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"Retake the Island" - Concluded!
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<blockquote data-quote="Silver Moon" data-source="post: 2978702" data-attributes="member: 8530"><p><strong>Chapter Thirty-nine, “The Hurricane Arrives”, August 9th, 1018</strong></p><p></p><p>The group debates what to do next, deciding again to split the party, and send a team to mount a rescue of Beulla, Furynick and Silas. Narg points out that, with the power now off, the beer in the refrigerator will go bad, so he and several of his allies decide to consume them before that happens.</p><p></p><p>A sizeable group of unknown humanoids are seen emerging from the cave tunnel and heading into the city. The party sets up an ambush, eventually counting twelve, including two larger than man-sized. As this group gets closer, they are able to identify them as the combined group of Immy and his team of ships crew with the Sea Castle Adventurers and Second Mate Hans. They quickly wave them over to join the party at Alton’s house, which is now becoming rather crowded, although most of the new people are more than happy to assist Narg in emptying the fridge. </p><p></p><p>Serita and Cassie complain that it is getting too loud to think, so Narg leads the group with the beer next door to his house. Those that remain strategize about what druidic, clerical and magic user spells would world to help reduce the severity of the incoming storm. They conclude that they can do much to reduce the storms impact over a fair potion of the island, and designate themselves as the Weather Assault Team, the acronym being WAT, which leads to a “who’s on first” type routine with WAT being confused with the word "What". The WAT is comprised of Alton, Aurora, Blip, Cassie, Fiona, Isaiah, Serita and Vincenzo.</p><p></p><p>Narg, on the other hand, could care less about weather control and wants to lead an assault directly against the known enemies on Southpoint Island. Several party members question the wisdom of splitting the party, as there will be time to lead such an assault following the storm. None can argue, however, with Narg’s point that the enemies will not be expecting an attack during the height of the storm, so surprise would be on their side. He also points out that it will probably be best to hit these powerful villains at a different time than the attack on Morgarth himself, which again people tend to agree with.</p><p></p><p>When discussing exactly how they will get to the Southpoint Island, Torvald points out that his Viking longboat is currently located on the southeastern tip of Silver Moon Island. The group decides to use that, but opts to bring Flashis with them rather than Torvard from the SeaCastle team, due to his dwarven resistance to magic as well as taking less space in a bag of holding (if necessary)</p><p></p><p>It is decided that a second team, dubbed the Overland Assault Team (followed by a few puns about the acronym OAT) will go to hit the villains on Southpoint Island. Fiona Sea Castle points out that her "Control Weather" spell will not cover the entire island, but should cover about a quarter of it. The party decides for her to cast it in a triangular range, the two main corners being the city and school, with the third running as far to the south as possible to provide cover to the OAT. They decide that since the height of the storm will be approximately 10:00 P.M., and since the Control Weather has a variable range of duration, for her to start it at 5:00 P.M. </p><p></p><p>The OAT group decides to get a few hours rest, and set out so that they will be at the mountainside entrance to the tunnel by 5:00 PM when the Control Weather starts. The WAT plans to be at the southwestern tip of the island at that point. The OAT is comprised of Aradyn, Blake, Flashis, Freyland, Guice, Jaime, Kharole, Kruk, Lannon, Lono, Luekia, Mark, Mojo & Narg. </p><p></p><p>The WAT initially bring with them all three bags of holding, one with the group the other two full of metal (primarily the slagged jeep plus armor and weapon from the defeated hobgoblins). </p><p>At 5:00 P.M. Fiona Sea Castle casts the Control Weather scroll. Back at the school, Vincenzo Junior has been praying to one of his deities, the Wind and Weather god, and takes full credit for the calming effect of the storm. Blip uses the calmer, but still strong, winds to her advantage to quickly fly her broom to the southwest, and the other team heads down the storm-drenched mountainside. Both groups make good time. </p><p></p><p>Blip does well while within the control weather, but has to land about a mile off from their planned destination once beyond that, as the winds outside of the control weather send her too far westward, and she does not want to risk fighting the storm over the ocean. She lets the others out of the bag of holding, and they walk the remaining mile, setting up near a now-submerged sandbar heading out on the southwestern-most tip of the island. The clerics use Lower Water spells to make it out onto the sandbar, where they dump the metal contents of the bags. Aurora then takes the bags of holding, and teleports to the Viking longboat, to await the arrival of the other group.</p><p></p><p>Meanwhile, with the WAT, the trek through the woods takes considerable time, with Mark leading the way, as the southern part of the island is near his cabin. The closest he actually comes to his own cabin is about a half mile, avoiding what would have been an interesting confrontation, as that is where the Hendry family is currently riding out the storm. Once outside of the control weather, the storm slows them down, although the strength of the storm is soon reduced due to the actions of the other team. As they near the longboat, Flashis is able to direct them, where he is reunited with his team leader Aurora. They conclude that the seas are far too rough here to attempt rowing the boat around the peninsula, and it is best to travel over-land the mile southwest through the woods towards the shore opposite Southpoint Island.</p><p></p><p>Fifteen miles to the west, the WAT lets loose with their planned combination of spells. Vincenzo prays to his Wind and Weather deity to help, as the other clerics begin chants. The druids cast Chill Metal spells on the metal pile, which is then enhanced to bring down the temperatures in the area via Control Temp spells (which use metal as the material component). This has a dramatic effect on the storm, as hurricanes require warm air to sustain themselves. </p><p></p><p>Next, the spellcasters break into their respective weather-related spells, including Precipitation, Gusts of Wind, Cloudburst, and Call Lightning in order to pull as much energy as possible out of the storm at this location with the diminished temperatures. They continue this for the full length of their spell duration, each praying to their respective deities once the spells are exhausted. Overall, the strategy is extremely successful, reducing the category-five storm to a category-three, resulting in substantially less devastation to the island.</p><p></p><p>It takes over an hour for the OAT to make their way through the forest, carrying the large boat, as the weather beats down upon them. They reach the beach to the south, suddenly noticing that the waters between them and Southpoint Island are actually calm. They look around, and realize that this inlet between them and Southpoint Island is currently in the eye of the storm. They launch the boat and paddle as quickly as possible to get to the opposite shore while the waters are still calm. The team lands on the northeastern shore of Southpoint island, pulling the longboat up onto a short plateau, and securely lashing it to the rocks. </p><p></p><p>Seeing the end of the “eye” approaching, they quickly make their way to the caves, arriving just as the rest of the storm reaches them. They quickly traverse the island to the place where the series of caves are. They make their way through the caves, with Mojo finding a secret door that they had missed during their prior visit to these caves. They make their way through, to an unknown corridor. They figure out which direction to go, but are soon stopped by another evil barrier, which causes both Narg and Mojo to double over in pain.</p><p></p><p>Taking the Sword of Cancellation in hand, Blake moves forward to through the barrier and to the far door. He successfully checks for traps, then opens the lock. He then opens the door, which opens into a large oval-shaped chamber. In the middle of the room is the Balrog, who stares directly at the halfling thief, as Blake immediately turns pale as a ghost from fear. </p><p></p><p>The Balrog flies across the room, striking the doorway with his flaming sword. Blake dodges the blade, and rushes back, as Mojo lets loose his hammer into the creature. Jaime lets fly two magical arrows, and Kruk follows Mojo’s lead with the hammer action. The creature then disappears….reappearing at the rear of the party, where he swipes his sword into the backs of Aradyn and Guice. </p><p></p><p>Arrow in hand, Aradyn fires up into the demon, as the Balrog itself bursts into flame, hurting both Aradyn and Guice. The Balrog then charges forward, swinging his sword into Lono and Fiona, who both successfully drop to the floor to avoid it. He continues to charge forward, hurting the party with his flames or stepping on them, as they try to dodge out of the way. </p><p></p><p>Jaime, Kruk and Mojo continue to use their missile weapons. Narg charges forward, dodging an attack, and then hitting him full force. The Balrog takes further sword slashes, missing Narg. Lannon moves in for a backstab as Jaime’s arrows and Kruk and Mojo’s hammers again connect. The creature lets out a yell as it dissipates.</p><p></p><p>The party makes their way through that room, Mojo finding a secret door. He opens the door, directly into a room with three enemies, the same three who had teleported out of the cave tunnel together twelve hours earlier. The high level mage is asleep, but the thief and low-level mage are awake. Mojo lets fly his hammer into the woman, knocking her down, as both Blake and Narg charge into the room.</p><p></p><p>Blake heads towards the still-sleeping high-level mage. Mojo tosses his hammer into the thief. In the doorway, Kruk follows Mojo’s lead, his hammer also hitting the same thief for the killing blow. Narg sees the female mage pull out the same Wand of Force that she had used in the caves, and tosses his sword at her. Unfortunately, Narg is not Ixy, and the sword misses. Blake also misses his attempted attack on the sleeping mage.</p><p></p><p>Mojo sends his hammer into her, killing her, but only after the Wall of Force has gone up (and preventing his hammer from returning). Once again, this leaves Blake on the opposite side of a Wall of Force facing a mage by himself. Narg and Mojo yell at Blake to use the Sword of Cancellation that he is still carrying on the Wall of Force. Unfortunately for them, their yelling finally wakes the mage. As Blake uses the sword to dispel the wall the mage casts a teleport spell and disappears. The group evaluates that, in hindsight, they should have yelled for Blake the hit the mage with the sword rather than the wall.</p><p></p><p>The others all enter the room. From there they find two exits, a short hallway leading to a door and a long hallway heading further into the caves. A quick investigation of the long hallway finds that it links with the tunnels where the party had encountered the Hendry family the previous day. Mojo goes to open the other door, getting stopped by another barrier that does much damage. </p><p></p><p>Not to be deterred, Narg grabs the Sword of Cancellation out of Blake's hand, and marches through to the door. Once there, he again demonstrates his low wisdom by mirroring Blake’s move at the prior barriers of sliding the sword back. Unfortunately for him, this barrier has no open area at the end, extending all the way to the door, and thereby freezing Narg in place while also hitting him with extreme pain. Muttering expletives under his breath, Mojo picks up the sword, marches through the barrier, and drags Narg out before the excruciating pain kills him. Guice decides to head around the long way to rooms on the opposite side, hoping to find a secret door into the chamber.</p><p></p><p>Concluding that the door is probably locked, Blake again takes the sword and heads across, where he successfully unlocks it. Having learned his lesson from the Balrog, he heads back to let somebody else open the door. Once the mages are in place, Narg heads back, and does just this. Seeing a room with two men in it. One is the evil cleric Roger, who is sleeping on a bunk on the far wall. The other is Etronne, the man that they had killed and destroyed the body of two days earlier, who looks up and begins to cast a spell. “I hate it when they don’t stay dead,” says Narg, who moves to the side for Kharole’s fireball to launch. </p><p></p><p>The fireball prevents Etronne from being able to cast his spell. Those on the other end of the barrier simultaneous lob missiles into the mage, with Mojo hitting for seventeen points with his hammer, Kruk for ten points with his hammer, Aradyn for twenty-three with two arrows, and Fiona for seventeen from another Fireball. This brings about an immediate reaction, as Etronne transforms into the large Black Dragon, taking up most of the room.</p><p></p><p>The dragon rears back to let loose a breath weapon. Since his head is immediately in front of the door Narg charges forward, first hitting with the Nargblade in his right hand for significant damage into the monster’s throat and preventing him from spitting acid at the party. Narg then following up with the Sword of Cancellation with his left hand, which causes minimal actual damage, but cancels out all twenty-two of Etronne’s remaining spells (many of which could have proven very lethal to the party). </p><p></p><p>Having successfully prevented all major forms of attack from the creature, Narg again moves to the side, leaving an open target for his allies. In addition to the attacks from the same four from the prior round, missile weapons are also shot by Blake, Flashis, Lannon, Lono and Jaime, as Blip, Aurora and Fiona launch spells. A total of sixty-two points of damage are poured into the dragon this round, killing him. Narg charges into the room, to see both Roger and the Chimera plane shift away. </p><p></p><p>The party surveys the situation, concluding that Cassie will have a field day with the dragon body. The group debates where to go from here. Only after Narg calls for a cleric to help heal him does the group of fifteen realize that they did not bring a single cleric or druid with them. Lacking a medic, they conclude that these caves are a safe enough place to wait out the worst of the weather until morning. Guards are posted, as the majority of the party sleeps.</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 2978702, member: 8530"] [B]Chapter Thirty-nine, “The Hurricane Arrives”, August 9th, 1018[/B] The group debates what to do next, deciding again to split the party, and send a team to mount a rescue of Beulla, Furynick and Silas. Narg points out that, with the power now off, the beer in the refrigerator will go bad, so he and several of his allies decide to consume them before that happens. A sizeable group of unknown humanoids are seen emerging from the cave tunnel and heading into the city. The party sets up an ambush, eventually counting twelve, including two larger than man-sized. As this group gets closer, they are able to identify them as the combined group of Immy and his team of ships crew with the Sea Castle Adventurers and Second Mate Hans. They quickly wave them over to join the party at Alton’s house, which is now becoming rather crowded, although most of the new people are more than happy to assist Narg in emptying the fridge. Serita and Cassie complain that it is getting too loud to think, so Narg leads the group with the beer next door to his house. Those that remain strategize about what druidic, clerical and magic user spells would world to help reduce the severity of the incoming storm. They conclude that they can do much to reduce the storms impact over a fair potion of the island, and designate themselves as the Weather Assault Team, the acronym being WAT, which leads to a “who’s on first” type routine with WAT being confused with the word "What". The WAT is comprised of Alton, Aurora, Blip, Cassie, Fiona, Isaiah, Serita and Vincenzo. Narg, on the other hand, could care less about weather control and wants to lead an assault directly against the known enemies on Southpoint Island. Several party members question the wisdom of splitting the party, as there will be time to lead such an assault following the storm. None can argue, however, with Narg’s point that the enemies will not be expecting an attack during the height of the storm, so surprise would be on their side. He also points out that it will probably be best to hit these powerful villains at a different time than the attack on Morgarth himself, which again people tend to agree with. When discussing exactly how they will get to the Southpoint Island, Torvald points out that his Viking longboat is currently located on the southeastern tip of Silver Moon Island. The group decides to use that, but opts to bring Flashis with them rather than Torvard from the SeaCastle team, due to his dwarven resistance to magic as well as taking less space in a bag of holding (if necessary) It is decided that a second team, dubbed the Overland Assault Team (followed by a few puns about the acronym OAT) will go to hit the villains on Southpoint Island. Fiona Sea Castle points out that her "Control Weather" spell will not cover the entire island, but should cover about a quarter of it. The party decides for her to cast it in a triangular range, the two main corners being the city and school, with the third running as far to the south as possible to provide cover to the OAT. They decide that since the height of the storm will be approximately 10:00 P.M., and since the Control Weather has a variable range of duration, for her to start it at 5:00 P.M. The OAT group decides to get a few hours rest, and set out so that they will be at the mountainside entrance to the tunnel by 5:00 PM when the Control Weather starts. The WAT plans to be at the southwestern tip of the island at that point. The OAT is comprised of Aradyn, Blake, Flashis, Freyland, Guice, Jaime, Kharole, Kruk, Lannon, Lono, Luekia, Mark, Mojo & Narg. The WAT initially bring with them all three bags of holding, one with the group the other two full of metal (primarily the slagged jeep plus armor and weapon from the defeated hobgoblins). At 5:00 P.M. Fiona Sea Castle casts the Control Weather scroll. Back at the school, Vincenzo Junior has been praying to one of his deities, the Wind and Weather god, and takes full credit for the calming effect of the storm. Blip uses the calmer, but still strong, winds to her advantage to quickly fly her broom to the southwest, and the other team heads down the storm-drenched mountainside. Both groups make good time. Blip does well while within the control weather, but has to land about a mile off from their planned destination once beyond that, as the winds outside of the control weather send her too far westward, and she does not want to risk fighting the storm over the ocean. She lets the others out of the bag of holding, and they walk the remaining mile, setting up near a now-submerged sandbar heading out on the southwestern-most tip of the island. The clerics use Lower Water spells to make it out onto the sandbar, where they dump the metal contents of the bags. Aurora then takes the bags of holding, and teleports to the Viking longboat, to await the arrival of the other group. Meanwhile, with the WAT, the trek through the woods takes considerable time, with Mark leading the way, as the southern part of the island is near his cabin. The closest he actually comes to his own cabin is about a half mile, avoiding what would have been an interesting confrontation, as that is where the Hendry family is currently riding out the storm. Once outside of the control weather, the storm slows them down, although the strength of the storm is soon reduced due to the actions of the other team. As they near the longboat, Flashis is able to direct them, where he is reunited with his team leader Aurora. They conclude that the seas are far too rough here to attempt rowing the boat around the peninsula, and it is best to travel over-land the mile southwest through the woods towards the shore opposite Southpoint Island. Fifteen miles to the west, the WAT lets loose with their planned combination of spells. Vincenzo prays to his Wind and Weather deity to help, as the other clerics begin chants. The druids cast Chill Metal spells on the metal pile, which is then enhanced to bring down the temperatures in the area via Control Temp spells (which use metal as the material component). This has a dramatic effect on the storm, as hurricanes require warm air to sustain themselves. Next, the spellcasters break into their respective weather-related spells, including Precipitation, Gusts of Wind, Cloudburst, and Call Lightning in order to pull as much energy as possible out of the storm at this location with the diminished temperatures. They continue this for the full length of their spell duration, each praying to their respective deities once the spells are exhausted. Overall, the strategy is extremely successful, reducing the category-five storm to a category-three, resulting in substantially less devastation to the island. It takes over an hour for the OAT to make their way through the forest, carrying the large boat, as the weather beats down upon them. They reach the beach to the south, suddenly noticing that the waters between them and Southpoint Island are actually calm. They look around, and realize that this inlet between them and Southpoint Island is currently in the eye of the storm. They launch the boat and paddle as quickly as possible to get to the opposite shore while the waters are still calm. The team lands on the northeastern shore of Southpoint island, pulling the longboat up onto a short plateau, and securely lashing it to the rocks. Seeing the end of the “eye” approaching, they quickly make their way to the caves, arriving just as the rest of the storm reaches them. They quickly traverse the island to the place where the series of caves are. They make their way through the caves, with Mojo finding a secret door that they had missed during their prior visit to these caves. They make their way through, to an unknown corridor. They figure out which direction to go, but are soon stopped by another evil barrier, which causes both Narg and Mojo to double over in pain. Taking the Sword of Cancellation in hand, Blake moves forward to through the barrier and to the far door. He successfully checks for traps, then opens the lock. He then opens the door, which opens into a large oval-shaped chamber. In the middle of the room is the Balrog, who stares directly at the halfling thief, as Blake immediately turns pale as a ghost from fear. The Balrog flies across the room, striking the doorway with his flaming sword. Blake dodges the blade, and rushes back, as Mojo lets loose his hammer into the creature. Jaime lets fly two magical arrows, and Kruk follows Mojo’s lead with the hammer action. The creature then disappears….reappearing at the rear of the party, where he swipes his sword into the backs of Aradyn and Guice. Arrow in hand, Aradyn fires up into the demon, as the Balrog itself bursts into flame, hurting both Aradyn and Guice. The Balrog then charges forward, swinging his sword into Lono and Fiona, who both successfully drop to the floor to avoid it. He continues to charge forward, hurting the party with his flames or stepping on them, as they try to dodge out of the way. Jaime, Kruk and Mojo continue to use their missile weapons. Narg charges forward, dodging an attack, and then hitting him full force. The Balrog takes further sword slashes, missing Narg. Lannon moves in for a backstab as Jaime’s arrows and Kruk and Mojo’s hammers again connect. The creature lets out a yell as it dissipates. The party makes their way through that room, Mojo finding a secret door. He opens the door, directly into a room with three enemies, the same three who had teleported out of the cave tunnel together twelve hours earlier. The high level mage is asleep, but the thief and low-level mage are awake. Mojo lets fly his hammer into the woman, knocking her down, as both Blake and Narg charge into the room. Blake heads towards the still-sleeping high-level mage. Mojo tosses his hammer into the thief. In the doorway, Kruk follows Mojo’s lead, his hammer also hitting the same thief for the killing blow. Narg sees the female mage pull out the same Wand of Force that she had used in the caves, and tosses his sword at her. Unfortunately, Narg is not Ixy, and the sword misses. Blake also misses his attempted attack on the sleeping mage. Mojo sends his hammer into her, killing her, but only after the Wall of Force has gone up (and preventing his hammer from returning). Once again, this leaves Blake on the opposite side of a Wall of Force facing a mage by himself. Narg and Mojo yell at Blake to use the Sword of Cancellation that he is still carrying on the Wall of Force. Unfortunately for them, their yelling finally wakes the mage. As Blake uses the sword to dispel the wall the mage casts a teleport spell and disappears. The group evaluates that, in hindsight, they should have yelled for Blake the hit the mage with the sword rather than the wall. The others all enter the room. From there they find two exits, a short hallway leading to a door and a long hallway heading further into the caves. A quick investigation of the long hallway finds that it links with the tunnels where the party had encountered the Hendry family the previous day. Mojo goes to open the other door, getting stopped by another barrier that does much damage. Not to be deterred, Narg grabs the Sword of Cancellation out of Blake's hand, and marches through to the door. Once there, he again demonstrates his low wisdom by mirroring Blake’s move at the prior barriers of sliding the sword back. Unfortunately for him, this barrier has no open area at the end, extending all the way to the door, and thereby freezing Narg in place while also hitting him with extreme pain. Muttering expletives under his breath, Mojo picks up the sword, marches through the barrier, and drags Narg out before the excruciating pain kills him. Guice decides to head around the long way to rooms on the opposite side, hoping to find a secret door into the chamber. Concluding that the door is probably locked, Blake again takes the sword and heads across, where he successfully unlocks it. Having learned his lesson from the Balrog, he heads back to let somebody else open the door. Once the mages are in place, Narg heads back, and does just this. Seeing a room with two men in it. One is the evil cleric Roger, who is sleeping on a bunk on the far wall. The other is Etronne, the man that they had killed and destroyed the body of two days earlier, who looks up and begins to cast a spell. “I hate it when they don’t stay dead,” says Narg, who moves to the side for Kharole’s fireball to launch. The fireball prevents Etronne from being able to cast his spell. Those on the other end of the barrier simultaneous lob missiles into the mage, with Mojo hitting for seventeen points with his hammer, Kruk for ten points with his hammer, Aradyn for twenty-three with two arrows, and Fiona for seventeen from another Fireball. This brings about an immediate reaction, as Etronne transforms into the large Black Dragon, taking up most of the room. The dragon rears back to let loose a breath weapon. Since his head is immediately in front of the door Narg charges forward, first hitting with the Nargblade in his right hand for significant damage into the monster’s throat and preventing him from spitting acid at the party. Narg then following up with the Sword of Cancellation with his left hand, which causes minimal actual damage, but cancels out all twenty-two of Etronne’s remaining spells (many of which could have proven very lethal to the party). Having successfully prevented all major forms of attack from the creature, Narg again moves to the side, leaving an open target for his allies. In addition to the attacks from the same four from the prior round, missile weapons are also shot by Blake, Flashis, Lannon, Lono and Jaime, as Blip, Aurora and Fiona launch spells. A total of sixty-two points of damage are poured into the dragon this round, killing him. Narg charges into the room, to see both Roger and the Chimera plane shift away. The party surveys the situation, concluding that Cassie will have a field day with the dragon body. The group debates where to go from here. Only after Narg calls for a cleric to help heal him does the group of fifteen realize that they did not bring a single cleric or druid with them. Lacking a medic, they conclude that these caves are a safe enough place to wait out the worst of the weather until morning. Guards are posted, as the majority of the party sleeps. [/QUOTE]
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