The Wayfinders - Expedition to Tempest Isle

OOC: Just come back from the Black Forest myself, must be some Germany thing going on in this game ;)

Kraken gives Doral a wink and a grin. "I'd settle for a schooner of the amber nectar meself," he says. Then he becomes more focussed as he intones "O Mighty Ancestor Spirits, I know I've asked once already today, but, fair suck of the sausage, eh? Give us a hand here ya sorry bleeders."

[sblock=OOC]
Spending an action point to recall spell. Casting Bless.
[/sblock]
 

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AC 19 (T13, FF16), HP 46/46, F +5,R+5,W+5
Eldritch blast: +6/+7, 3d6 damage

Glaive looks around what action would be best to take.

[sblock=ooc]
Need a map. How far is the armored enemy?

active invocations: See the Unseen, Entropic Warding, DR 1 / cold iron
at-will: Blast, Glaive (+1d6 acid with shard focus), Detect Magic, Teleport, Shatter
[/sblock]
 

Whisper fires off a dense clump of magical light into the midst of the enemy. As it reaches its destination, it explodes with a hollow *whumpf*, spreading around a glowing magical 'powder' of some sort, that gets into the eyes and covers each of the foes!

(glitterdust, aimed to get as many baddies as possible while missing goodies)
 

OOC: Sorry for the wait, here is the map.
 

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AC 19 (T13, FF16), HP 46/46, F +5,R+5,W+5
Eldritch blast: +6/+7, 3d6 damage

Glaive moves a bit into the room to give the others place to move themselves. From his outstretched hand a multicolored blast erupts into one of the evil 'knights'.

[sblock=ooc]move 10 ft up, eldritch blast on the foe he had hit with shatter
Eldritch Blast (ranged touch) (1d20+7=26, 3d6=9)

active invocations: See the Unseen, Entropic Warding, DR 1 / cold iron
at-will: Blast, Glaive (+1d6 acid with shard focus), Detect Magic, Teleport, Shatter
[/sblock]
 
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Doral's magic missiles slam into the man and the crystal in his hand. In shock, the man loses hold on his crystal and in spins away out of his reach. The black line of energy winks out and the huge head is free. Glaive targets a blast at the same guard whose clothes are starting to smoke from some shattered vial below his cloak while Kraken utters an incantation to Bless the group. The guards turn their weapons towards the group. Both of them slap a blackened carving on their breastplate and shout an incantation. They then move forward to flank either side of the tunnel you are approaching through. The other two cultists in robes grab free hanging pendants around their necks and cast another spell before moving away. Behind them, the great skeletal head shakes itself free of the last fetters of the magical tethers. You see the great skull open its great gaping maw and roar! The entire room reverberates with the force of it, it nearly deafens you. Rocks and dirt fall from the ceiling as the echos of it begin to fade out. Staggering back, Whisper and Midian barely manage to complete their own spells. Midian's summoned creature appears on top of the dragons head and quickly attempts to burn its way through the tough stone to get to the crystal. Whispers dust appears around one of the robed men outlining him in a glowing shroud.

Round 2:

Kraken, Glaive
[SBLOCK]
The two robed cultists looked at you as they chanted. You can feel a sick, twisting feeling in your guts as their spell tries to take hold.
Will DC13 to negate or take -2 to attacks, saves, and skill checks.
[/SBLOCK]

Everyone
[SBLOCK]
Fort DC12 or be deafened for 2 rounds
[/SBLOCK]

OOC:
[SBLOCK]
Spellcraft DC15
[SBLOCK]
The two guards cast a Protection from Good spell, while the two robed cultists cast Doom
[/SBLOCK]
Initiatives:
Doral - 25
Glaive - 23
Kraken - 19
Bad Guys - 18
Whisper - 3
Midian - 3
Thoqqua (1d20+4=17, 1d6+3=6, 2d6=7)
Will vs Glitterdust (1d20+4=19)
Doral MM (1d4+1=2, 2d4+1=4)
[/SBLOCK]
 

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Midian Rightson, human druid

Midian pounces diagonally across the cavern, shaking off the roar and digging his talons and foreclaws into the furthest guard.

[sblock=OOC]Fort save (dino form) vs. deafening. (1d20+9=29)

Fort save Garuk vs. deafening (1d20+7=24)

Full attack, dino wildshape (charge pounce), blessed: talons;damage;foreclaw;damage;foreclaw;damage;bite;damage (1d20+9=29, 1d8+4=8, 1d20+4=13, 1d3+2=4, 1d20+4=24, 1d3+2=3, 1d20+4=14, 2d4+2=9)

crit confirms talons, foreclaw 2 (1d20+9=10, 1d20+4=21)

Pretty sure the talon didn't confirm, but the foreclaw might have. I'm also guessing the non-crit threat rolls don't hit. So, if all that's true: total 11 damage, 14 if the foreclaw crit's confirmed.[/sblock]
 


"Flamin' monkey's nuts!" shouts Kraken. "I can't hear a bloody thing!" He hefts his falchion and steps forwards to guard the entrance to the tunnel. "O Great Ancestors, guide this blade right up one of these mongrels' freckle," he adds, evidently another spell of some kind.

[sblock]
Move 5 ft. step forwards, casting guidance.

Will Save 1d20+6=23
(if this is fear effect, then add +1 from bless.

Fort Save 1d20+8=9
Failed save vs. deafness.

Spell Failure 1d100=76
Spell cast despite deafness.
[/sblock]
 

AC 19 (T13, FF16), HP 46/46, F +5,R+5,W+5
Eldritch blast: +6/+7, 3d6 damage

Glaive's hell endured body and mind easily resist the minor magics, as he summons his namesake, using the found crystal. The glaive comes forth in an angry hissing green and black as he swings it at the armored man, knowing that no mortal armor can defend from it's touch.

[sblock=ooc]
Will save, Fort save (1d20+5=16, 1d20+5=25)

Glaive moved up last round, so the left armored enemy should be in glaive reach:
Glaive attack (1d20+6=13, 3d6=13, 1d6=2) touch, so maybe a hit.

active invocations: See the Unseen, Entropic Warding, DR 1 / cold iron
at-will: Blast, Glaive (+1d6 acid with shard focus), Detect Magic, Teleport, Shatter
[/sblock]
 

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