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23:36, 11th October 2024 (GMT+0)

IC Thread 3.

Posted by wlake.gmtnFor group 0
Jack Springhill
player, 10 posts
I am here to help.
What do you need?
Sun 9 Apr 2023
at 20:53
  • msg #48

IC Thread 3

Jack springs into action, as he notes the potential for danger, his polearm and spiked gauntlet already in hand, though he takes his lead on Aranea....

Assuming we are going by initiative order???

"Ware my magic blade."
Lady Maevre
player, 173 posts
Sun 9 Apr 2023
at 21:14
  • msg #49

IC Thread 3

Maevre had spent some time at the magic shop before selecting the ring of power and the greaves.

She'd been quiet thinking about things and trying to make sense of what was happening, only snapping out of it when she saw bandits. She flew to the one that was nearest to another and unleashed a kick at the bandit's head.


  • Move action: move to a bandit. Can move 60' in a move action.
  • Standard action: deathmark


To hit total 16
If it hits
1> Unarmed damage d6-1 str + 7 dex +1 mighty fists => d6 + 7 => 10
2> Fiery doomy blasiness an aoe 10' around the target (but not me). 19 damage ( I accidentally added 7 in the die roller)

Total:
Assuming I hit ...
10 hps to the bandit I hit
19 fire damage to all in 10'r , Reflex Save of 17 for half
wlake.gmtn
GM, 109 posts
Mon 10 Apr 2023
at 04:11
  • msg #50

IC Thread 3

Vorstuk becomes the site at which you find yourself reuniting with the landscape.

The tower looms above you as combat begins, inducing a maddening din as the dogs' legs strike the ground and there seem to be three parties, you, the bandits, and the astirax. You see one of the dogs' teeth rip into one of the bandits and one of the bandits beats a metal plate to gather the men to battle and you can see several from the lip of the observation tower preparing for combat as they descend the ladder while the fight goes on.

Lady Maevre manages to duck in and out of the darkness before slicing upwards through the entrails of the bandit closest to her before landing a kick on his head, who frantically assesses the situation before landing a couple of blows with his spear against the totally abstract-looking dogs whose body seems to be of ripped fibers.

The technique allays responsibility for the dark god and you feel his energy coursing through you, Lady Maevre.

The sky is beset with a wound-like sun whose colours bleed beyond their requisite stature, and a notable silence is what you anticipate after the battle, as the surroundings are such that the isolated outpost heeds no distractions except for the full-to-bursting tower in which you could probably dominate the bandits, but you're not sure exactly how many they are aside from the aforementioned glances.

Bite +4 and slam +4 from the dogs which are now charging toward the other members of the party given Lady Maevre's stout stance. They, if they latch on, are able to drain your strength, but they are unable to put their teeth through Aranea's full plate and they make desperate clicking sounds as their canines fall upon grating metal.

The dogs all seem to want to team up on Jack given his possession of the dagger and your pulse, Jack, seems to align with the dogs' gait and their powerfully throbbing image. Several bites in, their master seems to push you towards your goal but you detect the fear on the dogs is not shared, instead the dogs pursue you with a lush vanity prior to pushing their scent-driven selves on the plains of some other place, which you feel with a strident tug left beside the horizon's sun. Bridles would once have seen purchase upon their flesh, but the fire-breathing horse seems to channel the energy of the astirax, and you never know if a legate might be hot on your heels, busy as they are. Several gusts of wind tug at the grass, and the rolling fields seem to sharpen the lonely stabs that accompany the dogs.

The bandit falls over in crippling pain and is attempting to stand but several dogs latch onto him. One other bandit seems alarmed by you and charges but you're able to deflect his spear. Your goods sit tight on your person, with little encumbrance. Certain ideas fill the space as one other dog heads toward Jack, but overinvests.
wlake.gmtn
GM, 111 posts
Mon 10 Apr 2023
at 04:50
  • msg #51

IC Thread 3

Fire resistance takes effect in 3D space, pushing the methods of attack into a fully-fledged multiple combat round scenario. So everyone attacking does so with their BAB highlighted and the dogs are worth a hefty amount of experience. They are considered a level 4 combat as there are 4 level 4 dogs but the bandits are also a CR 4 encounter.

One spell per day matches up with one spell given a distinct DR, so fire spells are highlighted for this round as the fickle dogs are highly elemental, and the XP is standard.

Typical 1000xp in a hyberbolic curve, or bit terminology regarding advancement, so you have to achieve around 60000 total XP (approximate) to level up to 7.

Lady Maevre's AOE means that several of the dogs bounce off of each other in some other realm before re-materializing in the combat, snapping one of the guards' spears, who is burnt by fire magic.

Speaking with plants finds shinto-esque recognition here, and you suspect it's from the bandits' private religion.

Whetstoning your swords you find they are keen against the bandits, who probably fear fire given their bearded nature, something of a stereotype of rural peoples in this region.

The rain is such that you receive a bonus to movement as the magic bleeding from the astirax grants a +3 to evocation spells that can be ridden in lieu of attacks of opportunity.

Herbalism secures fire tilting (AKA a minor bonus), and smoking the herbs re-aligns Izrador's shape and disposition towards the region's wandering monsters.

4d6 damage is selectable from the lightning energy dancing about the feet of the tower, and if you harvest some, you are able to for 1000 XP per spell level to re-orient the positions of the elven beacons which are lit by neverending light spells and whose black magic aligns with the elves of the forest nearby. Snow of the Danisil marks a tilt toward the geographic alignment of the power nexuses.
wlake.gmtn
GM, 112 posts
Wed 17 May 2023
at 00:39
  • msg #52

IC Thread 3

A literary interpretation of the above post:

Lightning and fire dance around the feet of the dogs who are AOE'd before reaching you. The power nexus surges with black and highlighted energies, wells of blue liquid within them offering a dance with tellurgic materials. You suspect that the guard tower is perhaps a power nexus disguised as a feedery for the blink dogs' and astiraxes' metallurgic thirst. If you drink of the arcane energies, you will find that you are able to boost your stats for a bit. Also, bottling them up would be an option as there was obviously a sciency bottling process going on, the extent of which you don't know for certain. The bottles are of a slightly different make than the ones you brought with you (each one) from Baden's Bluff.

Lady Maevre's fire magic receives a +3 bonus to damage for the upcoming combat as a result of the power nexus's energy.

The corpses of the dogs re-animate into blood hounds whose fangs drip with a sickly arcane cast, They are positioned about thirty feet away from you. You can hear the cries of the Fell as they skate their way to the surface of the earth, the spinning of the power nexus growing louder.

Enemies vulnerable to fire magic.

Water dances on the bottles if thrown at the dogs and the legates, which is part of an ancient ritual in myth. And you suspect that there are more bottles to come from the next outpost, as they are almost always outside city limits.

Inordinate amounts of breath weapon mean that the hounds' teeth are magical and valuable.

They seem to be charging you.

A CR4 encounter: Dogs go first and are moving toward you at a brisk pace.

Animated dogs and human Fell
Maevre
Aranea
Jack

If they bite you you will need herbs from the nearby woods to counteract the venom but until then they dance like spiders. Their AC is lowered; in its' place, a power attack shifting focus to their jaws. Several of you in a line means you're able to hit them once before they are upon you.
wlake.gmtn
GM, 113 posts
Wed 17 May 2023
at 00:44
  • msg #53

IC Thread 3

Each dog with 10 HP and each guard with 10 as well constitute 2 CR 4 encounters. They will attack you with their breath weapon on the next turn, allowing you one round of attacks and they'll vary the breath attack with bite.

The landscape is flat all around leaving fire-scarred grasses, and as Lady Maevre, Jack, and Aranea poise for battle, one of the Fell starts gesticulating an absorbing some of the fire done by Lady Maevre.
Aranea
player, 43 posts
Sat 19 Aug 2023
at 18:22
  • msg #54

IC Thread 3

Aranea fires her crossbow with poison application via the chemical bow at the Fell because an uncertain spell is always a larger threat. She then moves 40' to spread out their own little band so that it is less likely to have everyone caught in each burst as she anticipates their fire breath.

ooc: 12 to hit, 5 damage if hit, con dc 17 vs 2 str damage, next round same vs 3 str damage... And 40' move.
Jack Springhill
player, 13 posts
I am here to help.
What do you need?
Sun 20 Aug 2023
at 17:39
  • msg #55

IC Thread 3

Jack channels shocking grasp through his weapon and initiates the whirling property of his polearm attacking all the dogs and the bandit.

Polearm attack on the bandit...
Today: Jack Springhill rolled 26 using 1d20+6.  attack roll bandit.

Today: Jack Springhill rolled 8 using 2d4+3.  Damage, natural 20 triple damage.

Today: Jack Springhill rolled 10 using 3d6.  shocking grasp damage.

Finishing that attack on the bandit, he moves on to the dogs themselves, still whirling his guisarmie....

"Bad dogs!"

Jack misses the first dog...Assuming a 14 misses...

Connects on the second one...
13:46, Today: Jack Springhill rolled 7 using 2d4+3.  damage.

13:44, Today: Jack Springhill rolled 22 using 1d20+6.  attack roll dog 2.

This message was last edited by the player at 17:48, Sun 20 Aug 2023.
wlake.gmtn
GM, 118 posts
Sat 26 Aug 2023
at 02:59
  • msg #56

IC Thread 3

Jack's elemental fury rages just beyond the point of impact as per the whirling dervish technique he employs. It's almost as if he's using cleave to get at the snarling dogs. His miss turns into a hit given the dog's susceptibility to being too reliant upon its fellows. Little did Jack know that he had a streak of silver in his guisarme that kept the nearly rabid dogs at bay. But they do seem to be fusing with the astirax and all this occurs as the sun sets in the west, pushing the diagonal directionality towards the road curving to the southwest.

There's a significant distance between the channeler bandit who unleashes a barrage of fire-driven torment toward you, which demands reflex save rolls from the players. Jack Springhill seems to be the target of the hatred pouring out of these creatures. With Aranea's strength damage you can see the true form of some of the astirax, wet flesh flapping its wings.

Initiative:
Animated dogs and human Fell
Aranea
Jack
Lysias?

Aranea's attack combined with Jack's swings push the creatures into the hands of the Fell caster whose channeled spell changes from orange to green. You never know if he might unleash a poison fireball. Jack rolls an 18 on his Reflex save, and Aranea, I don't have saves for you, though I may have just missed them on the sheet. Rolling at a +1, you got a 17. This shifts the group towards a more linear formation (since we're not doing grid combat). Several of the rabid dogs' shouts jack up some of the melee Fell who continue charging you. Jack, after the combat, we can do some character interaction on the road. Until then, there's a chance you may be spotted by the silent shout of the Fell.
wlake.gmtn
GM, 122 posts
Wed 28 Feb 2024
at 00:42
  • msg #57

IC Thread 3

The sun sets as the guisarmie Jack wields connects with yet another Fell. The zombie dogs, some licking their wounds, somersault into a solid matte of bloody fur. Tomorrow it may even be that Apollo will bless your journey, but for now, your vision strains against the backdrop so bannered, a glimpse into a new-fangled world in which the gods cannot defeat you but you are unable to ascend unto their level. The Fell spin stories of their trials and tribulations, focusing the attention on the afterlife into an obsession.

Rolls: Astirax automatically flat-footed, vulnerable to magic. 16 19 15 7 to attack, 13 10 9 5 damage for anyone who crosses paths with the 4 Astirax
undead Fell give off a paladin vibe, you suspect unholy valour would be the motivating factor here, the astiraxes level their constantly morphic cloud to penetrate any invisiblity clouds, forcing a saving throw to not be compactified by their bizarre lovecraftian geometry.
Fell: halberds at +6, 22 9 11 10
damage 13 6 10 18.

The tower is flammable recalling the fire giant you all slew in the city of Cauldron, but there is always room for improvement as far as solar positioning goes, this part of the world uses a dual lunar calendar. The sun domain is emphasized in the slave-ridden Sea of Pelluria region.
Jack Springhill
player, 26 posts
I am here to help.
What do you need?
Tue 5 Mar 2024
at 01:04
  • msg #58

IC Thread 3

Jack takes in the solar position of the sky seeing something that reminds him of the void and the dragon's eye he had seen before in a dream when he met the dragon in that far distance, so far that the star buring so near at this point makes him wonder where it was he encountered the abyss and how far away it must have been from the place he had come to just a few days before....

Jack twirls his polearm overhead, ready to continue the fight....apparently he does so poorly that making any sort of attack would have failed....see dice roler

"Someone remind me that I should recall the sticky floor spell."
This message was last edited by the player at 17:49, Thu 07 Mar.
Aranea
player, 49 posts
Tue 5 Mar 2024
at 20:55
  • msg #59

IC Thread 3

As the Astirax seems to generate significant problems, Aranea moves to take advantage of her chill touch spell. Her species has a particular distaste for fire but cold magic she had a little of... and magic was needed against such creatures. Chill touch might cause them to break ranks if struck. She is fairly good at striking.

Aranea rolled 21,3,6 using 1d20+9,1d6+1,1d6.  Accuracy, damage, rounds undead panic if will save(14) is failed.
Quil Blighteye
player, 11 posts
Tue 12 Mar 2024
at 06:47
  • msg #60

IC Thread 3

The chanting of his followers still rung in his ears as Quil's mind drifted along on the empyreal pathways. His psyche was drawn along a winding path of destiny to a destination he could not guess. But upon his arrival he found two minds, they were in distress and they were perhaps in need of his assistance. Drawn by the winds of the fates. Quil pushed his mind through the empyrean and into the physical world. His body followed along and he stumbled onto the battlefield only a short distance away.

In a moment he took stock of his situation, putting a hand to his face to center himself. He felt the smooth serene face of his crystalline mask even as the hardened ectoplasm of his bulky blue grey armor tried to cover it. In his other hand he felt the weight of his Psicrystal, a fist sized chunk of amethyst he would have been heart broken to have lost in the transition from the empyrean.

His eyes burn bright as he glares at the Fell the bass rumble of dozens of men chanting fills the air for a moment before Quill swings the arm holding his crystal and a bolt of lightning fly from his hand. (maybe hits with a 12 against touch)


OOC:
Move: Gain Psionic Focus
02:44, Today: Quil Blighteye rolled 31 using 1d20+12 ((19)).

Standard: Manifest Energy Ray (Electric) on the Fell. Linked Power Synchronicity (to cast Energy Ray Next round)
02:42, Today: Quil Blighteye rolled 12 using 1d20+3 ((9)). Hit?
02:43, Today: Quil Blighteye rolled 17 using 5d6 ((5,6,4,1,1)).
6PP spent

wlake.gmtn
GM, 129 posts
Thu 14 Mar 2024
at 18:45
  • msg #61

IC Thread 3

The cohort continues diving and hurtling towards you, having solidified their waves of potent blood coursing through their veins, in a way, protecting themselves with the sense of a channeler about them. The milieu, blood-red, and the magic, in other words can be felt with a sense of gratitude. The formations seem to separate, waves of magic filling in the gap for the sense of channeled magic, blue light re-arranging the web of cold that Aranea's strike uses, causing a prismatic colour. Dashing forth, Jack's beam of light from his guisarme resettles upon a linear trajectory, napping one in the bit just as their ranks close over yours. The formation is now scattered, leaving truths about their inner workings vacant. From a distant point Quil emerges and touches down upon terra firma, leaving second guesses as to how the creatures had been working. Did he work for the enemy or perhaps uproot himself to serve a valiant cause? Answers are few and far between but the raw physicality of the enemy suggests that this might be an isolated group cut off from the seeding hand of Izrador. Maybe they work for the greek Gods, maybe not, but judging by their shimmering there was some kind of planar healing bringing Quil into the mix.

The tower remains steadfast in the background as you hear several grunts by the charging legates, with the one caster hovering in the awning of the misty landscape ever so far distant but still reachable by magical outlets, bends in the raw frameworck of things. Their beards seem to swing like pendulums as they charge, shouting in the Dark Tongue, with the astirax starting to swivel about the legates, apparently attempting to heal them from the ranged attacks (with Jack up against 2 of them, and I imagine you guys in a triangle formation until corrected). The purple-grey cloud, saturated, of Quil's blasts a center hole in the Fell legate, dropping it and stitching the next attack to the cosmos, allowing its radiation to inflect the next beast to pass. Though hit, the weakness of the attack (being as it's a 9) is instantaneously regenerated, leaving speculation as to how they will armor themselves next round, but Quil is able to target them from the vantage point of the blast which now seeps like a gaping wound. The smoke blasts Jack's white and hardened face but he manages to de-arm one of the 2 legates on him, with Aranea at an angle, feeling a Kafka-esque drift toward the enemy, and a poison-tipped bow is what you are able to sense that the magic user is now utilizing, this granted by your primal nature. (Trying to play it more by the book than this description merits, so bear with me).

The gnawing bites inflict 3 damage upon Jack, the psionics thrown by Quil maintain their potency but deal no damage, and the sixth sense of a poisoned arrow seems to seep into a hoarfrost settling upon things, damaging the caster legate by 3 points on one charging legate, and 6 upon the other.

Initiative: (the enemy has already attacked, dealing just the 3 damage to Jack). So Aranea's up again.
Animated dogs and human Fell
Aranea
Jack
Quil
Aranea
player, 51 posts
Fri 15 Mar 2024
at 16:03
  • msg #62

IC Thread 3

The young spider-girl now takes advantage of all her limbs now that her spell was cast. She unleashes a barrage of claw attacks and finishes with a terrific bite.

Aranea rolled 26,10,19,15,20,22,29 using d20+7,d20+7,D20+7,D20+7,D20+7,D20+7,d20+9 with rolls of 19,3,12,8,13,15,20.  6 claw attacks (last has cold), bite.

Aranea rolled 30 using 7d6 with rolls of 4,4,6,5,4,6,1.  6th die is cold, dc 15 fort save req or bite causes d6 str loss.

Jack Springhill
player, 38 posts
I am here to help.
What do you need?
Fri 15 Mar 2024
at 20:32
  • msg #63

IC Thread 3

Jack notes the new arrival but continues to push the attack, seeing the fell before him he attempts to trip the lumbering opponent, hoping it takes some time for the creature to regain it's bipedal footing....


Hooking the fell he yanks and pulls to disrupt the balance...

Today: Jack Springhill rolled 10 using 2d4+3.  damage.

16:33, Today: Jack Springhill rolled 18 using 1d20+6.  attack roll.

This message was last edited by the player at 20:34, Fri 15 Mar.
Quil Blighteye
player, 15 posts
PP 27/34
Fri 15 Mar 2024
at 20:46
  • msg #64

IC Thread 3

Quil Watches his attack falter and refocuses himself steading his feet and drawing power up from the earth. Then he casts his mind into the future grasping glimpses of possible futures and using them to guide his actions.

Feeling more confident about his odds he draws energy to his fist and casts it out at the Fell once again. Every hand of fate turns against him and the ray of electricity flies wide of his target. But the power riding along on the manifestation will allow him to try again in a moment when the time is right.


OOC:
Move: Regain Focus
16:39, Today: Quil Blighteye rolled 22 using 1d20+12 ((10)).

Standard: Offensive Precognition. 3PP +2 to attacks

Synchronicity Standard: Energy Ray with Linked Synchronicity 6PP
16:43, Today: Quil Blighteye rolled 6 using 1d20+5 ((1)).

wlake.gmtn
GM, 131 posts
Sun 17 Mar 2024
at 01:42
  • msg #65

IC Thread 3

The creatures having been struck spill some blue blood yet again, this time their wrinkled and hoary skin seeming to take on a watery cast as their forms seem to be joined by some kind of wire or taut string, something like sinewy intestinal flesh smeared with folic acid.

The melee-oriented legate Fell is down to 0 of 12 hp, and Jack drops him right there, tripping the next one to come at him (so as it resolves Aranea and Jack are positioned next to melee guys and Quil is by the casters. Seeing as there is no grid, there is an armored Fell now near Aranea and Jack, with the more distant caster being the third, a ranged one ten feet from him (left and right respectively) and they are by the watchtower. Quil is somewhat above the ground still having just arrived and unleashed his energies to a good end. Melee number 2 drops from 23 to 19 strength, and you see this fault taking over his arms. His strike falls short and his arm actually breaks off, axe from this now ogre-seeming "oni" now at his feet, and with a successful trip, causes him to slide unnaturally towards Aranea. This one must have changed form at some point and Aranea forces him to flee with some finesse, perhaps that's why he changed form. He is now thirty feet from you and thirty feet from the ranged cadre. Quil's strike, on the caster creature with 23 hp, engages a ranged touch attack, which succeeds, dropping him to 18 hp. The link seems to radiate energy between groups, separated by color.

The caster sends a bolt toward Aranea and the ranged guy a longbow shot, (he is near water at this point from your perceiving just now) toward Quil. Aranea is hit for 8 damage, as if your cold worked back against you. Quil's energy cloud easily absorbs the arrow, which he thus deftly avoids. Before dying (as this was the initiative order,) Jack nimbly, with a quick bendy dexterity, avoids the recently conjoined form before it is forced to flee.
This message was last edited by the GM at 01:48, Sun 17 Mar.
Aranea
player, 55 posts
Tue 19 Mar 2024
at 01:08
  • msg #66

IC Thread 3

Aranea went into motion again, more feral seeming perhaps this time as accuracy was clearly not the strong point. The icy magic she had invoked now faded from existence. With an enemy fleeing and not wanting them to get reinforcement, she decides this is a prime opportunity for using one of her limited webs per day.

Aranea rolled 22 using 1d20+7.  Web. 16 escape dc, 20 burst

Aranea rolled 3 using 1d6.  Strength damage dc 17. – 7

Aranea rolled 12 using 2d6+2.  Critical bite damage. – 12

Aranea rolled 20 using 3d6+3.  Claw damages total. – 20

Aranea rolled 9,10,18,13,20,14,29 using d20+7,d20+7,D20+7,D20+7,D20+7,D20+7,d20+9.  Last claw has cold, full attack on close enemy.

Jack Springhill
player, 43 posts
I am here to help.
What do you need?
Tue 19 Mar 2024
at 01:11
  • msg #67

IC Thread 3

Jack seeing an opening and more than one enemy within range of his gusairme sets the magic to whirling, allowing him to attack each within range, once......

The shaft hums in his hands as he slashes....
I am assuming 3 are in that range....


Today: Jack Springhill rolled 9 using 2d4+3.  damage 1.

21:13, Today: Jack Springhill rolled 8 using 2d4+3.  damage 2.

21:12, Today: Jack Springhill rolled 11 using 1d20+6.  attack roll 3.

21:12, Today: Jack Springhill rolled 22 using 1d20+6.  attack roll 2.

21:12, Today: Jack Springhill rolled 17 using 1d20+6.  attack roll 1. –


The first two attacks seem likely hits, but the third one is just out of range of the slashing death.
This message was last edited by the player at 01:15, Tue 19 Mar.
wlake.gmtn
GM, 134 posts
Wed 20 Mar 2024
at 00:49
  • msg #68

IC Thread 3

The aberration formed from two sources stumbles from having its arm removed, staggered, before resuming a gnarled and fastidious approach. Aranea is able to secure its immobility before it starts generating a large cloud of confusion. These creatures have DR/slashing so I would assume that applies to your guisarme, Jack. You are able to approach and attack the legates in the distance with a cinematic dash that compliments your rapid manual dexterity. In a flurry of blows-esque ritual, you're able to flay their meagre and dessicated skin with several blows and the melee composite seems like it's attempting to chase you before Aranea secures her web. The creature fails to wiggle its way out, making sense, 'cause it's a stodgy undead. (15+3, 4+3) from arrows and one casts a dark wave spell with a paralyze touch but you're able to wave your guisarme into it to absorb it, having focussed on your approach so distinctly. Quil remains in the middle space. Daelamin makes a similar entrance before being noticed by the lich casting spells. He sensed a deep undead presence, and entering a similarly deep meditation, allowed the greek Gods to convey him into the milieu with a stride unheard of outside even those humans who ford their way across the scarred landscape on a daily basis. When he arrives, he faces an arrow, having failed his dexterity roll for targeting as a flat-footed approach. An arrow nicks your cheek, causing 1 damage, but you'll be able to find a fountain in the city that will heal the scar courtesy of the greek Gods, otherwise, it will attract "shark" attention. Aranea is able to bite off the arm of the construct and it falls to the ground hissing. So there are two enemies remaining outside the one in the net, caster and ranged. The River El will wind its way into a proper corkscrew shape, attended as it is by water-bearers the most of whom are halflings and the water you saw will reflect the dying sun with a not-too-distant ride to Highwall.
Aranea
player, 60 posts
Thu 21 Mar 2024
at 17:03
  • msg #69

IC Thread 3

Aranea falls upon the entangled foe with her claws and fangs.

Aranea rolled 11 using 3d6+3.  Damage. – 11

Aranea rolled 22,22,23 using D20+7,D20+7,d20+9.  Attack rolls fall upon the webbed foe

Jack Springhill
player, 50 posts
I am here to help.
What do you need?
Thu 21 Mar 2024
at 17:14
  • msg #70

IC Thread 3

"Dang things are impossible to cut, looks like another tactic needs to be used..."

Jack changes direction to put some distance between himself and the creatures to see if others can engage them in that way....

As he does this he takes aim with the minor spell to see if they are undead.....

Ray of disrupt undead....


13:15, Today: Jack Springhill rolled 2 using 1d6.  damage.

13:15, Today: Jack Springhill rolled 24 using 1d20+6.  Ray attack roll.

This message was last edited by the player at 17:16, Thu 21 Mar.
wlake.gmtn
GM, 136 posts
Sat 23 Mar 2024
at 19:46
  • msg #71

IC Thread 3

The form of the entangled warps in and out of reality, and you can feel a connection to the forces at large; a watching Izrador. A minor prick on Izrador but yet the Greek gods, if in bodies, are able to witness in the flesh. The entangled nature recalls Izrador's days as a slave, as all the boarding schools in this world relay, rare though they are. In the second age, schools were more common and amongst the elves they would take recesses in the shadows of trees, enjoying the glades and meadows yet being overcome with trepidation of the world's condition.

You see the twinkling of the gesticulations of the caster; he probably has some kind of bone jewelry, and bone is very common in Erador, especially amongst the Sarcosans. You suspect, Jack, having approached the caster and ranged group, that due to their weight they have come quite a long way. Your slash at the caster causes him to leap back and he attempts to duck under your bolt but it blasts him in the chest.

Aranea's stab strikes true, essentially a coup-de-grace and he is thrashing about trapped in the net, but the astirax, floating around him, are like flies to the meat.

Daelamin falls in an arc from the sky having recently completed his prayers. Apollo's vessel upends a splash of Dionysian water, allowing you to coast into another wave of Apollonian energy, essentially charging the ranged enemy. There remain two enemies left, the caster and ranged. Your sun domain would allow you to gain the advantage of these enemies, but you can feel it in your bones when the highland desert night begins just south of the Sea of Pelluria.

The natural weapons of the lichy caster allow for ice crystals to materialize on his hands, followed by magical conveyance through the awning of the tower and his flight allows him to spin around much as the entrance of Daelamin. His Levitate spell, brings the ranged up with him (enlarged) and they blast towards Jack who had nicked the lichy one's icy hand when he holds his arms up in defense.

A clanging of sun upon sky leaves you aghast as to why there are so many twinklings on the lake, as they barge into your frame of reference. Halfling assistance is rare in combat, being as they are more thieve-like. But the flat terrain allows you to gaze just beyond the tower at the inverted river. You'll need a good drink and can maybe replenish your skins. Certifiably, the ranged arrow (this one with his poisoned arrows, luckily there are herbs aplenty around here, aside from the terrain seeming blasted) knocks against Jack's armor. If secured, this bow takes on a living form metaphorically and is often used to create musical instruments, which is popular around Erenlanders. Entrails and wood are common linaments and are the most common baisc materials, and are often sacrificed to the gods to improve life, just not during the tithe. In the tithe, people are often drowned, maybe you'll meet a spectre up ahead who refused to tithe.
wlake.gmtn
GM, 138 posts
Thu 28 Mar 2024
at 03:51
  • msg #72

IC Thread 3

The phylactery of the lich seems to shine with an iridescent glow prior to Jack's whirlwind of attacks.
d20 paralyzing touch, with burnt-out eyes and and languages from his past life: against Jack's touch AC of 11, rolled 5; INT increases roll to, with Weapon Focus (familiar hammer) to 12, which hits Jack, who envisions a horse when struck. Will save plus CHA +5 on Jack's sheet yields 16, enough to triumph over the clear unmechnical nature of the weapon which re-merges with the astirax around the lich.


The ranged who is like a ranger brings the bow taut to a high degree, shrill force quivering into a latent chaos in Aranea's heart. Her several attacks from earlier leave her mandibles and legs slashing (since you said transforming was rare; did you mean human form or arachnid was the default state?) at vacuous air. The surfeit of poison in this combat generates a certain Glint which seems to diminish the blight of the land, which sinks at the ascensions of Quil and Daelamin, certified to become deities in this cursed land. Aranea's natural armor would stop poison but the herbs that are around here take nutrients from a dying sun. The moss upon the rock by the base of the tower pulsates slowly with a blue light; it is obviously something interesting. And it can be scraped up with anything even resembling a common pocket knife. It is said that the sources of mosses in this world lend credence to the notion that the earth goddess Demeter will always be with you. In fact, the goddess directs you onward, sensing the end of the battle nearing, and eating the moss will allow your fortitude to be boosted by +5 for the next 24 hours, seeing as it is something like "green fodder." The woods seem to quiver with ecstasy as they bend before the sculpted shadows, highlighting a world in which the moss is often used by minotaurs to harvest peat.
This message was last edited by the GM at 03:52, Thu 28 Mar.
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