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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

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

Discussion in 'Role Playing Forum' started by Saintheart, Feb 20, 2008.

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  1. Rilwen_Shadowflame

    Rilwen_Shadowflame Jedi Grand Master star 6

    Registered:
    Mar 27, 2005
    IC: Mazarun Zothyrr

    As he snapped back to full awareness, shaking off the daze brought on by the sudden explosive demise of their foe, Mazarun looked around, taking stock of their situation. They all still seemed to be standing, so that much was all right. Still, Brindol's forces would be retreating through this gate shortly, and that meant that people would be riding headlong into the inferno the dragon had made of this part of the city.

    Speaking into the rings, he said, "We need to find a way to put out some of the fire, or people are going to roast while they retreat." He paused, sifting through the options, and an idea came to him. "Ah, William... how do you say 'put out the fires' in Aquan, do you know? It's important."

    If William didn't know, Mazarun would have to improvise, and he suspected mimed commands wouldn't be nearly as effective, entertaining as they might be for anyone watching him.

    TAG: Cassie, any/all
     
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  2. cassie5squared

    cassie5squared Jedi Knight star 2

    Registered:
    Dec 8, 2010
    IC: William Marshall and Maeghen

    "Aquan?" William floundered a bit. "I - ah, I've never really made much study of the planar languages. Give me a moment."

    {Help!}

    {What is it?} Maeghen replied, swooping out of nowhere to hover nearby. {We're on a battlefield here!}

    {Mazarun needs something translating into Aquan. Help me out.}

    They glided down towards the waiting party, trading translations frantically as they went.

    {The names for the elements are the same in all the elemental languages at least - terra, aqua, aur, ignis -}

    {I can't remember what the word for "put out" is -}

    {How about "quench"?}

    {Don't be ridiculous, we can't -}

    {Or -}

    {I don't know, maybe -}

    {It is the essential meaning we'd be looking for anyway.}

    {I suppose, and it's simple... you're sure this will -}

    {Unless whatever he's talking to that speaks Aquan is an idiot.}

    {All right, all right.}

    Willam reached the rest of the party a moment later. "You're going to have to explain later why you need this," he said to Mazarun, "but the best translation I can come up with is sechia ignis kehar as aqua." The words were pronounced carefully, with a hiss that sounded almost like waves rolling up onto a pebbly beach.

    He just hoped nobody else knew enough to give the drow a literal translation. "Cover fire much with water" was not exactly an elegant phrase.

    TAG: Rilwen, Saint, all
     
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  3. Rilwen_Shadowflame

    Rilwen_Shadowflame Jedi Grand Master star 6

    Registered:
    Mar 27, 2005
    IC: Mazarun Zothyrr

    Mazarun nodded sharply, expression tight with concentration. He repeated the phrase a few times to himself to be sure he had it right. It wasn't too difficult, for an already multilingual person whose birth tongue involved a wide array of complicated sounds, and whose next language, Undercommon, was a trade-language comprised of words from any number of other languages.

    He turned his thoughts inward, to the strange music running through his blood.

    Are you not coming?
    sings the bright water;
    are you not coming?

    The glimmer-bright water
    alight with the glancing
    of glimmer-bright eyes.

    Are you not coming?
    sings the dark water;
    are you not coming?

    He could hear it, now, with everything that he was. The music was insistent, beckoning, coaxing, reaching out tendrils of his will to draw forth those he sought into this world. For him, they would listen; for the power he bore, they would hear him.

    Are you not coming?

    Are you not here?

    Mazarun trembled, almost closing his eyes, and felt the answer in his bones; yes, and yes again.

    As a swimmer might break a river's still surface, the first of the water elementals rose into being. There were three, already; more would come, he knew, if he called again, but he must instruct these first. The drow waved his hand at the blaze near the gates, and spoke carefully, clearly, to the elementals. "Sechia ignis kehar as aqua." The words came out just as William had instructed.

    TAG: Saint, Any/all
     
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  4. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    The Company of the Crescent Flame

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

    The elementals turned what might have been faces in Mazarun’s direction as he spoke. It was difficult to tell in the shadow-struck glow from the inferno to the east; perhaps a difference in depth on the undulating part of them that might have been a head. The utter alienness of them sent a chill up Corrath’s spine; she’d heard drow had incredible natural abilities, and Mazarun had certainly demonstrated them in the course of his time with them, but this--!

    They rumbled like a distant wave on a shore, and were gone. Bubbles within their forms gleamed like travelling gems as they moved--flowing, crashing away from the dark elf, surging across burnt ground towards the fires. Corrath watched them long enough to see one arrive at a small stall. Flames engulfed it. A tendril of pure, dark water dissolved them. The fire hissed its rage as it died.

    There was a tap on Corrath’s shoulder; a sudden surge of lightness and life went through her. Zanaek gave her a quick smile, but the cleric was already moving on to the other members of the Company, his touch healing them as he went.

    Skadi drifted slowly back to earth. Her gaze was to the west, through the gate into the night beyond. Winterfall’s cold light did not penetrate far into that darkness, but she saw enough by the light of her prayers. The corners of her lips twitched up.
    “Stand aside, all of you,” she said. And as she moved to parallel the great, broken gates of Brindol, she spoke into the air, into the link: “Lord Jarmaath.”
    Lady of the Balance. We had feared—
    “The dragon is gone. Can you see any movement towards the gate?”
    A silence. A Tiri Kitor flight is due back soon from a survey over the wall. We cannot see much beyond the wall. The hussaryn?

    “They come,” she said. There was a strange moaning in the air, like dark wind through the trees. Then, hoofbeats. The first sign of them was the glint of steel from drawn sabers hanging loosely at their mounts’ flanks. And then, the wings. Artificial, but great wings nonetheless, white hesumel feathers with black tips fixed on four foot frameworks to each man’s leather saddle, making them look like mounted archons as they rode in, clad in armour that gleamed red with blood taken and lost. At the centre of each pair of graceful, arching wings was a grim face with ice chips for eyes.

    Back at the Abbey of the Rock, Skadi had been told there were few more renowned light cavalrymen in the world. Their reputation for ferocity was substantiated by Shaarmid’s continuing existence. Part of their effectiveness originated from their appearance -- and from the noise that accompanied their passage. The eldritch contralto was produced by fluting carved into the framework of their ‘wings’. It was eerie enough to hear as they cantered for the gates; the clamour from a hussaryn charge was the stuff of legend, a cacophony that had won as many battles as their sabers had. When Skadi’s companions had broken the blockade allowing Jarmaath’s messengers to get through to the north, she had wondered whether they would come; hussaryn did not ride in what they deemed poor cause, even if offered riches. But come they had, and there was no better testament than their defence of a shrinking line outside the protective apron of Brindol’s wall, against the Red Hand itself, with a red dragon behind them preventing retirement to the wall. A line held by eighty men.

    Far fewer now rode back through the shattered gates: Skadi’s eye gathered less than a twenty count. Heavy, barrel bodies were bent over their mounts’ necks. Sweat smoothed long hair and thick moustaches along bare skin, and blood affixed both. The drumbeat of hooves became a distracted staccato as they rode in; their horses were spent, barely strong enough to canter back through the gates, and leather straps dangled like wounded men where hobgoblin blades had severed them.

    “Lancer!” she called, and one of their number turned smoothly, reining in his mount even half-bent over his saddle, one hand dark and liquid held against his side. “How close behind you?”
    “Close,” the hussaryn said. His voice was fire stumbling over broken ribs. “Big group’s coming after. Dragon’s gone, but they know it cleared out every sword here. They want this gate.”
    “Go.” Skadi stepped back as the rider began to turn his mount away. She turned for the hill--“Jarmaath. The Hand comes. How quickly can you bring more troops to the gate?”
    We’re trying to regroup now. A couple of good men are in the Tavern District pulling men off firefighting. Maybe a few minutes before I have a force together. I’m putting our reserve together up here to ride down as quickly as I can. Until then—

    Skadi closed her eyes.

    A hand on her shoulder brought her out of it. Corrath, peering at her with calculating eyes. The half-elf nodded at the gateway, the dark portal to the outside world, and Skadi could hear it, issuing from the blackness like foul smoke: snarling. War horns. Running feet. And closing.
    She shrugged Corrath’s hand off. “All of you – we are all the city has here. This gate is ours. We will hold it. Against anything that comes through.”

    And she turned towards the gate, lifting Winterfall, raising her shield, to meet the deluge.

    TAG: All


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


    Corrath Marktos
    HP: 63/68 (Lightly 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)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (4 rounds residual remaining)


    Ariel Elandinai
    HP: 108/108
    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 (3 rounds)


    Sa’adi Adim
    HP: 98/115 (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 (3 rounds)


    Zanaek Grahorn
    HP: 63/84 (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 SANCTUARY: Opponents must make Will save to attack (3 rounds)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (3 rounds)


    Evelios D’Rtan
    HP: 80/80
    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 (3 rounds)


    Ragnar Ingvarsson
    HP: 151/151 (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 (3 rounds)


    Mazarun Zothyrr
    HP: 118/121 (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 (3 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]

    You have five rounds before the enemy arrives.
     
  5. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
  6. Ramza

    Ramza Administrator Emeritus star 9 VIP - Former Mod/RSA

    Registered:
    Jul 13, 2008
    Evelios D'Rtan, Would Like All of Them Primitive Screwheads to Listen Up! and Poe the Raven
    THIS is my BARD STICK

    Deciding he had had just about enough of the horde's bollocks, Evelios D'Rtan, bard extraordinaire, cast a quick cant of improved bolstering on himself.

    And then, clearing his throat, he spoke:

    "You know," he began, his voice still magically amplified to carry over hundreds of yards, "you know, if I were considering attacking a well-holed-in defensive position..."

    "Oh gods, here he goes," Poe muttered, hiding his face in embarrassment.

    "And I had just watched a dragon blow up. And I knew that the very people who killed that dragon were still alive, and kicking, and really kind of pissed off about the whole exploding dragon thing. And I knew that they had killed several other dragons. And could strike from the air itself like the grim spectre of death. And had personally supervised the tutelage of that well-holed-in defensive position's military training, employing what may be the single-greatest tactical mind of this or any era in doing so..."

    "Now he's just straight up lying," muttered Pail to the other human, whatever his name was. Smignor and Varn nodded in silent agreement.

    "I would be pretty. Gods damned. Hesitant. To die a pointless death for some self-proclaimed rulers who get to give orders from the back of the field, safe and snug, while all my friends bleed out."

    The bard gripped his lute, his expression shockingly angry. "Because that's all you're going to be doing. Dying. For a bunch of punk-ass elitists who have somehow - rather spectacularly, I might add - managed to convince you that dying for their stupid new cause is better than living for your old causes."

    He quickly tuned his instrument and struck a chord. "But hey, if you're convinced that shuffling off the mortal coil for some fool's errand is the bee's knees, don't let something stupid like common sense get in your way, am I right? Surely you'll succeed where everything else has failed."

    Another chord. "So I guess what I'm saying is:

    Come and have a go,

    If you think you're hard enough."

    And with that, he began to play.



    TAG: All







    <<That was a rambling, barely coherent mess of cheesey clichés. That I'm vaguely sure are villainous.>>

    <<Oh, shut up, Poe, I just killed a dragon.>>
     
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  7. Rilwen_Shadowflame

    Rilwen_Shadowflame Jedi Grand Master star 6

    Registered:
    Mar 27, 2005
    IC: Mazarun Zothyrr

    The funny thing about overwhelming odds, really, was in the very name; they tended to overwhelm. Of course, if they failed to do so, they clearly weren't very overwhelming in the first place. And they needed something they could, in fact, overwhelm.

    That something was probably not the Company of the Crescent Flame. Mazarun couldn't help but grin, briefly, as Evelios made the onrushing horde aware of this little detail. The Company had just caused a dragon to explode, and survived while architecture was reduced to rubble and ash; it would take more than some goblins to fell them.

    No, it will take quite a lot of goblins, which are what is coming, the most cynical part of his mind reminded him. Half-drunk on battle adrenaline, he ignored it. It was not in possession of all the facts.

    Yes, there were a lot of goblins. But that was simply more to kill. He always did like shooting into a crowd of enemies; it was like catching lizards from out of a basket made of lizards - no way to miss.

    Rising into the air, Mazarun readied his crossbow.

    TAG: Any/all
     
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  8. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    The Rock,
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    The clan of the Ghost Viper knew agony, and had bowed to Tiamat first. They were not legion; none were. Seventy tribes birthed bloody and urine-burnt under the shadow of the Wyrmsmokes. The mothers were strong, but the burning air under the five choking peaks claimed half and more of their new-born. Those who lived moved from cave to cave, stubbled vale to stubbled vale, hiding from shifts in the wind, and from each other. There were tales, told to hungry children by the shamans around banked fires, of a time when they had raided in the plains, numberless, crushing a city by a lake. But they were just stories, and Maglubiyet’s face was dim in the darkness of the caves and the empty bellies and the stifled cries of the females who found their labour in vain.

    The Ghost Viper was not legion, but its blood was strong. They forged better steel; had keener eyes to send it to the prey’s heart. Their minds were hard and bright like gems; their fathers had found the high places first. Hravek Kharn was the seventh son of a seventh Ghost Viper son. Under the wisdom of the elders, he had grown tall and swift, challenging for the leadership of the clan when he was but seventeen, with empty hands as his chosen weapon in the pit. Under him, the Ghost Viper had held its caves and defiles against the Black Rat and the Severed Tongue. And more; they had taken more territory. Though the Red Spear outnumbered them two for one at the fight on Khoshar’s slopes, not one Red Spear bravo lived to the end of that day. Many of the Ghost Viper perished in that fight. The mourning went on for three days as Kharn and the priests gave each fallen warrior to the flames at Khoshar’s heart. But over the years that passed before the Ghost Viper fully recovered its numbers, none had dared their borders.

    And then the day came when the Champion found them. He did not make allies of them by feats of strength or tricks of twinkling magic the Ghost Vipers knew and distrusted, for both were tools, not standards to lead by. All the Champion did, in the end, was speak with them. The elders and Hravek Kharn spoke in reply; and the compromise found strengthened both. The burning clouds drifted out of the Ghost Vipers’ vales. Stunted seedlings grew straight. Kharn became second only to the Champion. The elders became overlords as clan after clan bowed to She Who Breathes, or died. The Ghost Viper became the cirque coiled around the wrist of the Red Hand.

    Few Ghost Vipers now remained. When the Eight Ghosts assassinated Kharn, the elders had given their lives to She Who Breathes in hope of providing ransom. When he returned, the Ghost Vipers were irrevocably transformed. Kharn had become the avatar of their totem, which gave the clan its name – the ghost viper, at once in both worlds and death in each. Their place of honour became the vanguard. More warriors had fallen from Brindol’s walls in fifteen minutes than had fallen at Khoshar; the creatures on the wall were redoubtable fighters one and all, and the discordant song drifting over the city’s battlements seemed to fuel the accursed defenders’ hearts. Ten Ghost Vipers were killed bringing down a mage – one called Immerstal the Red – but brought him down they did, sending one of their whistling spears deep into his heart.

    The largest knot of surviving Ghost Viper brothers – bugbear, hobgoblin, goblin -- now arrowed in towards the West Gate, the hard centre of a mass of lesser clans, escorted by two manticores gliding in, each directed by a warcaster on its back. None spoke. When the bard’s voice drifted over the battlements to them, burning like searing air from the five choking peaks, they did not listen. So-called warriors of lesser clans around them – from the Carved Heart, the Stone Hawk -- did. They stopped, or slowed, or turned in cowardice. The Ghost Viper let them go. They were lesser clans, beneath notice. This moment – the entry into the city – was their time of honour. They had not gone to the walls like their brothers. They had been held back for this moment. They had killed horsemen from the walls, and now the road into the city was clear, save for the Eight Ghosts who now stood across their path.

    TAG: The Company!



    Corrath Marktos
    HP: 68/68
    AC: 30
    Attack: +26/+22/+26/+21/+26 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 – 31, 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)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    INSPIRE COURAGE: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (9 rounds)
    MARSHALL’S INVISIBILITY: Greater Invisibility (24 hours)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Ariel Elandinai
    HP: 108/108
    AC: 30
    Attack: +30/+25/+30 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+16 (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+35 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/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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Sa’adi Adim
    HP: 115/115
    AC: 29 (32 vs dragon)
    Attack: +26/+21/+26 Winterfall (Also note claw attacks)
    Damage: 2d6+24 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 24, Ref – 19, Will – 27 (+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, Close Wounds (2), Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement,
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    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)
    MARSHALL’S MASSIVENESS: +2 STR, -2 DEX, -1 penalty on attack rolls and AC, weapon size increases, Large Size (10 minutes)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    TYR’S STRENGTH: +4 enhancement bonus to STR (10 minutes)


    Zanaek Grahorn
    HP: 84/84
    AC: 30 (33 vs. dragon)
    Attack: +21/+15/+21 (longsword)
    Damage: 1d8+13 (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
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Evelios D’Rtan
    HP: 80/80 (NB: 10 nonlethal damage taken).
    AC: 27 (30 vs dragon)
    Attack: +22/+17/+22 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+14 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 8/10
    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/3/4/2/2
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)



    Ragnar Ingvarsson
    HP: 151/151 (Raging: 172/172)
    AC: 21 (Raging: 17)
    Attacks: +29/+24/+29 (Adamantine Maul) Raging: +28/+23
    Damage: 1d10+18 (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)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)



    Mazarun Zothyrr
    HP: 121/121
    AC: 25 (28 vs dragon)
    Attacks: +25/+20/+25/+17/+25 (R/R/XB/XB/R)
    Damage: 1d6+17 (18-20/x2) (Rapier), 1d4+14 (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
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)



    William Marshall
    HP: 69/69
    AC: 25
    Attacks: +14/+14 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, 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, Slow
    4th: Assay Spell Resistance, Confusion, Enervation, Polymorph
    5th: Feeblemind, Hold Monster, 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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    MARHSALL’S MOMENTS OF HEROISM: Temporary APs for 24 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)
    MARSHALL’S INVISIBILITY: Greater Invisibility (24 hours)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)


    Movement Speeds:

    Corrath: 30 feet per round (Air Walk) + 30 feet (Haste)
    Ariel: 30 feet per round (on the ground), Flying 50 feet per round (Wings) + 30 feet (Haste)
    Skadi: 20 feet per round (Air Walk) + 30 feet (Haste)
    Zanaek: 20 feet per round (on the ground) + 30 feet (Haste)
    Evelios: 30 feet per round (on the ground) + 30 feet (Haste)
    Ragnar: 50 feet per round (Air Walk) + 30 feet (Haste)
    Mazarun: 30 feet per round (on the ground) + 30 feet (Haste)
    William: 30 feet per round (on the ground), Flying 40 feet per round (Overland Flight) + 30 feet (Haste)

    AP Count:
    Zanaek: 6
    Skadi: 4
    William: 6
    Evelios: 8
    Ragnar: 10
    Ariel: 10
    Corrath: 9
    Mazarun: 10

    Initiative Count:
    Corrath: 1d20+8 – 27
    Evelios: 1d20+2 - 22
    Monsters: 21
    William: 1d20+5 – 20
    Mazarun: 1d20+6 – 15
    Ragnar: 1d20+2 - 15
    Ariel: 1d20+6 – 12
    Skadi: 1d20+1 - 5
    Zanaek: 1d20+2 - 4


    [​IMG]
     
  9. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    And as a quick update, the soundtrack has again screwed up - it's the same as for the previous update.
     
  10. cassie5squared

    cassie5squared Jedi Knight star 2

    Registered:
    Dec 8, 2010
    IC: William Marshall and Maeghen

    Years ago, William might have found himself shaking like a leaf to be in such a vulnerable position; outside the walls of a besieged city, too far away for any of his companions to reach him if he fell, and with an army of fanatics bearing down on him accompanied by manticores flying at the perfect height to savage him the moment they became aware of him.

    He would not lie and say that he was not afraid now.

    But the mage of Blackstaff Tower had been forged in battle across the Realms. He had endured sieges, open battle, skirmishes; faced foes far more terrifying than hobgoblins, however devoted to their cause; and with the Company of the Crescent Flame and his own beloved familiar such foes had fallen before them. He was stronger, more adept at reshaping the Weave to his will, and he would not abandon the cause he had taken for his own.

    What worthier cause is there, he recalled an old friend saying, than to strike against evil in the defence of good?

    "What worthier cause indeed?" he murmured, glancing back to where his companions waited to hold the gate. Then, unrolling the scroll in his hands, he called upon the chill of winter bound within the parchment..

    The heart of a blizzard exploded from his hands and screeched down to freeze the very lifeblood of the charging enemy.

    TAG: All
     
    Saintheart likes this.
  11. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    The Rock,
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    Cold fire consumed the front rank of the hobgoblin horde, nine troopers falling as a blizzard from nowhere stopped their hearts, and drawing warmth and breath from all of the others. But the Ghost Vipers hardly noted the troopers fall; they were lesser warriors, unsuited for all but to die on raised spears.

    Evelios swept into the air, murmuring the words of the song/spell in his mind even as his spine slowly compacted from the force of the Words surging from his spirit. But he was one with tone and undertone, and he held it; and with a flourish, the incantation whipped past Skadi’s head and out into the night, bursting between earth and sky. Magic blasted the ranks of the Ghost Vipers; some, six, succumbed – turning on one another, some babbling inconherently. Others gritted their teeth against the energy surging through their minds, screaming defiance of the spell, and pressed forward.

    The robed hobgoblins riding on the manticores responded first. The first whispered words from his own scroll, pointing a finger at what he’d seen: a pyramid, a cone, of sudden cold from off to the side. The incantation of dispelling magic whipped out, and tore into the magical energies surrounding William – and, with sudden horror, he realised: he was visible.

    The second incantation hit him – the other hobgoblin, with his own scroll, ripping this time at every spell that shrouded the spellcaster’s form. The magic was not strong – but it was enough to shred two spells of protection that surmounted him.

    And then the spear hit him.

    The Ghost Vipers hunted with them, bringing down creatures with hides too tough for ordinary arrows and essential for survival in the ashclouds of the Wyrmsmokes. The Ghost Vipers had used them in the Wyrmsmokes for generations. Their present use was another of the Ghost Viper’s specialities. Each spear had a trailing rope thirty feet in length, and each had a short, wide blade with cruel barbs finely sharpened and twisted. Which they did, as the spear ripped through his robes and his flesh, lodging in his right upper thigh, his blood raining towards the ground.

    Another movement—an explosion of some viscous substance over his body, hardening on exposure to air, restricting his movements. A tanglefoot bag, a part of him realised; the part that had not yet succumbed to the agony of the harpoon in his body.

    And then a second spear caught him. As did two barbed projectiles from the two manticores’ tails, the air filling with blood and whistling missiles and red agony.

    The hobgoblin lines erupted. Ragnar and Ariel were caught with a tanglefoot bag each, though neither were stuck to the ground with it; glancing blows from the harpoons thrown at them did not lodge in.

    Three hobgoblins came screaming towards the tunnel, and Skadi brought her weapon up. The first had some sort of chain weapon, but it didn’t look like the usual spiked chain that was so common among the warriors of Amn; this one had weights on each end, and—manriki-gusarme, her memory whispered to her. She tightened her grip on her weapon. So they meant to try and disarm her? She—

    The chain lash whipped out, finding a gap, and snapped against Skadi’s hip; she grimaced. It had been a hard blow, but she was twice the hobgoblin’s size, and—
    Wait. Something had changed. She was sure of it. Some of the spells around her had vanished. As if—and then a screaming hobgoblin was at her, eyes red with frenzy, eyes pushing through the pain of the fire shield freezing up his arms and – not possible! – she felt herself pushed, backward, with unbelievable strength as the hobgoblin tossed her backwards ten feet through the air and into the nearest wall. Pain exploded through her as she collapsed to the ground, scrabbling for her weapon—

    Two faces were over her. First, one who looked like a commander, who swung a heavy pick at her – it found a shoulder joint, and she hissed against the pain. And then the commander was speaking, some goblinoid words, and the one who’d lifted her was swinging at her head with a two-handed sword—
    Skadi crashed into unconsciousness.

    Corrath didn’t catch the last chain fighter who went sprinting past her, swiping at Zanaek far to the back and missing. But she did explode into motion, a true ghost of the tunnel, lashing through the commander with a single clean strike from Carduus and then putting two cuts across the first chain fighter’s neck before slamming Bloodthirst through its body.
    Mazarun,” she rasped into her Ring of Communication, though the drow, floating fifteen feet up, would probably appreciate the situation anyway.
    We’re going to die here, she thought, glancing across at Skadi’s prone form for a precious second before looking for another target.

    TAG: All


    Corrath Marktos
    HP: 68/68
    AC: 30
    Attack: +26/+22/+26/+21/+26 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 – 31, 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)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    INSPIRE COURAGE: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (9 rounds)
    MARSHALL’S INVISIBILITY: Greater Invisibility (24 hours)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Ariel Elandinai
    HP: 98/108
    AC: 28
    Attack: +28/+23/+28 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+16 (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+35 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/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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    ENTANGLED: -2 to attack rolls, -4 to DEX, half speed, cannot charge or run


    Sa’adi Adim
    HP: -31/115 (DYING!)
    AC: 19
    Attack: +25/+20 Winterfall (Also note claw attacks)
    Damage: 2d6+24 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 23, Ref – 17, Will – 26 (+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, Close Wounds (2), Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement,
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    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)
    MARSHALL’S MASSIVENESS: +2 STR, -2 DEX, -1 penalty on attack rolls and AC, weapon size increases, Large Size (10 minutes)
    TYR’S STRENGTH: +4 enhancement bonus to STR (10 minutes)
    PRONE: -4 to melee AC, +4 to ranged AC


    Zanaek Grahorn
    HP: 84/84
    AC: 30 (33 vs. dragon)
    Attack: +21/+16/+21 (longsword)
    Damage: 1d8+13 (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
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Evelios D’Rtan
    HP: 80/80 (NB: 10 nonlethal damage taken).
    AC: 29 (32 vs dragon)
    Attack: +22/+17/+22 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+14 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 8/10
    Saves: Fort – 18, Ref – 23, Will – 28 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear) (+3 vs dragon)
    Spells: (Bard 10, Base Save DC 18) At Will/3/4/2/2
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Ragnar Ingvarsson
    HP: 144/151 (Raging: 172/172)
    AC: 23 (Raging: 19)
    Attacks: +27/+22/+27 (Adamantine Maul) Raging: +28/+23
    Damage: 1d10+18 (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 – 18, Will – 18 (Raging: 31, 17, 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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    ENTANGLED: -2 to attack rolls, -4 to DEX, half speed, cannot charge or run


    Mazarun Zothyrr
    HP: 121/121
    AC: 29 (32 vs dragon)
    Attacks: +25/+20/+25/+17/+25 (R/R/XB/XB/R)
    Damage: 1d6+17 (18-20/x2) (Rapier), 1d4+14 (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
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    William Marshall
    HP: 27/69
    AC: 18
    Attacks: +12/+12 melee
    Damage: Who cares?
    Saves: Fort 21, Ref 24, Will 28 (+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, Slow, Haste
    4th: Assay Spell Resistance, Confusion, Enervation, Polymorph
    5th: Feeblemind, Hold Monster, Unfettered Heroism, Mass Fire Shield
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    MARHSALL’S MOMENTS OF HEROISM: Temporary APs for 24 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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    ENTANGLED: -2 to attack rolls, -4 to DEX, half speed, cannot charge or run, movement halved
    HARPOONED: Movement halved again, other effects same as entangled. (two harpoons lodged)




    Movement Speeds:

    Corrath: 30 feet per round (Air Walk) + 30 feet (Haste)
    Ariel: 15 feet per round (on the ground), Flying 25 feet per round (Wings) + 15 feet (Haste)
    Skadi: 20 feet per round (Air Walk) + 30 feet (Haste)
    Zanaek: 20 feet per round (on the ground) + 30 feet (Haste)
    Evelios: 30 feet per round (on the ground) + 30 feet (Haste)
    Ragnar: 25 feet per round (Air Walk) + 15 feet (Haste)
    Mazarun: 30 feet per round (on the ground) + 30 feet (Haste)
    William: 7.5 feet per round (on the ground), Flying 10 feet per round (Overland Flight) + 7.5 feet (Haste)

    AP Count:
    Zanaek: 6
    Skadi: 3
    William: 6
    Evelios: 7
    Ragnar: 9
    Ariel: 10
    Corrath: 9
    Mazarun: 10

    Initiative Count:
    Evelios: 1d20+2 - 22
    Monsters: 21
    Corrath: 21
    William: 18
    Mazarun: 1d20+6 – 15
    Ragnar: 13
    Ariel: 10
    Skadi: 1d20+1 - 5
    Zanaek: 1d20+2 - 4

    [​IMG]
     
  12. Ktala

    Ktala Force Ghost star 6

    Registered:
    Sep 7, 2002
    Ariel Elandinai
    Rocking the Rock, Night Brindol, Elsir Vale

    In the darkness, things escalated quickly.
    The Company had stood ready, defending against the charge at the west gate. Ariel could hear Evelios words on the wind, but her mind was focused on the coming attack. She vaguely saw as Skadi grew in size and as the others moved to position.

    The initial skirmish was brutal. Some of the goblins suddenly turned and ran, as a strange sounded issued from the darkness, and Ariel could see a blast of coldness ripping out into the darkness. Ariel then noted the two robed hobgoblins, riding on manticores. Robed? Spell casters perhaps? She remembered the last manticore the Company had dealings with, but this was somehow different. Suddenly one of the robbed creatures gestured, and William suddenly came into view, far to the front of the wall. Suddenly, he was hit by weapons. But her own attentions were torn away from William, as something small came flying at her. With an soft explosion of goo around her, Ariel quickly noted what it was almost immediately..

    Tanglefoot bags. Ariel snorted at the irony of the situation. The same thing she had been wanting to use herself against their enemies, was now being used against them. While the Gods seemed to be with them, they were not, without a sense of humor it seemed. They were not going to make this easy. Fine. She called a certain item to the top of her bag, even as she moved to withdraw the potion.

    What came next, Ariel would always remember. While she did not see all what transpired, she saw the effects of that action. Movement. Something to the right of her. A sound, a grunt perhaps, and the clash of metal. A slight turn of the head, and Ariel found herself filled with surprise as Skadi, suddenly topple, falling backwards with a swiftness that Ariel could not believe. How they had done it, did not matter. It simply mattered that they had. And that these creatures would pay for that. Ariel turned her head to look towards the goblins still approaching, her eyes narrowed in intensity. She tightly gripped Sulsalka. "Merciful Winged Mother of the Skies and Air, guide my hands and my eyes, so that my strikes be true, and their deaths, swift! Guide your Duskblade, if you find me worthy."

    Ariel used the potion she had carried with her since before meeting the Company, cleansing the contents of the tanglefoot bag from her. As she did, her attentions focused on the one who had thrown the bag at her. Whatever plan the Company had planed, Ariel no longer carried. It was time to make the enemy bleed. For if the gate did not hold, she knew what would follow. No, now she felt more like Ragnar. It was time to show them the might of the Winged Goddess. Of all the Elven Gods.

    "Tel' Seldarine'"

    Ariel used the magical sight the Goddess had graced her with, to focus in on her target. She would let them believe she was still entangled. And when they drew closer, she would attack. And they WOULD taste her blade, and the strength of the Winged Mother. Ariel prepared for her chance to attack.


    TAG: All, Saintheart
     
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  13. Rilwen_Shadowflame

    Rilwen_Shadowflame Jedi Grand Master star 6

    Registered:
    Mar 27, 2005
    IC: Mazarun Zothyrr

    Chaos unfolded around them, swallowing them up. He was used to chaos, though. What he wasn't used to was the fury that overtook him at the plight of the others.

    They needed to survive. He demanded it of the universe that they survive.

    Face contorting into a snarl, Mazarun let loose a volley of bolts, hands swift upon his crossbow.

    "Show them, Skadi!" he called, ferocity threading through his voice. "Show them why they were fools to strike at you!"

    TAG: Any/all
     
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  14. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    The Rock,
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    They responded. William and Evelios lashed out with Confusion spells, breaking wills around them; Mazarun’s crossbow snapped again and again, killing one manticore in the air and then bringing down the chain fighter than had slipped past him. Ariel swept through the air, thunder and lightning rolling up her greatsword’s length as she carved it into the second manticore. Stunned, it fell out of the sky, taking its screaming occupant with it. And Ragnar’s hammer lashed out to bring an end to the other hobgoblin spellcaster. Zanaek lifted into the air, beginning the incantation that would bring another ally to the field.

    The Ghost Vipers came on. Hunting spears whistled through the air, one tearing a chunk out of William’s side as he struggled back for the walls. And confused, two of the hobgoblins bolted past Skadi’s supine form, cursing and swearing at Evelios, safely off the ground and out of their reach. For his part, half his mind was gibbering as the continuing power of the Words of Creation ripped through him, sending tendrils of blackness crawling at the corners of his vision, questing for his consciousness.

    Another chain fighter came surging in towards Corrath – she cursed. Must’ve moved too quick when one of those two hobgoblins came bowling past her. The manriki-gusarmi hissed, but good as he was, he’d not fought an invisible opponent before, and the links meant to wrap around her leg and bring her down missed.

    She did not. Five crimson gashes appeared across his chest and throat as though conjured, and the chain fighter dropped.

    TAG: All


    Corrath Marktos
    HP: 68/68
    AC: 30
    Attack: +26/+22/+26/+21/+26 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 – 31, 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)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    INSPIRE COURAGE: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (9 rounds)
    MARSHALL’S INVISIBILITY: Greater Invisibility (24 hours)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Ariel Elandinai
    HP: 98/108
    AC: 28
    Attack: +28/+23/+28 Sulsalka (Can use Power Attack to take 10 off this and add to damage)
    Damage: Courtblade 1d10+16 (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+35 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/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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    ENTANGLED: -2 to attack rolls, -4 to DEX, half speed, cannot charge or run


    Sa’adi Adim
    HP: (Unconscious)/115
    AC: 19
    Attack: +25/+20 Winterfall (Also note claw attacks)
    Damage: 2d6+24 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 23, Ref – 17, Will – 26 (+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, Close Wounds (2), Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement,
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    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)
    MARSHALL’S MASSIVENESS: +2 STR, -2 DEX, -1 penalty on attack rolls and AC, weapon size increases, Large Size (10 minutes)
    TYR’S STRENGTH: +4 enhancement bonus to STR (10 minutes)
    PRONE: -4 to melee AC, +4 to ranged AC


    Zanaek Grahorn
    HP: 84/84
    AC: 30 (33 vs. dragon)
    Attack: +21/+16/+21 (longsword)
    Damage: 1d8+13 (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
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Evelios D’Rtan
    HP: 80/80 (NB: 17 nonlethal damage taken).
    AC: 29 (32 vs dragon)
    Attack: +22/+17/+22 (Ligeia) (Snowflake Wardance raises all attacks by +6 if on)
    Damage: 1d8+14 +5 [sonic], can force DC 20 Ref save, failure target is stunned
    Bardic Music: 8/10
    Saves: Fort – 18, Ref – 23, Will – 28 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear) (+3 vs dragon)
    Spells: (Bard 10, Base Save DC 18) At Will/3/4/2/2
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Ragnar Ingvarsson
    HP: 144/151 (Raging: 172/172)
    AC: 23 (Raging: 19)
    Attacks: +27/+22/+27 (Adamantine Maul) Raging: +28/+23
    Damage: 1d10+18 (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 – 18, Will – 18 (Raging: 31, 17, 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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    ENTANGLED: -2 to attack rolls, -4 to DEX, half speed, cannot charge or run


    Mazarun Zothyrr
    HP: 121/121
    AC: 29 (32 vs dragon)
    Attacks: +25/+20/+25/+17/+25 (R/R/XB/XB/R)
    Damage: 1d6+17 (18-20/x2) (Rapier), 1d4+14 (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
    GREATER MAGIC WEAPON: Weapon receives enhancement bonus of +3 (10 hours)
    TYR’S CONVICTION: +3 morale bonus to all saves (100 minutes)
    INSPIRE COURAGE: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    William Marshall
    HP: 18/69
    AC: 18
    Attacks: +12/+12 melee
    Damage: Who cares?
    Saves: Fort 21, Ref 24, Will 28 (+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, Slow, Haste
    4th: Assay Spell Resistance, Confusion, Enervation, Greater Invisibility, Polymorph
    5th: Feeblemind, Hold Monster, Unfettered Heroism, Mass Fire Shield
    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: +9 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    MARHSALL’S MOMENTS OF HEROISM: Temporary APs for 24 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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    ENTANGLED: -2 to attack rolls, -4 to DEX, half speed, cannot charge or run, movement halved
    HARPOONED: Movement halved again, other effects same as entangled. (two harpoons lodged)




    Movement Speeds:

    Corrath: 30 feet per round (Air Walk) + 30 feet (Haste)
    Ariel: 15 feet per round (on the ground), Flying 25 feet per round (Wings) + 15 feet (Haste)
    Skadi: 20 feet per round (Air Walk) + 30 feet (Haste)
    Zanaek: 20 feet per round (on the ground) + 30 feet (Haste)
    Evelios: 30 feet per round (on the ground) + 30 feet (Haste)
    Ragnar: 25 feet per round (Air Walk) + 15 feet (Haste)
    Mazarun: 30 feet per round (on the ground) + 30 feet (Haste)
    William: 7.5 feet per round (on the ground), Flying 10 feet per round (Overland Flight) + 7.5 feet (Haste)

    AP Count:
    Zanaek: 6
    Skadi: 3
    William: 5
    Evelios: 7
    Ragnar: 9
    Ariel: 10
    Corrath: 9
    Mazarun: 9

    Initiative Count:
    Evelios: 1d20+2 - 22
    Monsters: 21
    Corrath: 21
    William: 18
    Mazarun: 1d20+6 – 15
    Ragnar: 13
    Ariel: 10
    Skadi: 1d20+1 - 5
    Zanaek: 1d20+2 - 4

    [​IMG]
     
  15. Rilwen_Shadowflame

    Rilwen_Shadowflame Jedi Grand Master star 6

    Registered:
    Mar 27, 2005
    IC: Mazarun Zothyrr

    Everything was simpler, now. The world had condensed down into tight lines of focus, into the sounds of battle and the feel of his crossbow in his hands. Aim, loose, reload. Steadily, methodically, Mazarun worked his way through his targets, aiming always for those who seemed most dangerous.

    The spell-mazed and gibbering were less so, and his mind dismissed them. Their deaths would come later. The first priority was, as ever, the greatest threats.

    TAG: Any/all
     
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  16. Ktala

    Ktala Force Ghost star 6

    Registered:
    Sep 7, 2002
    Ariel Elandinai
    The Rock, Night, Brindol, Elsir Vale


    Ariel closed in on her target, her mind only on taking this spawn of the great wyrm out of the sky. She attacked the manticore, her mind a whirl with what had happened. Skadi was stuck down. She would let the party deal with it. She was no healer. She could only do, what the Winged Mother had given her the gift to do. Clutching Sulsalka, Ariel swept through the air towards the manticore. Ariel could feel the energy of of blade, as its power seemed to surge through her arm, anticipating her attack. With a snarl she swung at the manticore. And the Goddess responded, in a voice so powerful it was almost stunning to Ariel. Thunder and lightning rolling up her greatsword’s length as she carved it into the manticore hide. The power that came from the blade made Ariel flex her hand tighter around Sulsalka, as the powerful flash of lighting stuck out from the blade, making its presence known. Stunned, the dark creature seemed to fall out of the sky, taking its screaming occupant with it. But the screaming did not last long, as the manticore fell upon its rider, and both became silent. The Seldarine had responded. 'Merciful Seldarine!' Ariel thought to herself, seeing the full effects of Sulsalka for the first time.

    With a wide sweep of her wings, Ariel turned once more. There was another target nearby. A hobgoblin who seemed more aware than the others. Ariel moved swiftly. Skadi told them that they needed to hold this gate. And hold this gate they would. If she could keep the goblins away from the other, and buy them some time. She would have to be careful of this one. These goblins were different, and to assume that they were simply goblins would be a deadly mistake. They had already struck Skadi down. But that no longer mattered. What mattered was that they held the gate. And that the goblins die.

    Ariel held Sulsalka aloft, as she moved in for her next attack. The smattering of the gunk they had thrown earlier seemed to be wearing off. Perhaps soon, she would be able to do her full attack soon. Yes, these goblins were much more than they seemed. It was time to take them down.

    For Skadi.
    For the Winged Mother and the Seldarine..


    For Brindol.



    TAG: All
     
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  17. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    The Rock,
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    Blood poured from William’s side, darkness flickering across his vision. Two foot-long spears of heavy, barbed steel were tearing at his insides even as the mage fought to maintain his balance under the spell. Every cadence drilled in at Blackstaff Tower now came to the fore as he turned, hoping he’d done enough to deal with the enem—
    Blackness crowded in. The mage fought it back, concentrating; and the magic upheld him, sustained him. He surged forward in the air, robes flapping against him, clinging to him where the blood had spread enough to affix cloth to skin. Just a little more. Yes. There had been that instructor. What was his name again? No. Never mind. Remember later. Move.

    And with a final burst of flight that sent blood and blackness shrieking across his vision, William Marshall skidded in behind one of the battlements on the wall, landing with a growl of flying gravel and sand.

    Ariel and Ragnar covered his retreat. They’d managed to pick out the unconfused hobgoblins among the morass of broken minds out there in the field. The two warriors swept down, out of the sky, and smashed two hobgoblins out of existence who’d made it that far. It was neither elegant or clean, but it was effective nonetheless. And Mazarun made it three from three, crossbow bolts taking down another’s eyes first and then in the throat.

    Behind the wall, a wedge of pure, white light lit up the field, and the hound archon stepped through, behind the two hobgoblins. Zanaek was already past the servant of Torm, running through the air towards Skadi’s prone form. The archon did not concern itself with the cleric’s movement; Torm had brought it here, and no matter how powerful or pungent the stink of evil surrounding it, no matter the odour of five dark spirits in the air, it would fight. And the archon suddenly felt its soul sing; strong as it was here on the Prime Material Plane, the bard’s song made it stronger still – and it realised, in a microsecond, the source: the Words of Creation, that which was at the heart of all of the archon’s kind.

    It responded. Its greatsword lashed out once; twice. The hobgoblin turned, anger creasing its features, blood pouring out – and then its companion, mind still addled by the spell affecting it, took its head clean off with its own greatsword.

    Outside the wall, the hobgoblin commander’s head cleared for a long moment. He beheld the field; the Ghost Viper vanguard, largely dead or dying on the field around him and at the gate. Rage filled him. The winged elf they had been told about – the avariel – was on the ground, standing over the body of one of them. He leapt forward, charged, swung, screaming out to all the dark gods; but every strike he threw was deflected by the shining courtblade Ariel held.

    Then he felt something hot and blistering across his throat, and then nothing.

    Corrath recovered to guard, flicking blood from the weapon. The hobgoblin’s attack had given her enough distraction to circle in behind him and finish him off. It looked like they might actually survive this – the remaining hobgoblins still seemed in the grip of confusion, and—

    No.

    They were coming, from the west. She could see them in the night: big ones. Not hobgoblin – bugbear. She tried a quick count the way Barsillus had taught her and came up with twelve to fifteen. Armed with heavy axes, a good hundred feet out but coming in fast. And further back to the west, in shadow, hard to see, some sort of mounted—

    No time. “Everyone,” she said, into her ring, “Better get set for more. Bugbears, coming in.”

    Whatever the response to that, it was Evelios who saw something a little more heartening: from the east, from the smoking ruins that were the Tavern District (though the fires seemed to be going out, one by one, courtesy of Mazarun’s elementals) – four riders, thick-moustached, angelic wings projecting up over their saddles. Four hussaryn, riding toward the gate. Even if they were the only four Evelios could see approaching.

    TAG: All


    Corrath Marktos
    HP: 68/68
    AC: 30
    Attack: +23/+19/+23/+18/+23 Carduus/Bloodthirst (If two-weapon fighting, in Assassin Stance), +22/+17/+22 if only attacking with rapier)
    Damage: Rapier 1d6+13 (15-20/x2 +7d6+10), Kukri 1d4+13 (18-20/x2 +7d6+10) (in Assassin Stance)
    Saves: Fort – 18, Ref – 31, 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)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (9 rounds)
    MARSHALL’S INVISIBILITY: Greater Invisibility (24 hours)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Ariel Elandinai
    HP: 98/108
    AC: 30
    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+35 and bonuses apply. Dive Attack doubles damage. Diving Charge adds +2d6 damage.
    Saves: Fort – 25, Reflex – 26, 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 (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Sa’adi Adim
    HP: (Unconscious)/115
    AC: 19
    Attack: +22/+19 Winterfall (Also note claw attacks)
    Damage: 2d6+21 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 23, Ref – 17, Will – 26 (+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, Close Wounds (2), Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement,
    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 (while singing + residual)
    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)
    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)
    MARSHALL’S MASSIVENESS: +2 STR, -2 DEX, -1 penalty on attack rolls and AC, weapon size increases, Large Size (10 minutes)
    TYR’S STRENGTH: +4 enhancement bonus to STR (10 minutes)
    PRONE: -4 to melee AC, +4 to ranged AC


    Zanaek Grahorn
    HP: 84/84
    AC: 30 (33 vs. dragon)
    Attack: +18/+13/+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
    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 (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Evelios D’Rtan
    HP: 80/80 (NB: 17 nonlethal damage taken).
    AC: 29 (32 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: 8/10
    Saves: Fort – 18, Ref – 23, Will – 28 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear) (+3 vs dragon)
    Spells: (Bard 10, Base Save DC 18) At Will/3/4/2/2
    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 (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Ragnar Ingvarsson
    HP: 144/151 (Raging: 172/172)
    AC: 25 (Raging: 21)
    Attacks: +26/+21/+26 (Adamantine Maul) Raging: +29/+24
    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)
    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 (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    Mazarun Zothyrr
    HP: 121/121
    AC: 29 (32 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
    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 (while singing + residual)
    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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)


    William Marshall
    HP: 18/69
    AC: 18
    Attacks: +9/+9 melee
    Damage: Who cares?
    Saves: Fort 21, Ref 24, Will 28 (+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, Slow, Haste
    4th: Assay Spell Resistance, Confusion, Enervation, Greater Invisibility, Polymorph
    5th: Feeblemind, Hold Monster, Unfettered Heroism, Mass Fire Shield
    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 (while singing + residual)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    MARHSALL’S MOMENTS OF HEROISM: Temporary APs for 24 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)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    HARPOONED: Movement halved, can’t charge or run. (two harpoons lodged)
    INVISIBLE: Can’t be seen until attack or spell duration runs out (10 minutes)




    Movement Speeds:

    Corrath: 30 feet per round (Air Walk) + 30 feet (Haste)
    Ariel: 30 feet per round (on the ground), Flying 50 feet per round (Wings) + 30 feet (Haste)
    Skadi: 20 feet per round (Air Walk) + 30 feet (Haste)
    Zanaek: 20 feet per round (on the ground) + 30 feet (Haste)
    Evelios: 30 feet per round (on the ground) + 30 feet (Haste)
    Ragnar: 50 feet per round (Air Walk) + 30 feet (Haste)
    Mazarun: 30 feet per round (on the ground) + 30 feet (Haste)
    William: 15 feet per round (on the ground), Flying 20 feet per round (Overland Flight) + 15 feet (Haste)

    AP Count:
    Zanaek: 5
    Skadi: 3
    William: 5
    Evelios: 7
    Ragnar: 9
    Ariel: 10
    Corrath: 9
    Mazarun: 9

    Initiative Count:
    Evelios: 1d20+2 - 22
    Monsters: 21
    Corrath: 21
    William: 18
    Mazarun: 1d20+6 – 15
    Ragnar: 13
    Ariel: 10
    Skadi: 1d20+1 - 5
    Zanaek: 1d20+2 - 4
     
  18. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
  19. CmdrMitthrawnuruodo

    CmdrMitthrawnuruodo Force Ghost star 6

    Registered:
    Jul 1, 2000
    Yeah a post!

    Zanaek Grahorn

    Brindol's West Gate

    Everything was happening so fast. One moment they were fighting the red dragon amongst burning buildings and the next there had been an explosion the moment Evelios had pierced the foul creature with his weapon. He had thought, for a split second, that the bard had perished but once the smoke had cleared, Zanaek could see that the gods had smiled on the blasted fool. He had healed the injuries they had suffered, raised more protections and even refreshed some of the wall combatants before it became apparent that the west gate had fallen and the Horde was coming.​

    They wasted little time in hurrying to reinforce the gate both with bodies and a stone wall in which he was responsible in creating. It felt paper thin, the thickness of the magical wall, but with the gap that was left open, he doubted the incoming fighters would waste time trying to break through. Goblins and their cousins, the hobgoblins, were not considered all that brilliant as a race. He needn't worry too much and even if they did break it down, he could erect it back in place again.​

    Zanaek thought that the hardest part was over with the dragon slain, but he was too inexperienced with war to know that the battle had only really begun. Swallowing thickly he watched as the rush of hobgoblins pushed through the bottleneck he had created and... Oh Gods.. Skadi!

    The nasty creatures, far better armed then most of the Horde they had come across, had plowed right through his fellow cleric as if she had worn only her vestments to battle and nothing else. He tried pushing forward to reach her, to aide her, but the monsters kept on going, fanning out in search of newer targets. One had come rushing for him and the Tormite knew he would be no good to anyone, least of all to Skadi, if he joined her on the ground.​

    Zanaek climbed, no walked, into the air and out of reach of the foul creature that had decided he would be an easy target. Not today, he thought while hovering in the air, his eyes casting a glance at Skadi's prone form and worry plaguing the edges of his thoughts. Please do not let her be dead, Torm.

    There was nothing he could do from here without aiding the enemy in the process. Sometimes he hated the fact that his area prayers also helped those who were trying to harm him and his companions. Since he couldn't help Skadi in that way and there was no guarantee that he'll succeed in reaching her with a ranged heal, he knew he would need something to protect him and distract the hobgoblins below.​

    Zanaek knew exactly what was needed.​

    His lips moved and his hands gestured as he called to Torm's servants for aide. He could feel the glowing warmth of the Celestial Plane as the prayer he uttered reached out for one of it's holy warriors. A flash of brilliance and Torm's champion appeared moments later, instantly understanding why it was summoned and turning on the nearest threat to its caller. One of the enemy did not have a chance as the Hound Archon's weapon fell upon it with righteous justice.​

    "Keep them away from me!" he called to his celestial companion as he descended to Skadi's position. As soon as his feet touched ground again, he knelt beside the fallen Tyrian and felt for a pulse against her neck. It was there, weak but steady and the cleric sighed in relief. She was alive but barely and Zanaek was worried. If these hobgoblins could easily fell her and they were the frontline, what did the Horde have in reserve then?​

    "Blast it, Sa'adi. You are not suppose to fall!" he cursed softly. Zanaek reached for the tie that kept the magical staff to his back, slung around his shoulders for easy transport. He grabbed the weapon and felt the vibrancy of life within its ivory wood. He had no healing prayers to bring his friend to her feet and keep her on her feet except those that the staff provided. He hadn't wanted to use it, fearful that one of them may fall and never rise again without magical or divine interference but he had little choice now. If he did not bring Skadi back to the waking world in good health, she would never stand again and the rest of them would fall with her.​

    Holding the Staff of Life in one hand, he placed his other, open palmed against the warrior cleric's breastplate and muttered the command word for the healing prayer stored within. His hand glowed brilliantly along with the head of the staff as the healing energies channeled its way through his limb and fingers and into his friend. Gashes sealed, bones mended, and color quickly returned to her palor. Her breathing steadied and as he checked her pulse again, he felt it to be strong and steady once again.​

    "Sa'adi," he called. "Do not scare me again like that."​

    TAG: Saintheart cassie5squared

    Cassie, you can write up what Zanaek does if you like. He'll cast CSW on you after pulling out the harpoon.
     
    Saintheart likes this.
  20. Rilwen_Shadowflame

    Rilwen_Shadowflame Jedi Grand Master star 6

    Registered:
    Mar 27, 2005
    IC: Mazarun Zothyrr

    His focus was steady. There was no fear here, even with enemies approaching. They would come, and he would kill them. It was all so very simple. There was no conflict, for once, between all of the things he might want. No second-guessing, no questioning of his motives... if he particularly enjoyed this battle, none could chide him for it.

    Focus crystallised into readiness, eyes of crimson peering off into the battlefield, night's darkness no barrier to his vision. The enemy would come to him, and then they would die.

    So very simple.

    TAG: Any/all
     
    Saintheart likes this.
  21. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    The Rock,
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    A breathing space of a few moments as the company and its allies finished off the last of the wave before the wall, and they responded fast: Evelios hurled another incantation out into the darkness beyond, and even with blood pouring from him William managed to knot together another two spells to burst out among the screaming bugbears closing on the wall, shattering minds and causing some to flee.

    Skadi finally got to her feet, with a grateful nod to Zanaek, tapping the side of her helmet to try and clear the ringing she swore she got in it every time he sent one of his spells on her. “I tripped,” she said in reply to his question, turning her massive form back to the gate.
    “Close one,” murmured Corrath, somewhere behind her – as strength and protection surged through all of them, Zanaek whispering a prayer to Torm, going some way towards restoring their defences. Behind them, the hussaryn cantered in to positions within the gap between the walls.
    “Close enough,” agreed the cleric.

    And took an involuntary step back as out of nowhere, webs appeared before her, closing off the main gate into Brindol, as if a thousand thousand spiders had done their work in the twinkling of an eye. She glanced back; Evelios was lowering a small wand.

    Still no time to get complacent. “Let’s try that again,” she muttered, readying sword and shield. Even if the attackers would have to push through fifteen feet thick of web, the fact she’d been knocked flat meant there was nothing to underestimate about whatever force was being thrown at their position.

    Ariel and Ragnar, though, had some idea of it. The bugbears on the field had been thrown into confusion, babbling incoherently for the most part, though two or three of them seemed to have clenched filed teeth against the spells and still looked strong enough to do some damage. Avariel and barbarian put two out of their misery, retiring back to the wall, preparing for another onslaught.

    Ariel actually found herself standing next to William and Zanaek – as the cleric of Torm touched William’s bleeding, visible form, closing wounds, stemming the bleeding. But whatever spell the cleric had cast, it hadn’t removed the two lengths of steel impaling the mage. That would take more time, she suspected—and even reinforced, it was surely time they didn’t really have.

    TAG: All


    Corrath Marktos
    HP: 68/68
    AC: 34
    Attack: +23/+19/+23/+18/+23 Carduus/Bloodthirst (If two-weapon fighting, in Assassin Stance), +22/+17/+22 if only attacking with rapier)
    Damage: Rapier 1d6+13 (15-20/x2 +7d6+10), Kukri 1d4+13 (18-20/x2 +7d6+10) (in Assassin Stance)
    Saves: Fort – 18, Ref – 31, 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)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    INSPIRE COURAGE: +6 morale bonus to attack, damage, saves vs. charm and fear effects (while singing + residual)
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (7 rounds)
    MARSHALL’S INVISIBILITY: Greater Invisibility (24 hours)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    TORM’S DEVOTIONAL SHIELD: +4 sacred bonus to AC (1 minute)



    Ariel Elandinai
    HP: 98/108
    AC: 34
    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+35 and bonuses apply. Dive Attack doubles damage. Diving Charge adds +2d6 damage.
    Saves: Fort – 25, Reflex – 26, Will – 21 (+6 vs charm, fear) (NB +2 while within 10 feet of Zanaek)
    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 (while singing + residual)
    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 (7 rounds)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    TORM’S DEVOTIONAL SHIELD: +4 sacred bonus to AC (1 minute)



    Sa’adi Adim
    HP: 115/115
    AC: 31
    Attack: +22/+19 Winterfall (Also note claw attacks)
    Damage: 2d6+21 (19-20/x2) +1d6 cold damage (Also note claw attacks)
    Saves: Fort – 23, Ref – 17, Will – 26 (+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
    2: Bull's Strength, Close Wounds (2), Shield Other, Spiritual Weapon*
    3: Blindsight, Dispel Magic
    4: Air Walk, Death Ward, Divine Power*, Freedom of Movement,
    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 (while singing + residual)
    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)
    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 (7 rounds)
    MARSHALL’S MASSIVENESS: +2 STR, -2 DEX, -1 penalty on attack rolls and AC, weapon size increases, Large Size (10 minutes)
    TYR’S STRENGTH: +4 enhancement bonus to STR (10 minutes)
    TORM’S DEVOTIONAL SHIELD: +4 sacred bonus to AC (1 minute)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)



    Zanaek Grahorn
    HP: 84/84
    AC: 34 (37 vs. dragon)
    Attack: +18/+13/+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
    2: Aid (D), Owl's Wisdom, Spiritual Weapon, Quick March, Mark of Judgment (PHB2), Bull's Strength
    3: Curse of Arrow Attraction (PHB2), 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 (while singing + residual)
    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 (7 rounds)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    TORM’S DEVOTIONAL SHIELD: +4 sacred bonus to AC (1 minute)


    Evelios D’Rtan
    HP: 80/80 (NB: 17 nonlethal damage taken).
    AC: 33 (36 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: 8/10
    Saves: Fort – 18, Ref – 23, Will – 28 (+1 vs. (Sp) effects, Nymph’s Kiss) (+6 morale vs charm, fear) (+3 vs dragon)
    Spells: (Bard 10, Base Save DC 18) At Will/3/4/2/2
    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 (while singing + residual)
    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 (7 rounds)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    TORM’S DEVOTIONAL SHIELD: +4 sacred bonus to AC (1 minute)



    Ragnar Ingvarsson
    HP: 144/151 (Raging: 172/172)
    AC: 29 (Raging: 24)
    Attacks: +26/+21/+26 (Adamantine Maul) Raging: +29/+24
    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)
    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 (while singing + residual)
    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 (7 rounds)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    TORM’S DEVOTIONAL SHIELD: +4 sacred bonus to AC (1 minute)



    Mazarun Zothyrr
    HP: 121/121
    AC: 33 (36 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
    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 (while singing + residual)
    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 (7 rounds)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    TYR’S PROTECTION: +1 morale bonus to AC and saving throws (10 minutes)
    TYR’S SHIELD OF FAITH: +4 deflection bonus to AC (12 minutes)
    TORM’S DEVOTIONAL SHIELD: +4 sacred bonus to AC (1 minute)



    William Marshall
    HP: 50/69
    AC: 22
    Attacks: +9/+9 melee
    Damage: Who cares?
    Saves: Fort 21, Ref 24, Will 28 (+6 vs charm, fear) (NB +2 while within 10 feet of Zanaek)
    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, Slow, Haste
    4th: Assay Spell Resistance, Confusion, Enervation, Greater Invisibility, Polymorph
    5th: Feeblemind, Hold Monster, Unfettered Heroism, Mass Fire Shield
    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 (while singing + residual)
    TYR’S CANT AGAINST THE NINE HELLS: 30 protection against [Fire] damage (100 minutes)
    MARHSALL’S MOMENTS OF HEROISM: Temporary APs for 24 hours
    MARSHALL’S ICE SHIELD: Half damage on Fire-based attacks. If Reflex save allows half damage, take no damage on successful save (7 rounds)
    MARSHALL’S HASTE: +1 to attack rolls, AC, Reflex saves, +1 attack (20 rounds)
    HARPOONED: Movement halved, can’t charge or run. (two harpoons lodged)
    TORM’S DEVOTIONAL SHIELD: +4 sacred bonus to AC (1 minute)


    Movement Speeds:

    Corrath: 30 feet per round (Air Walk) + 30 feet (Haste)
    Ariel: 30 feet per round (on the ground), Flying 50 feet per round (Wings) + 30 feet (Haste)
    Skadi: 20 feet per round (Air Walk) + 30 feet (Haste)
    Zanaek: 20 feet per round (on the ground) + 30 feet (Haste)
    Evelios: 30 feet per round (on the ground) + 30 feet (Haste)
    Ragnar: 50 feet per round (Air Walk) + 30 feet (Haste)
    Mazarun: 30 feet per round (on the ground) + 30 feet (Haste)
    William: 15 feet per round (on the ground), Flying 20 feet per round (Overland Flight) + 15 feet (Haste)

    AP Count:
    Zanaek: 5
    Skadi: 3
    William: 5
    Evelios: 6
    Ragnar: 9
    Ariel: 10
    Corrath: 9
    Mazarun: 9

    Initiative Count:
    Corrath: 21
    William: 18
    Evelios: 18
    Mazarun: 1d20+6 – 15
    Ragnar: 13
    Ariel: 10
    Skadi: 1d20+1 - 5
    Zanaek: 1d20+2 - 4

    [​IMG]
     
  22. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    The Rock,
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    Zanaek frowned as the flow of blood responsible for staining William’s blue robe purple shrank to a trickle. It had been a long time since he’d had to deal with an impaling wound – it might’ve been Radok Keghammer, come to think of it. The two throwing spears had penetrated through William’s midsection; he was sure of his own ability that he could get the two spears out without ripping half of the mage’s lung out, but it’d be agony for the man mainly due to the slow speed with which he’d have to pull.

    The gibbering and screams of the bugbears from beyond the wall made the cleric’s decision for him. The cleric gently pulled back the hem of William’s hood to look him in the eyes.
    “Be ready,” said Zanaek. “This…may sting a little.”
    “Wait. Arael’sha.” Not William who’d spoken, but instead a familiar and welcome voice in the midst of the blood – Ariel, a light breeze tousling the cleric’s hair as she folded her wings. “There is another way.”
    There was a rasp as the avariel sheathed her courtblade, crouching down next to cleric and mage. She reached out and took hold of the two spears in her hands, drawing a hiss of pain from the mage. Closed her eyes.

    Purple fire streamed down the spears from her hands, and William disappeared – to reappear right next to Zanaek a second later. Ariel dropped the two spears she held to the battlement. A ringing clatter of metal echoed as they hit. The avariel was already rising, drawing her courtblade once more, and with a single powerful push of her wings, she was gone, streaking into the night beyond the wall once more.
    Good…trick…” coughed William, and Zanaek was next to him in a second, inspecting the wounds. Ariel’s action had spared the mage any internal damage, and the cleric’s spells were already closing his wounds. Indeed with the impaling items gone, the colour was coming back to William’s face rapidly.
    “What do you mean?”
    “Dimensional—cough—Hop. A short teleport spell. Same sort of thing that brought us from Urikel Zarl’s home back here. She’s a duskblade. She can channel some spells through weapons she holds. Never heard of it used this way before, though. Pretty special.”
    “Aye.” Zanaek looked out after the avariel, who was diving towards the bugbear positions, falling like a comet. “That it is.”

    Outside the gate, Ragnar recovered from his previous strike. Red rain fell from his hammer. The robed hobgoblin was dead, one blow ending him as so many others had. The big barbarian knew he ought do what he had several times already: return and vault back to the height of the wall, standing dark and impassive behind him.

    Instead, he looked out at the field; at the mass of bugbears; at the screaming and babbling monsters that had come to the gate. He remembered the years of walking; his childhood, in the Dale. Remembered what was said to him, what he carried with him as he took his last step from the snowline of the tundra and went into the south forever. And he remembered the faces of the women and children: the ones who had come, cringing, terrified, to Brindol’s gates as the Red Hand advanced, burning their homes behind them. He remembered the incursion on the Red Hand’s camp; holding the perimeter long enough for them to do what they came to do, and then stealing away like shadows. He looked at the bugbears, considered their size and strength. One need not be of the same species to understand their ways; battleragers, one and all. Six of them; screaming hatred against opponents who were not there, swiping wildly with axes at the air, even at each other.

    Ragnar Ingvarsson saw this, and did not turn.

    He charged. The hammer blurred as he ran them down, six against one, carrying twenty pounds of adamantine arisen from Rhestilor’s watery grave, Elias Kharmantle’s vengeance arisen. The first was thrown backwards a clean ten feet with one swipe. The second heard his shout at the last second, but he shattered its axe with one stroke and broke its neck with the second. The third, fourth, fifth began to turn towards him. He was screaming. No bloodred rage. Not yet. Not yet. Father. It was not the time for it yet. They came at him, heedless, fury driving them, and he met them one and all. An axe’s head whirled at him and missed; he took the owner’s head. Another poked its axe at him like a dagger; he ducked aside its reach and caved the bugbear’s shoulderblade into its chest. Father. And the last one dropped its axe altogether, grabbing at his arms, holding him immobile. This one was big; easily Ragnar’s height if not more, and the big northman returned the grip, muscles tightening as he met strength with strength, Elias’s hammer falling to the ground.

    For a long second, they stood silhouetted against the moonlight, monster and man, warrior and warrior; but the women and children at the gate came back to him and his world turned to red and his arms surged, driving the creature’s limbs back. There was a horrible, wet snapping, a noise like twigs being broken together, and the monster screamed, wrists shattered, and its strength disappeared and it let go of him and he raised his hands and he was screaming at the night as he clutched them together and swung them at the bugbear’s head and its skull half-exploded with his scream and its impact and it fell and he raised his head to the night sky and howled, and the Wolf’s heart was his, the Wolf’s fangs were his fingers, and he was given what the Wolf had promised: the moment of glory in battle, his enemies lying dead around him.

    Father, and he did not know whether he only thought it or whether he screamed it to the night sky, See what I am now, father.

    “Gods,” whispered Corrath, staring through the web at what the big barbarian had done. She’d almost involuntarily walked up to the edge of the sticky, white tendrils from behind Skadi’s immense frame as he’d torn through them.
    Omini’shallah,” murmured Skadi. Corrath looked at her. The cleric was pensive. “Hound of Gods,” she translated.

    Ariel had already finished off the last bugbear, and had swept into the air once more. Avariel had battle lust, too; it was just not expressed the same way. She turned, eyes to the west, peering with elvensight. And felt relief flow through her like a wave. She touched her Ring. “That’s all of them.”
    “There was some kind of mounted group behind them,” Corrath’s voice came back.
    Ariel looked again. “Not any more,” she said. “I see a few mounted shadows, but they are withdrawing. The moment is ours.”
    “Back to the wall, all of you,” came Skadi’s voice. “I doubt they’ll give up that easily. Zanaek – is William all right?”
    “I’ll live,” came the mage’s voice, pushed through some pain though it was. “Hey—Skadi, behind you, riders and footmen, coming in from the streets.”

    Ariel winged her way back to the wall, glancing back into the darkness from time to time to reassure herself the enemy was not simply feinting. The avariel glided in over the reinforcements moving in. The cavalry were a mix of Brindol’s own troops and some of the hussaryn, and the infantry all had the look of Lions of Brindol and some assorted levies out of the southern towns – the red tabards represented Dauth if she remembered right. And there was even a small contingent of dwarves among them, too. But they were being led by an odd trio of footmen: a short but powerful and unarmed figure, a big, dark-skinned man with a massive sword over his shoulder and a man with a—she felt herself smile as she coasted in to land. She guessed she had much the same smile as Corrath would have (if she wasn’t invisible). Even the corner of Skadi’s mouth had crooked upward an inch or two as the footmen jogged in.

    “No way,” breathed Corrath.
    The last man was muscled heavy, with dark brown, short hair and lively eyes that matched its colour. He’d originally been pale when they first met him, but a healthy tan was all over his body. Broad shoulders; muscular, with a big, heavy shield and a spear in the other hand. And when he spoke, it was in a deep tone, a very familiar deep tone as he gratefully dropped the rim of his shield to the ground.
    “Fancy meeting you guys here,” said Halden Virthyr.
    Skadi did smile then. “Halden. I seem to remember I’d talk with you after the battle.”
    “Well, Skadi, I can always take these men and go—”
    “Ye didn’t think we’d let ye hold a gate wi’out us, did ye?” said the dwarf. Or, more specifically, the dwarven monk named Durin Shieldbreaker, who’d left them a couple of weeks ago. “Course, if ye hadn’t lef’ us t’ deal wi’ th’ other ten thous’nd hobgoblins skittering up the walls, we’d ha’ been here sooner.”
    Demetrius Kemali, the dark-skinned Turmishman sighed, rolling his shoulders. “We came as quickly as we could.”
    “This the relief force Lord Jarmaath was talking about?” said Corrath, before realising the obvious.
    Halden frowned, looked around, then grinned. “Watch your purses, lads, that half-elf’s about here someplace. Aye, everything Jarmaath could cobble together to hold the gate with for now. Would be handier with a bunch of invisible rogues, I can tell you. Still – looks like you’ve brought us a little breathing room.” He raised his voice, turning to the few dozen men and dwarves around him. “Well, what’re you lot standing around here for? Get on that gate! Get a barricade in that tunnel!”

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  23. Ktala

    Ktala Force Ghost star 6

    Registered:
    Sep 7, 2002
    Ariel Elandinai
    The Rock, Night, Brindol, Elsir Vale


    Ariel had just finished off the last bugbear, when she heard a familiar voice over her ring. It was Skadi, and she sounded like her normal self. So they had managed to reach her in time. Ariel was glad of that. She turned sharply, heading back towards the wall, and checking the battlefield as she flew. She heard, more than saw Ragnar's battle, and the cry that followed. He certainly did not need any help. She was sure that his cry was urging the enemy who was falling back, even faster. She also could see they were regrouping. Ariel glided in over the reinforcements moving in. A mix of many beings made the ranks, some the Lions of Brindol, the others, from various towns and other guards. But what drew her eye was a certain trio. She smiled, as she recognized them. Ariel once more landed next to Zanaeth and William, taking advantage of the break as she listened to the banter between Skadi and the arriving troups. The dwarf Durin Shieldbreaker, and Halden Virthyr, briefly chatted with Skadi, before Halden started barking out orders to the others to rebuild some sort of defense for the broken west gate.

    Ariel closed her eyes for a moment, as she reached down, and took out her water skin. She wondered how the Tiri Kitor and the others were holding up so far. As she took a long sip from he water skin, she knew that they would not have much of a break. The enemy would do their best to pass through the break, no matter how small, it was in an attempt to get in. But at least that would bring the worse of the attack to them.

    "Thank you Winged Mother.." Ariel mentally whispered to her patron. Was this how her mother felt, as a cleric back home? To feel the power of the Goddess run through her? Sulsalka hung on its cord, next to her leg. Ariel tipped her head back, and took another sip of her water skin, as she opened her eyes, looking over the group. Her wings folded gently around her shoulders. She gave a soft but deep sigh, before she leaned against the wall, enjoying the brief rest before the next wave of attacks came.




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  24. Ramza

    Ramza Administrator Emeritus star 9 VIP - Former Mod/RSA

    Registered:
    Jul 13, 2008
    Evelios D'Rtan, Poe the Raven, and Players
    I Believe if we Learn from the Past We'd Say Haven't we Been Here Before

    "... Writer's block?" the bard asked, skeptical.

    "Writer's block," replied Edgar Allan Poe, shrugging.

    "I don't understand," Poe interjected, avian brow furrowing as best as an avian brow could furrow.

    "Central control's got writer's block. They can't figure out how we should respond to external stimuli."

    "That," Evelios pointed a finger at the respected author, "I find very difficult to believe. There's exactly one thing that happens when central control gets writer's block, and I've yet to hear-"

    ZAM ZAM ZAA ZAM ZAM ZAM ZAM ZAA ZAM ZAM

    The bard threw up his hands in resignation.

    "Now do you believe me?"

    A second Evelios rolled his eyes. "So we're stuck in the neutral position? Even though one of my best friends just tore through the enemy like they were so much paper."

    "Yes."

    "And another acquaintance just showed up again for the first time in ages."

    "Yes."

    "Then what the hell is our body doing?"

    "Er..."






    Evelios continued to sing while apparently deciding this down time was an excellent opportunity for a dance number.




    "Gods dammit."

    "Well, it could be worse," Poe replied, patting the third Evelios on the back.

    "Oh really? Do tell."

    "We could be stuck listening to something really obnoxious and annoying like-

    ZAM ZAM ZAA ZAM ZAM ZAM ZAM ZAA ZAM ZAM

    "Like that?"

    "I'll just shut up now."

    TAG: All or None













    "Hey, wait a minute, I thought we set up an elective system to prevent this sort of thing."

    "Yeah, but... ... you know how in times of crisis, the Romans would appoint a temporary dictator?"

    "No, we don't have Rome in this campaign setting."

    "Well, uh... you know how we do that for combat situations?"

    "Yes...?"

    An Evelios in a toga walked out of the central control office. "Friends! Bards! Countrymen! Lend me your ears! On this day I should like to appoint as my Minister of Internal Affairs, Monsieur Edmonton, the copyright law friendly talking horse!"

    "Ah."
     
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  25. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    The Rock,
    Night, Brindol, Elsir Vale
    Thirtieth of Kythorn (Midsummer’s Eve)
    Year of Scattered Lanterns (1368 DR)

    Skadi's lips formed a thin line. She couldn't see the precise numbers through the web, even if it was dessicating. Numbers she could count would have been a bulwark against the tightening she felt in her shoulders that grew with the black mass of troops forming out there in the west, a mass touched by moonlight with steel tips and standards rising. The cleric ignored the trilling harmonic her helmet bestowed on her from some note in Evelios's mad singing, and took another look at the barricade. Dwarves and men worked as if meaning to raise a month's labour of building in a few minutes, but also worked with inferior materials and binding clay with too little moisture in it. Every moment that black mass of troops grew larger gave time for the barricade to rise, grow thicker, but its size did not balance against the increase in the mass. And she knew the tightening in her shoulders was not simply from the imbalance.

    Something else was out there; something she could not place, only feel it watch. She was reminded of a group of children she'd run with, in Calimshan. They had found a black insect, a tiny beetle with unblinking, black eyes, trundling thoughtfully across a gravel-strewn alleyway. Innocently cruel, one of them had produced a curved piece of glass, and to the horrified delight of the others had gathered the sun's rays through the glass onto the back of the small, obsidian traveller. The beetle had tried to move aside, thoughtfully; slowed as the light glared, thoughtfully; then finally seemed to thoughtfully stop and contemplate a great mystery as the focused, searing light killed it, legs waving slowly in horrible acquiescence as a thin wisp of smoke unfurled like a little funeral pyre. The beetle had been in her dreams for twelve nights. She had found herself inside its shell; felt her skin welt and burn and burst as the sun's eye peered upon her. Now she was nightbound again, and the sun's eye was there once more, somewhere out there in the darkness, focusing here.

    She clicked her teeth together, turning in the direction of the keep. "Jarmaath. There is little time. What you have sent here so far will not hold back what is gathering out there. How long?"
    We're ready now. Jarmaath's thought had a wash of relief through it, even if betrayed by an undertone of fear. I've got the reserve prepared. At Cathedral Square. I'm about to lead them out for the West Gate now. I hope for all our sakes this is what they mean to do. If we don't stop them at the gate, there is nothing else I can throw at them here. I will need you to--

    A red burst, then emptiness; silence in her mind.
    "Jarmaath."
    Silence.
    Jarmaath. If it was possible to make a thought louder, she made a valiant effort at doing so.
    Silence.

    She was answered only by silence from the telepathic link; and from a great noise, as of something raising itself to its feet from out, beyond the gate. The black mass began to shift, and, slowly, like blood running across a floor, begin to close on them. She felt the sun's eye open on her.
    "I think this is it," said Corrath's disembodied voice from next to her; Skadi restrained herself from jumping. "There's movement out there. I think they're going to try the gate." A short silence. "What is it?"
    Skadi took one, long, precious, unrecoverable moment to think.
    Raised her Ring. "Something is wrong. The contact with Jarmaath -- it has broken. I cannot hear him. He was at Cathedral Square, about to bring the reserve."

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