    5: Cure Light Wounds [Mass] (D), Wall of Stone, Summon Monster V THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (2 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TORM’S LORE: Can remove a dazed, dazzled, fatigued, exhausted, nauseated, or sickened effect in tandem with [healing] spell. CL is 13 for [healing]. (100 minutes) Also note Imbued Healing feat.
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)
    TORM'S IRON HAND: DR 3/ evil (10 rounds)


    Evelios D’Rtan
    HP: 61/80 (Injured)
    AC: 24 (27 vs dragon)
    Attack: +19/+14/+19 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+11 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 9/10
    Saves: Fort – 20, Ref – 25, Will – 30 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear) (+3 vs dragon)
    Spells: (Bard 10, Base Save DC 18) At Will/4/4/3/2
    0 - Prestidigitation, Summon Instrument, Detect Magic, Songbird, Light, Message
    1 - Improvisation, Inspirational Boost, Charm Person, Hideous Laughter
    2 - Tongues, Glitterdust, Detect Thoughts, Resounding Voice
    3 - Haste, Glibness, Dispel Magic, Confusion
    4 - Fugue, Sirine's Grace
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (2 rounds)
    CANT OF LUCIANUS PAVAROTTUS: Subject’s voice can be heard clearly up to 1000 feet away. (10 minutes)
    INCENDERUNT CITHARA: +1 to Inspire Courage bonuses while IC is in effect
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)
    TORM'S IRON HAND: DR 3/ evil (10 rounds)


    Ragnar Ingvarsson
    HP: 151/151 (Raging: 172/172)
    AC: 20 (Raging: 16)
    Attacks: +26/+21/+26 (Adamantine Maul) Raging: +29/+24/+29
    Damage: 1d10+15 (20/x3) +1d6 [electricity] Raging: 1d10+18 (20/x3) +1d6 [electricity]
    When Power Attacking: -10 to attack rolls, +22 to damage. If charging, -10 to AC instead.
    Rage: 5/5
    Saves: Fort – 28, Ref – 20, Will – 18 (Raging: 31, 19, 20) (+6 vs charm, fear)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (2 rounds)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)


    Mazarun Zothyrr
    HP: 102/121 (Injured)
    AC: 24 (27 vs dragon)
    Attacks: +22/+17/+22/+14/+22 (R/R/XB/XB/R)
    Damage: 1d6+14 (18-20/x2) (Rapier), 1d4+11 (Hand Crossbow) +4 to damage if flatfooted enemy within 30 feet
    Saves: Fort 28, Ref 24, Will 24 (27 if enchantment), +2 if spell/spell-like ability, +6 vs charm, fear, +3 vs dragon
    Spells: (4/3) (CL 6)
    0: Detect Poison, Prestidigitation, Ghost Sound, Mending
    1: Grease, Shield, Ray of Clumsiness
    Maneuvers/Stances: Wall of Blades, Leading the Charge, White Raven Tactics, Iron Heart Surge
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (2 rounds)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)
    TORM'S IRON HAND: DR 3/ evil (10 rounds)


    William Marshall
    HP: 69/69
    AC: 24
    Attacks: +11/+11 melee
    Damage: Who cares?
    Saves: Fort 22, Ref 25, Will 29 (+6 vs charm, fear)
    Spells: (4 at-will/7/6/5/5/4)
    0th: Detect Magic, Light, Prestidigitation, Resistance
    1st: Endure Elements, Enlarge Person, Colour Spray, Protection from Evil, Ray of Clumsiness, Ray of Enfeeblement, Shield
    2nd: Glitterdust, Invisibility, Ray of Stupidity, Scorching Ray, Shatter, Web
    3rd: Dispel Magic, Haste, Slow
    4th: Assay Spell Resistance, Confusion, Greater Invisibility, Enervation, Polymorph
    5th: Feeblemind, Hold Monster, Mass Fire Shield, Unfettered Heroism
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (2 rounds)
    ELMINSTER’S EAGLE: Fly at 40 feet per round, average maneuverability (70 feet per round while Haste is on) (10 hours)
    MARSHALL’S MAGE ARMOUR: +6 armor bonus to AC (10 hours)
    THE ROBE OF TYR: +2 enhancement bonus to clothes for AC (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (at least 10 rounds or so)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)


    AP Count:
    Zanaek: 8
    Skadi: 6
    William: 8
    Evelios: 9
    Ragnar: 10
    Ariel: 10
    Corrath: 10
    Mazarun: 10


    Movement Speeds:

    Corrath: 60 feet per round (Air Walk + Haste)
    Ariel: 60 feet per round (on the ground), Flying 80 feet per round (Wings + Haste)
    Skadi: 50 feet per round (Air Walk + Haste)
    Zanaek: 50 feet per round (on the ground)
    Evelios: 60 feet per round (on the ground)
    Ragnar: 80 feet per round (Air Walk + Haste)
    Mazarun: 60 feet per round (on the ground)
    William: 60 feet per round (on the ground), Flying 70 feet per round (Overland Flight + Haste)[/quote]

    Distances to go:
    - All fliers travelled full possible distance (x4, the Run action) for last round.

    Therefore:
    Corrath is 580 feet out, and will travel 240 feet this round with no other actions.
    Ragnar is 340 feet out.
    William is 460 feet out.
    Ariel is 340 feet out.

    And yes, Mazarun did hear a dragon spellcasting over a massive inferno, and was able to pick out what spell it was. He’s just that good. Nobody else made the Perception check, and oddly enough he autowins the Spellcraft check because I forgot about his synergistic +2 to Spellcraft checks from Knowledge (Arcana). ;)

    Map omitted until I get home – consider you’ve been moved as requested: Zanaek to Y13, Evelios to X14, Skadi to Y14, Mazarun to X13 (I think that's right.) You can see the spells and (correct) hitpoints have been updated. The dragon as far as you can tell hasn’t moved anywhere.
    Last edited by Saintheart, May 29, 2013
  15. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    And here's the map. Token names are omitted so people don't get blocked out - you all know who you are by now. :D Note again Abithriax's location is for reference only, once more - no line of sight, no line of effect at this point.

    [IMG]
  16. Ktala Force Ghost

    Member Since:
    Sep 7, 2002
    star 6
    Ariel Elandinai
    Beyond the South Gate, After Nightfall, Brindol, Elsir Vale

    Ariel flew as fast as her wings could carry her, heading back towards the city. Some others of the Company had disappeared, and Ariel assumed they had teleported themselves there quickly, to try and help out the horseback guards. The others who were using spells to windwalk or fly, were heading back towards the city as well. As Ariel flew, she could hear Skadi and Corrath speaking, but her mind was on other things.

    The army she had spotted earlier was quickly heading towards the Southern Gate it seemed. If they did manage to get the giant wyrm to move, it would still have to deal with a large army trying to get through the opening it had now made. Ariel had a thought on two on that problem. And the Tiri Kitor might be able to help with that one also, if they were as well supplied as they had been earlier. Ariel heard Skadi and Corrath once more, takling about how the hobgoblins were swarming the walls.

    Ariel spoke into the rings then. "If the Tiri Kitor brought tanglefoot bags, they could use them on the walls. Make it harder for the others to climb up as well." Ariel chimed in quickly as she flew.

    Ariel adjusted her flying, moving a bit more to the side, and up. But not too high. This was an older dragon. Not like the green she had fought earlier. Normally, she would think to come in high, and immediately dive down at it. But this dragon was older and smarter. It had the cover of smoke and flames around it. Trying to dive in that way was inviting disaster. Also, it had most likely heard of the Company... and might know they had a flier. And an experienced flyer, as the wyrn would be on the look out for things diving in from on high. And the night made that even more dangerous. So she would have to come in on it at its side. A 'sideways dive' so to speak. Using the flames and smoke to her advantage, just as it was most likely to do. On her side, he was a huge target. And much slower. He would stand out in the firelight, much more than she would.

    Ariel also might be able to give the company a good shot at the dragon as well, as another thought came to mind. It was risky, but it was an option. She chuckled softly. They were dealing with a dragon, and an army. Risky, was an understatement. And raised eyebrow. Was Evelios rubbing off on her? Another soft chuckle.

    Ariel squinted her eyes, as she flew, looking to see what else might be hidden within the darkness, calling on the gifts of the Winged Mother, to check the area around her, for things unseen and magical, as they flew. A simple trick had fooled them before. The next trick might not be so simple. And with the company now split, IF it was noticed that indeed they had split up, she would then expect another trap to appear. She did not know what details they had of their group, after all. Then again, she could hope that this enemy was so sure of itself, it assumed them to be not worthy of it's attentions. Fliers versus grounders mindset. The wyrm was a major piece.. but not the entire bit. But removing that piece would do much. She mentally thought of the spells she would need, once she drew close as well.

    Ariel listened to the wind buffet her wings, and pushed herself to get back to the others quickly.


    TAG: ALL
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  17. Rilwen_Shadowflame Force Ghost

    Member Since:
    Mar 27, 2005
    star 6
    IC: Mazarun Zothyrr

    Though the dragon taunted them with the thought of some dying man within range, Mazarun sincerely doubted any of the others would be foolish enough to take the bait. What good to save one man, then die of the dragon? What good to reach one man, and let all the rest die?

    Skadi's spell touched him, and then he was gliding up into position, blade drawn. He called back to the dragon, in loud Draconic, "And you call us cowards? You're the one hiding. Are you really even a dragon? Or just a team of kobolds with a flamethrower and delusions of grandeur? Are you afraid to show yourself?"

    The creature might not even hear him - not everything was gifted with senses like his own - but it was strangely enjoyable to say nonetheless.

    Mazarun brought his blade up in front of him with a swift flourish, drawing upon all of his focus for the fight ahead.

    TAG: Any/all
    Last edited by Rilwen_Shadowflame, Jun 4, 2013
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  18. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    The Gate into Hell
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    As Mazarun spoke, he heard Evelios whisper; that, indeed, had been part of the reason he had spoken, to try and cover the bard’s spellcasting. Arcane power in the air lifted and surged, a dweomer of abjuration hurling itself across the intervening distance—

    And the drow felt a splinter of dread go through him as he heard a rumbling, chanting noise in response, felt something burst into existence. Again, the words were familiar; again, the dragon’s spell. And just as he remembered, a phantasmal, glowing pair of wings burst into existence around the dragon’s body, for just a brief second—

    Brief enough. Evelios’s spell guttered; came to pieces, his incantation blocked by the dragon’s almost-reflexive spell: Wings of Cover.

    And then it came.

    The dragon lifted from the alleyway, planks clattering around it like broken shadows as it ripped free of the burning tenements, throwing itself skyward. The glow of hungry fire gleamed off it. It rose like a red dawn. A scream of rage split the air; the dragonfear again broke over them, again beaten back by the sheer force of will emanating from Skadi. Up it came; higher; over the building; it picked up speed, a good ten tons or more of magical beast, sixteen feet long, its wings spreading to shadow the fireblasted ground below it. Yellow eyes burned with hate.

    No, a voice in Skadi’s mind whispered. This is wrong. It is not coming for Mazarun. It’s coming for—
    The shape blurred in red. The great head and jaws opened, the stink of brimstone and carrion billowing over them—
    And she reacted the way she knew, turning, wheeling the shield that had protected her for all those years between those gaping jaws and Evelios. A hard crunch; her arm compressed—

    And then the dragon was past them, Ariel and Ragnar streaking in through the smoke as it wheeled away, north and east, into the smoke and dropping below their line of sight behind another burning building.

    TAG: All

    Corrath: 1d20+8 – 26
    Dragon: 24
    Evelios: 1d20+2 – 22
    Ragnar: 1d20+2 – 15
    Zanaek: 15
    William: 1d20+5 – 13
    Ariel: 1d20+6 – 10
    Skadi: 1d20+1 – 8
    Mazarun: 8



    Corrath Marktos
    HP: 68/68
    AC: 25
    Attack: +23/+19/+23/+18/+23 Carduus/Bloodthirst (If two-weapon fighting, in Assassin Stance), +25/+20/+25 if only attacking with rapier)
    Damage: Rapier 1d6+16 (15-20/x2 +7d6+10), Kukri 1d4+16 (18-20/x2 +7d6+10) (in Assassin Stance)
    Saves: Fort – 18, Ref – 30, Will – 19 (+6 vs charm, fer) (-2 vs fear will saves)
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (1 round)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (5 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)


    Ariel Elandinai
    HP: 108/108
    AC: 25
    Attack: +27/+22/+27 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+13 (19-20/x2 +1d8 [sonic]) +1d6 electricity, DC 14 Fort or target deafened. 3/day can force DC 16 Reflex or target is stunned. If Power Attacking: 1d10+32 and bonuses apply. Dive Attack doubles damage. Diving Charge adds +2d6 damage.
    Saves: Fort – 25, Reflex – 24, Will – 21 (+6 vs charm, fear)
    Spells: (At will/7/3) DC (13+Level) Caster Level: 6
    0: Acid splash, disrupt undead, ray of frost (usable at will).
    1: True Strike, Resist Energy, Ray of Enfeeblement, Shocking Grasp, Chill Touch
    2: Ghoul Touch, Dimension Hop
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (1 round)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (5 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)


    Sa’adi Adim
    HP: 96/115 (Injured)
    AC: 28 (31 vs dragon)
    Attack: +21/+16/+21 Winterfall (Also note claw attacks)
    Damage: 1d8+19 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 26, Ref – 21, Will – 29 (+6 vs charm, fear) (+3 vs dragon)
    Spells: (At will/7/7/6/6/4) DC (18+Level) Domains: Retribution, War Caster Level: 10 (Caster Level 11 for [force] spells.)
    0: Create Water, Detect Magic, Light, Mending Read Magic, Resistance
    1: Entropic Shield, Lesser Vigor, Protection From Evil, Resurgence, Shield of Faith*
    2: Bull's Strength (2), Close Wounds (2), Divine Protection, Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement, Mass Shield of Faith
    5: Flame Strike*, Righteous Might, Surge of Fortune (CC), True Seeing
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (1 round)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (5 rounds residual remaining)
    THE MANY HANDS OF TYR: Extra set of arms. Subject gains 4 claw attack, using BAB + STR, Damage 1d4+STR, can rend for 2d4+1.5xSTR (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)


    Zanaek Grahorn
    HP: 74/84 (Injured)
    AC: 27 (30 vs. dragon)
    Attack: +18/+12/+18 (longsword)
    Damage: 1d8+10 (19-20/x2)
    Saves: Fort – 23, Ref – 21, Will – 33 (+6 vs charm, fear) (+3 vs. dragon)
    Spells: (At will/7/7/6/6/4) DC 18+Level, CL 10 (CL 13 for [Healing spells], CL 12 for [Divination] spells, CL 11 for [Good] spells.)
    0: Create Water, Detect Magic, Read Magic, Resistance, Light
    1: Protection from Evil (D), Bless, Obscuring Mist, Remove Fear, Sanctuary
    2: Aid (D), Owl's Wisdom, Spiritual Weapon, Quick March, Mark of Judgment (PHB2), Bull's Strength
    3: Curse of Arrow Attraction (PHB2), Downdraft, Aid [Mass], Lesser Vigor [Mass]
    4: Holy Smite (D), Blessing of Righteous (PHB2), Summon Monster IV, Holy Transformation [Lesser], Summon Hound Archon
    5: Cure Light Wounds [Mass] (D), Wall of Stone, Summon Monster V THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (1 round)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TORM’S LORE: Can remove a dazed, dazzled, fatigued, exhausted, nauseated, or sickened effect in tandem with [healing] spell. CL is 13 for [healing]. (100 minutes) Also note Imbued Healing feat.
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (5 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)
    TORM’S HEALING SPIRIT: Ball of light can move and heal up to 50 feet away (5 rounds)


    Evelios D’Rtan
    HP: 61/80 (Injured)
    AC: 24 (27 vs dragon)
    Attack: +19/+14/+19 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+11 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 9/10
    Saves: Fort – 20, Ref – 25, Will – 30 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear) (+3 vs dragon)
    Spells: (Bard 10, Base Save DC 18) At Will/4/4/2/2
    0 - Prestidigitation, Summon Instrument, Detect Magic, Songbird, Light, Message
    1 - Improvisation, Inspirational Boost, Charm Person, Hideous Laughter
    2 - Tongues, Glitterdust, Detect Thoughts, Resounding Voice
    3 - Haste, Glibness, Dispel Magic, Confusion
    4 - Fugue, Sirine's Grace
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (1 round)
    CANT OF LUCIANUS PAVAROTTUS: Subject’s voice can be heard clearly up to 1000 feet away. (10 minutes)
    INCENDERUNT CITHARA: +1 to Inspire Courage bonuses while IC is in effect
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (5 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)


    Ragnar Ingvarsson
    HP: 151/151 (Raging: 172/172)
    AC: 20 (Raging: 16)
    Attacks: +26/+21/+26 (Adamantine Maul) Raging: +29/+24/+29
    Damage: 1d10+15 (20/x3) +1d6 [electricity] Raging: 1d10+18 (20/x3) +1d6 [electricity]
    When Power Attacking: -10 to attack rolls, +22 to damage. If charging, -10 to AC instead.
    Rage: 5/5
    Saves: Fort – 28, Ref – 20, Will – 18 (Raging: 31, 19, 20) (+6 vs charm, fear)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (1 round)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (5 rounds residual remaining)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)


    Mazarun Zothyrr
    HP: 102/121 (Injured)
    AC: 24 (27 vs dragon)
    Attacks: +22/+17/+22/+14/+22 (R/R/XB/XB/R)
    Damage: 1d6+14 (18-20/x2) (Rapier), 1d4+11 (Hand Crossbow) +4 to damage if flatfooted enemy within 30 feet
    Saves: Fort 28, Ref 24, Will 24 (27 if enchantment), +2 if spell/spell-like ability, +6 vs charm, fear, +3 vs dragon
    Spells: (4/3) (CL 6)
    0: Detect Poison, Prestidigitation, Ghost Sound, Mending
    1: Grease, Shield, Ray of Clumsiness
    Maneuvers/Stances: Wall of Blades, Leading the Charge, White Raven Tactics, Iron Heart Surge
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (1 round)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (5 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)


    William Marshall
    HP: 69/69
    AC: 24
    Attacks: +11/+11 melee
    Damage: Who cares?
    Saves: Fort 22, Ref 25, Will 29 (+6 vs charm, fear)
    Spells: (4 at-will/7/6/5/5/4)
    0th: Detect Magic, Light, Prestidigitation, Resistance
    1st: Endure Elements, Enlarge Person, Colour Spray, Protection from Evil, Ray of Clumsiness, Ray of Enfeeblement, Shield
    2nd: Glitterdust, Invisibility, Ray of Stupidity, Scorching Ray, Shatter, Web
    3rd: Dispel Magic, Haste, Slow
    4th: Assay Spell Resistance, Confusion, Greater Invisibility, Enervation, Polymorph
    5th: Feeblemind, Hold Monster, Mass Fire Shield, Unfettered Heroism
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    MILIL’S SPEED METAL: +1 to attack rolls, dodge bonus to AC, Reflex saves, +1 attack on full attack action, +30 feet movement (1 round)
    ELMINSTER’S EAGLE: Fly at 40 feet per round, average maneuverability (70 feet per round while Haste is on) (10 hours)
    MARSHALL’S MAGE ARMOUR: +6 armor bonus to AC (10 hours)
    THE ROBE OF TYR: +2 enhancement bonus to clothes for AC (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (5 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    MARHSALL’S MOMENTS OF HEROISM: Temporary APs for 24 hours

    AP Count:
    Zanaek: 8
    Skadi: 5
    William: 8
    Evelios: 9
    Ragnar: 10
    Ariel: 10
    Corrath: 10
    Mazarun: 10


    Movement Speeds:

    Corrath: 60 feet per round (Air Walk + Haste)
    Ariel: 60 feet per round (on the ground), Flying 80 feet per round (Wings + Haste)
    Skadi: 50 feet per round (Air Walk + Haste)
    Zanaek: 50 feet per round (on the ground)
    Evelios: 60 feet per round (on the ground)
    Ragnar: 80 feet per round (Air Walk + Haste)
    Mazarun: 60 feet per round (on the ground)
    William: 60 feet per round (on the ground), Flying 70 feet per round (Overland Flight + Haste)[/quote]

    Distances to go:

    Therefore:
    Corrath is 340 feet out, and will travel 240 feet this round with no other actions, stopping at the edge of the smoke. She is therefore 105 feet out from AC15 at the end of the round.
    William is 105 feet out from AC15 and at the edge of the smoke at the start of this round.

    Quick notes:

    (1) Mazarun uses Spellcraft to identify that spell the dragon cast as Wings of Cover.

    (2) If you’re wondering about the smoke, per these rolls – http://invisiblecastle.com/roller/view/4081493/ – everyone bar Zanaek saves whether by dint of a low smoke roll or impossibility. (Note your character’s initial, because that’s how you figure out whose roll is whose in that list.)

    Yes, I know Zanaek and William are not in the smoke at present, but I rolled in anticipation anyway.
    So in William’s case, he can go into the smoke without coughing this round.
    If Zanaek goes into the smoke this round he’ll wind up coughing and choking, though an AP (with a roll at or over 3) will change that.

    (3) Dragon’s not using a Stealth check at the moment, so people can be taken as aware of where it is, though some of you can’t see it because line of sight is blocked.


    [IMG]
  19. Ramza JC Head Admin and RPF Manager

    Administrator
    Member Since:
    Jul 13, 2008
    star 7
    Evelios D'Rtan Would Like to Making Stab, Berserker, and Poe the Raven
    Assuming Direct Control.

    <<So, I've reached an important personal conclusion, Poe.>>

    <<Oh?>>

    <<I hate dragons.>>

    <<Bold assessment.>>

    <<No, seriously, I really hate them. Never in my life have I felt something quite this... hatey?>>

    <<Quaking in my boots, pal.>>

    <<You don't understand, Poe! No one can understand the raw, primal hatred I feel directed at this stupid wyrm. It's raw. And primal. And hatred.>>

    <<Uh huh.>>

    <<I can help with that.>>

    <<... Did you just think in red?>>

    <<What? No.>>

    <<No, that was me.>>

    <<Me who?>>

    <<Your hatred.>>

    <<My hatred?>>

    <<This is getting really stupid, does everything need to have its own personification inside your head? Couldn't you just, I dunno, try not being crazy for a while?>>

    <<I actually did try that, once.>>

    <<What happened?>>

    <<Sup guys, I'm Sanevelios.>>

    <<That.>>

    <<Gods dammit.>>

    <<How are you, Sane?>>

    <<I'm pretty good, how're you, Hate?>>

    <<Angry.>>

    <<Right, right.>>

    <<Look, guys, we're kind of in the middle of a fight and I really need to concentrate on the dragon.>>

    <<That you hate.>>

    <<Yes, thank you Poe. That I hate.>>

    <<Like I said, I can help with that.>>

    <<How, exactly?>>

    "Like this," said Evelios, his tone now a kind of melodramatic sinister timbre. Except it was twinged with his usual accent, and the end result was really just kind of absurd.

    "This is fun, I never got to work the controls before. Say, Poe, what do you call a big red dragon that's really pissed me off?"

    <<I dunno, um... James?>>

    "Shish kebab." Evelios' body jerked slightly, as if getting accustomed to itself, and then he charged directly at the beast.

    The other Evelioses were beginning to panic.

    Shouts rang out.

    Above them all was Poe's: <<No, no, stop, this is a bad...!>>

    And then the bard's rapier pierced magical barriers, pierced armor like skin, pierced flesh.

    "Annnnnnnnnnd twist."

    A pulse of electricity travelled down the rapier. The air crackled momentarily.

    The bard removed his blade, and, for kicks, gave it a lick.

    He promptly spat.

    "Gross!" he shouted, spitting some more.

    TAG: Any









    <<Wait, time out, that's it? We're not going anywhere with this malevolent presence thing?>>

    <<I'm not malevolent, I'm just hatred.>>

    <<Yeah Poe, don't be so bigoted. God.>>

    <<I've got to agree, Poe, for a talking raven, you sure say some hurtful things about the mental incarnation of my loathing.>>

    <<You've got to be kidding me.>>

    <<It's just... *sniff* it's so hard, y'know? Everyone assumes you're evil, just because you're spawned from disgust.>> Hatred began to cry.

    <<There there,>> replied Evelios Prime, <<there there.>>

    <<Effective tomorrow, I resign.>>

    <<No breakfast for you, then.>>

    <<Effective immediately, I am no longer resigning tomorrow.>>

    <<Alright then.>>
    Last edited by Ramza, Jun 17, 2013
    Saintheart likes this.
  20. Rilwen_Shadowflame Force Ghost

    Member Since:
    Mar 27, 2005
    star 6
    IC: Mazarun Zothyrr

    A wild, fey laugh pealed out as the drow charged toward the dragon, blood-thirst rising within him. It was prey, now, the lowest part of his mind whispered. Dangerous prey, but that only made the hunt all the sweeter. His own residual pain from the dragon's attack still simmered within him, dragonfire igniting an answering flame; a dark fire indeed, this, and one that craved vengeance.

    Low cunning mixed with hard-won tactical skill, and Mazarun cried out, "Now, Ragnar! Take it now!" His own rapier was driven into a strike at the hulking monster, seeking to repay it for the blazing welcome with which it had greeted them.

    The dragon would fall. With blades and hammer and strength at arms, it would fall, and the goblins would know fear as their beast was slain.

    TAG: Any/all
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  21. Ktala Force Ghost

    Member Since:
    Sep 7, 2002
    star 6
    Ariel Elandinai
    The Decent, Night, Brindol Keep

    Ariel came through the thick smoke, vaguely noticing that Ragnar was keeping pace with her as she flew. As she had flown within the dark dark clouds, she had heard a loud rumbling that sounded very close by -

    As she and Ragnar came through the clouds, the dragon was coming up, from having just swooped down below in the city, the ground ablaze in the area. The great wyrm suddenly wheeled away, towards the northeast, and back into the smoke. But Ariel could track it, the swirls from its great wings as it plowed through the smoke were nothing new to her. She watched as it moved to drop down within the buildings. She started that way, when she had heard Skadi's voice through the rings. She was telling them to hold for a moment.

    Ariel gripped Sulsalka tightly, as she waited for a moment, wondering what actions had been planed. She searched to keep track of the wyrm as she did. She had seen where it had gone, and she waited for a moment before she would attack. She then saw that Evelios had suddeny move ahead, and he was a blur of motion. What in the Seldarine was he up to now? As Ariel moved in for her own strike, she heard Mazarun cried out from somewhere, "Now, Ragnar! Take it now!" With all the flames burning around them, it was difficult to see clearly around them, but the voices meant that the rest of the party still survived. That was good. Now it was their turn to do damage. They would make the red wyrm pay for the damage it had caused. 'For the Winged Mother and Tel' Seldarine' Ariel thought to herself as she streaked in, delivering her strike against the great beast. Her wings folded close to her body, moving to keep herself aligned with the various buildings, to use them as cover as she struck with Sulsalka. Once again, the Winged Mother graced her Duskblade, and Ariel felt the sword within her hands move, almost as if it was guiding her. It hungered for the beast in front of her, as much as she did it seemed, and she felt the solid blow of her hit, and the energies that transferred from the blade to the beast, before she opened her wings fully. Feeling the blessings of the Winged Mother once more within her wings, she soared away from the beast as quickly as she could, twisting about in the smoke. He was not the only thing that could use the smoke and flames to their advantage.

    Ariel would whirl about in a tight circle, to search for her next opportunity to strike. She also kept a careful eye to the rooftops, just in case the wyrm had not come within the city alone. They had already fallen for one trap. They did not need to compound that mistake.

    TAG: ALL
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  22. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    The Company of the Crescent Flame

    The Gate into Hell
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    Legeia throbbed as Evelios turned his wrist. A dark blush spread up the crystalline blade and was gone. Dragon flesh shuddered, shaking the bard’s grip, and he pulled the weapon free. Spattering blood hissed where it struck the ground.

    The incantation took hold. Muscles slackened the length of the dragon’s back, like a mountain range collapsing. Behemoth wings sagged, creaking as brimstone-stinking leather drifted to the ground. And the great head bowed on the serpentine neck, arcing to one side as though suddenly contemplating an enigma.

    Black hammer, flickering rapiers, and frost-rimed longsword met it. Ragnar’s first two blows were turned, but then he loosed a plate of dragonscale at its edge and the armouring carapace tore free from Abithriax’s chest. Ariel’s rapier dived in and out of the breach, arcing gracefully; blood gouted and the wound tore wide as lightning danced up her blade. Mazarun found a junction where the plates had not fused. He snapped his blade into the shoulder, finding a lung. The creature wheezed in agony as its mind scrabbled against the spell, staggering on giant feet, yellow eyes widening with each blow. Then Skadi wheeled in, eyes closing, godfire surging up Winterfall’s flat, and its edge sheared through dragonscale, dragonscale covering a grey spine, and century-old steel reached into dragonbone, severing, shattering, and Abithriax collapsed in a roll of thunder and black dust.

    Corrath ran towards the execution, carried on smoke-scarred wind. Evelios’s form was obscured as he descended to stand beside the dragon’s head. Abithriax’s yellow eyes were still open and gleaming; gold plates on a cyclopean head whose crest reached Evelios’s waist. Corrath saw the bard look up from the yellow eyes. His head turned in a full half circle, from west to east. He looked at her. And then raised Legeia, reversed his grip, added a second hand to it, and slammed the rapier’s blade into the plate covering the dragon’s forehead—





































































    This is the city of Brindol, in darkness.

    For three centuries, six short generations in the lives of men, she has amounted to nothing. A good king built her, but only a hammer and armour remains of him; his line is long gone, spent like desiccated seed. She is no beauty of architecture; has no twilight in her spires like Suldanessellar; holds no Waterdhavian grandeur glimmering by the Sea of Fallen Stars. Her Academy would amount to but a corner of Candlekeep. She has no great wealth in coin; a pasha of Calimport could buy her entire, fountains to foundations. No nation cares whether she prospers. No nation would cry were she torn stone from stone.

    But she is defined by what she does not have. Her penal code is artless, without a sanction for treason. Her wall was not built to corral her children. Her people have neither the imagination nor the breeding for the war by which empires are carved out.

    What she has are wasteful traditions for the most part. By tradition, her lords will squander their time to see a lost child to its home. For no superstitious reason anyone can remember, within her walls a cat suckling kittens on a sunlit roof is never disturbed. By custom, a serf's dowry to his daughter's noble suitor is only a kiss on his new son’s cheeks. By her laws, a lord may demand service from his serf, but never while the serf’s roof is broken, his child is new-born, or his parents lie dying.

    She is not without sin; no city is; but will you not forgive her those sins? One of her serfs may toil his whole life in service, but his wife may walk the Vale unaccompanied, without fear of violation, and their children will never go hungry. She has had tyrants, true, but their reigns are always short and bitter. She has brigands within her walls, but they are spilling their blood for her now, because they love her. Her lords see a man’s rank, but they also see the man who holds that rank, and they are prepared to die in defence of both. She has no cerulean flash or thunder of great magic; her sorcery is the green of growing things, the sienna warmth of a hearth, and the gold of a harvest field.

    She is homespun in a world of silk; but she is mother to her children; and her children know more freedom than the greater portion of men in this life. She is what the good king who founded her dreamed she could become. She is beautiful to those who live and die within sight of her walls, for she is home.

    I would have you remember her so, for this night she dies.

    She burns; flames devour her northern flank. Century-old storehouses and taverns blaze like a river of fire bounds that part of the city rather than the Elsir’s cool, dark flow. The timber buildings are old, huddled against darkness; when the fire claws them, they flare and shriek with sudden heat and light. The night is still; uncaring; but the fire has waited long for this feast, and needs no help from the wind, and all it will leave is white ash. At the firefront, silhouettes against red and yellow, men curse. Black streaks of tear-painted soot line their cheeks, and they throw bucket after bucket of scrabbled water, but the spawn of dragonfire drives them back, street by street, building by building.

    She bleeds. Her blood flows uphill; to the Cathedral of Lathander, a stream of maimed men and boys carried on stretchers to the overwhelmed priests under Tredora Goldenbrow. The cleric who watched thirteen priests murdered by a demon does not weep. The cries and pleas for help from the stretchers do not make her look and contemplate the charnel house her church has become. That point has passed. Instead the cleric moves on. One stretcher follows another. One potion replaces another, stores diminishing frighteningly fast. Lathander’s strength is flowing through the cleric’s hands such that they burn with the sun god’s light, but the men and boys who stagger back into the red-soaked night outside are replaced two for one by men and boys entering on stretchers, blood raining on the Cathedral’s marble floor.

    She is poisoned. Strong though the song of the Harper has been, it is but one song, and his magic is not enough to double the complement of the wall. Every man has been filled with strength, men like Pascquanel the once-scholar who now cleaves a hobgoblin shield in two; like Teyani Sura, whose blue tunic with white lion crest has turned red with her and her enemies’ blood; like Taliessar Quickleaf, who hurls a screaming hobgoblin from the wall, only to topple himself as an axe is buried between his shoulders. But black and crimson and silver churns in the plain below, rivulets running towards the wall. It boils up the ladders, fuelling the pockets of black where the Red Hand has made a foothold on the battlement. And here and there, a dark shape slips past a defender, leaping from the wall and disappearing into the shadows of Brindol’s barricaded alleyways.

    She is doomed. For outside her walls, there is a black, still heart that pumps the rivers of corruption towards her. The only light within that blackness is a pair of gleaming emeralds in rotting eye sockets, seated on a makeshift throne from a wyvern’s skeleton, the place of a Wyrmlord. The mind behind those gleaming green eyes is satisfied; the Harper’s song has gone silent; Abithriax holds the West Gate while his army grinds down the cavalry force sent from there, and they will have the West Gate when they are gone. His opponent, standing on Brindol’s hillside at Cathedral Square, can feel it too; Kerden Jarmaath has been in many fights for his life, and distant though he is from the wall, he can see his defences weakening as surely as a blade entering his vitals. The silver line of men, elves, and dwarves on the wall bows; wavers; stands; but any man can see it slowly thinning. And above all, through the smoke and even above the battle: the roar of the accursed red dragon.

    And then there is light.

    A new sun blooms at the West Gate. It flares, an orb of brilliance, turning night to day, over a hundred feet across, making men and horror alike shield their eyes reflexively. The detonation is enormous, a wave of fire that shatters stone around it, the noise of a heaven falling—
    And above it all, above the screaming, an agonised curse and roar: Abithriax.
    A scream of defeat.
    Of death.

    The light vanishes; night resumes. But it has changed. The Wyrmlord is on his feet. There is no satisfaction in his heart now. He knows; whether from the event, or from the way his perverse heart draws dark energy from the universe, he is certain. Abithriax has fallen.
    And for the first time since he—or what he once was—set out down the Dawn Way, he feels uncertainty.
    His uncertainty spreads; he is not the only one who knows; the hobgoblins on the walls waver, and the line of silver thickens, firms. The dragon has fallen. The dragon has fallen. The dragon has fallen. And the whisper goes through the ranks of black and crimson and silver that stream towards the wall, like a skipped heartbeat: the Ghosts. The Eight Ghosts are here.




    Corrath’s face and neck were burning. Smoke was in her eyes even as she wiped at them; that sudden flash of light and wash of heat had wiped all perception for a second, and her ears were ringing—
    —re yoo rate?
    She put a finger in her ear, wiggling it; of course if the drago—the dragon!

    She opened her eyes. The smoke was still drifting, but there was enough light to see by.
    Enough light to see what had happened.

    A sixty foot radius around where the dragon had lain had been flattened. Not one stone was left on top of the other; every rock had been turned to white powder, an inferno consuming the masonry that had held it together, debris flung in every direction. But – she blinked – not one stone of Brindol’s wall had been touched; the circle of black, scorched destruction ended just before it reached the wall. Six feet shy of the wall. Beyond that radius, buildings burned, the heat oppressive even from this distance, but the dragon was gone.
    “What the hells was that?” she coughed.

    TAG: All


    AP Count:
    Zanaek: 7
    Skadi: 4
    William: 7
    Evelios: 8
    Ragnar: 10
    Ariel: 10
    Corrath: 9
    Mazarun: 10

    Corrath Marktos
    HP: 30/68 (Injured)
    AC: 24
    Attack: +22/+18/+22/+17 Carduus/Bloodthirst (If two-weapon fighting, in Assassin Stance), +25/+20/+25 if only attacking with rapier)
    Damage: Rapier 1d6+16 (15-20/x2 +7d6+10), Kukri 1d4+16 (18-20/x2 +7d6+10) (in Assassin Stance)
    Saves: Fort – 18, Ref – 30, Will – 19 (+6 vs charm, fear) (-2 vs fear will saves)
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (4 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)


    Ariel Elandinai
    HP: 80/108 (Injured)
    AC: 24
    Attack: +26/+21 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+13 (19-20/x2 +1d8 [sonic]) +1d6 electricity, DC 14 Fort or target deafened. 3/day can force DC 16 Reflex or target is stunned. If Power Attacking: 1d10+32 and bonuses apply. Dive Attack doubles damage. Diving Charge adds +2d6 damage.
    Saves: Fort – 25, Reflex – 23, Will – 21 (+6 vs charm, fear)
    Spells: (At will/6/3) DC (13+Level) Caster Level: 6
    0: Acid splash, disrupt undead, ray of frost (usable at will).
    1: True Strike, Resist Energy, Ray of Enfeeblement, Shocking Grasp, Chill Touch
    2: Ghoul Touch, Dimension Hop
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (4 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (9 rounds)


    Sa’adi Adim
    HP: 61/115 (Injured)
    AC: 27 (30 vs dragon)
    Attack: +20/+15 Winterfall (Also note claw attacks)
    Damage: 1d8+19 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 26, Ref – 20, Will – 29 (+6 vs charm, fear) (+3 vs dragon)
    Spells: (At will/7/7/6/6/4) DC (18+Level) Domains: Retribution, War Caster Level: 10 (Caster Level 11 for [force] spells.)
    0: Create Water, Detect Magic, Light, Mending Read Magic, Resistance
    1: Entropic Shield, Lesser Vigor, Protection From Evil, Resurgence, Shield of Faith*
    2: Bull's Strength (2), Close Wounds (2), Divine Protection, Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement, Mass Shield of Faith
    5: Flame Strike*, Righteous Might, Surge of Fortune (CC), True Seeing
    THE PATH OF TYR: Subject can walk on air (ascending at half movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (4 rounds residual remaining)
    THE MANY HANDS OF TYR: Extra set of arms. Subject gains 4 claw attack, using BAB + STR, Damage 1d4+STR, can rend for 2d4+1.5xSTR (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (9 rounds)


    Zanaek Grahorn
    HP: 45/84 (Injured)
    AC: 26 (29 vs. dragon)
    Attack: +17/+11 (longsword)
    Damage: 1d8+10 (19-20/x2)
    Saves: Fort – 23, Ref – 20, Will – 33 (+6 vs charm, fear) (+3 vs. dragon)
    Spells: (At will/7/7/6/6/4) DC 18+Level, CL 10 (CL 13 for [Healing spells], CL 12 for [Divination] spells, CL 11 for [Good] spells.)
    0: Create Water, Detect Magic, Read Magic, Resistance, Light
    1: Protection from Evil (D), Bless, Obscuring Mist, Remove Fear
    2: Aid (D), Owl's Wisdom, Spiritual Weapon, Quick March, Mark of Judgment (PHB2), Bull's Strength
    3: Curse of Arrow Attraction (PHB2), Downdraft, Aid [Mass], Lesser Vigor [Mass]
    4: Holy Smite (D), Blessing of Righteous (PHB2), Summon Monster IV, Holy Transformation [Lesser], Summon Hound Archon
    5: Cure Light Wounds [Mass] (D), Wall of Stone, Summon Monster V THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TORM’S LORE: Can remove a dazed, dazzled, fatigued, exhausted, nauseated, or sickened effect in tandem with [healing] spell. CL is 13 for [healing]. (100 minutes) Also note Imbued Healing feat.
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (4 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)
    TORM’S HEALING SPIRIT: Ball of light can move and heal up to 50 feet away (4 rounds)
    TORM’S SANCTUARY: Opponents must make Will save to attack (9 rounds)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (9 rounds)


    Evelios D’Rtan
    HP: 66/80 (Injured)
    AC: 23 (26 vs dragon)
    Attack: +18/+13 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+11 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 9/10
    Saves: Fort – 20, Ref – 24, Will – 30 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear) (+3 vs dragon)
    Spells: (Bard 10, Base Save DC 18) At Will/4/4/2/2
    0 - Prestidigitation, Summon Instrument, Detect Magic, Songbird, Light, Message
    1 - Improvisation, Inspirational Boost, Charm Person, Hideous Laughter
    2 - Tongues, Glitterdust, Detect Thoughts, Resounding Voice
    3 - Haste, Glibness, Dispel Magic, Confusion
    4 - Fugue, Sirine's Grace
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    CANT OF LUCIANUS PAVAROTTUS: Subject’s voice can be heard clearly up to 1000 feet away. (10 minutes)
    INCENDERUNT CITHARA: +1 to Inspire Courage bonuses while IC is in effect
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (4 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (9 rounds)


    Ragnar Ingvarsson
    HP: 122/151 (Lightly Injured) Raging: 172/172
    AC: 19 (Raging: 15)
    Attacks: +25/+20 (Adamantine Maul) Raging: +28/+23
    Damage: 1d10+15 (20/x3) +1d6 [electricity] Raging: 1d10+18 (20/x3) +1d6 [electricity]
    When Power Attacking: -10 to attack rolls, +22 to damage. If charging, -10 to AC instead.
    Rage: 5/5
    Saves: Fort – 28, Ref – 19, Will – 18 (Raging: 31, 18, 20) (+6 vs charm, fear)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    THE EYE OF TYR: Subject can see normally in natural or magical darkness (100 minutes)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (4 rounds residual remaining)
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (9 rounds)


    Mazarun Zothyrr
    HP: 100/121 (Lightly Injured)
    AC: 23 (26 vs dragon)
    Attacks: +21/+16/+21/+13 (R/R/XB/XB)
    Damage: 1d6+14 (18-20/x2) (Rapier), 1d4+11 (Hand Crossbow) +4 to damage if flatfooted enemy within 30 feet
    Saves: Fort 28, Ref 23, Will 24 (27 if enchantment), +2 if spell/spell-like ability, +6 vs charm, fear, +3 vs dragon
    Spells: (4/3) (CL 6)
    0: Detect Poison, Prestidigitation, Ghost Sound, Mending
    1: Grease, Shield, Ray of Clumsiness
    Maneuvers/Stances: Wall of Blades, Leading the Charge, White Raven Tactics, Iron Heart Surge
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (4 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    TORM’S CIRCLE AGAINST EVIL: +2 deflection bonus to AC, +2 resistance bonus to all saves. Works on anyone within 10 foot radius of Zanaek. (100 minutes)
    TORM’S PRAYER AGAINST THE WYRM: +3 luck bonuses to AC and Saving throws vs. dragon abilities and attacks (10 minutes)
    THE PATH OF TYR: Subject can walk on air (ascending at double movement speed) (10 hours)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (9 rounds)


    William Marshall
    HP: 69/69
    AC: 23
    Attacks: +10 melee
    Damage: Who cares?
    Saves: Fort 22, Ref 24, Will 29 (+6 vs charm, fear)
    Spells: (4 at-will/7/6/5/5/4)
    0th: Detect Magic, Light, Prestidigitation, Resistance
    1st: Endure Elements, Enlarge Person, Colour Spray, Protection from Evil, Ray of Clumsiness, Ray of Enfeeblement, Shield
    2nd: Glitterdust, Invisibility, Ray of Stupidity, Scorching Ray, Shatter, Web
    3rd: Dispel Magic, Haste, Slow
    4th: Assay Spell Resistance, Confusion, Greater Invisibility, Enervation, Polymorph
    5th: Feeblemind, Hold Monster, Mass Fire Shield, Unfettered Heroism
    THE EYE OF TORM: Subject can see normally in natural or magical darkness (100 minutes)
    ELMINSTER’S EAGLE: Fly at 40 feet per round, average maneuverability (70 feet per round while Haste is on) (10 hours)
    MARSHALL’S MAGE ARMOUR: +6 armor bonus to AC (10 hours)
    THE ROBE OF TYR: +2 enhancement bonus to clothes for AC (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (4 rounds residual remaining)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    MARHSALL’S MOMENTS OF HEROISM: Temporary APs for 24 hours



    Movement Speeds:

    Corrath: 30 feet per round (Air Walk)
    Ariel: 30 feet per round (on the ground), Flying 50 feet per round (Wings)
    Skadi: 20 feet per round (Air Walk)
    Zanaek: 20 feet per round (on the ground)
    Evelios: 30 feet per round (on the ground)
    Ragnar: 50 feet per round (Air Walk)
    Mazarun: 30 feet per round (on the ground)
    William: 30 feet per round (on the ground), Flying 40 feet per round (Overland Flight)[/quote]
    Last edited by Saintheart, Jun 21, 2013
  23. Ramza JC Head Admin and RPF Manager

    Administrator
    Member Since:
    Jul 13, 2008
    star 7
    Evelios D'Rtan, Bard Extraordinaire, and Poe the Raven
    Good to be older


    Amongst the many blessings he was counting today, Evelios D'Rtan had not expected to note the fact that his last words were not "Oh, bugg-." But here we are.

    The air still smelled of ozone, sulfur, and just a faint hint of cinnamon (Or perhaps his senses were still a bit wacky from the cacophony they had just endured). More potent nostrils could detect the slightest hint of burnt hair in the olfactory mixture.

    The bard coughed. Smoke came out, obligingly.

    He heard a voice: “What the hells was that?”

    "I... uh..."

    Evelios stared at the ruined ground where there had once been a dragon.

    "I guess I don't know my own strength?"

    TAG: All
    Last edited by Ramza, Jun 21, 2013
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  24. cassie5squared Jedi Grand Master

    Member Since:
    Dec 8, 2010
    star 2
    IC: William Marshall

    From his vantage point a hundred feet away, William had seen it all.

    He still couldn't quite believe it.

    Raising his ring to his mouth, he managed, "...Did Evelios just blow up the dragon?" There was a pause. "Is everyone all right?"

    TAG: All
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  25. Ktala Force Ghost

    Member Since:
    Sep 7, 2002
    star 6
    Ariel Elandinai
    The Gate into Hell- Night, Brindol, Elsir Vale

    "Mani!...!!!"

    Ariel had just completed her tight turn, as was heading back when suddenly the night became as day. The detonation is enormous, and with it, rides a wave of fire that shatters stone around it. So loud, that she can barely hear the screaming, and the roar of the dragon. Ariel, attempting not to be blown backwards by the explosion, quickly sets down on a roof top, as the blast sends a strong wave of hot air, flames and sounds, as if the heavens themselves, had landed within the town. She wraps her wings around her, shielding herself as best she can with her cloak, as the noise rolls over her. After the sky grows dark once more, she blinks, letting her eyes adjust once more. Ariel can hear voices.

    The smell of sulfur is heavy, and she looks for the body of the dragon. But there is none. But the ground is burned and blasted, but thankfully, the wall still stands. Then she hears William through her ring..

    "...Did Evelios just blow up the dragon?" Ariel's eyebrown reached even higher. BLOW UP THE DRAGON?! She was not sure of that was even possible. Not to the degree that she was seeing. She flexed her wings, checking herself. Not that it mattered HOW the cursed creature was gone. It only mattered that it WAS gone. There was a long pause over the rings, before William spoke once more.

    "Is everyone all right?"

    Ariel started to laugh, Is everyone alright? That would depend on one's the definition of alright. Considering they still had an attacking horde outside the gates, and another problem to deal with, that remained to be seen. Ariel brought her ring close to her lips.

    "Still alive. Does that count?" she asked with a bit of mirth.

    Ariel was sure that they had gotten the attentions of the horde now. With a flutter of wind and wings, she lept gracefully from the rooftop, and headed back towards where most of the party seemed to be at the moment. Most likely, they would regroup and heal themselves before the next wave of attacks would come.

    Anyway, without the roaring of that wyrm to distract them, hopefully, if any remained outside of the gates, they should be able to make it back now. Ariel just hoped that the others in the party were not too caught up within the explosion. Ariel searched for Zanaek as she circled the area, looking for anything else that might be harmful within the cities walls, and the company.



    TAG: All
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