Heroes, Inc. : Rasheman

ooc
Alethia wonders if the gods are playing a trick on her or maybe some mischevious Rashemi sprite, wondering why the battle has stalled.......
 

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Alethia's flames engulf the wizards. one flattens himself against the forcecage to limit his exposure sligtly (one saves, one doesnt). Neither falls. Murdoch summons antimagic to his fingertips and touches his eyes. His vision clears.

Marco, who I may have neglected to mention has looked like another person since the battle started, suddenly blurs. It's almost like there are several copies of him overlapping and moving about randomly. He furiously stabs and slashes with his knives at the knight, who is no better at disentangling which of the dozens of slashes and thrusts are real than the rest of you. By the end, Marcos left blade has been driven into the center of the knight's throat. The knight drops his sword and shield and staggers back. Blood drips from his shield arm, the inside of his elbow pierced through the joint in the armor. Blood drips down from underneath his breatplate from unseen torso wounds. He tries to put his hand over his throat, but he falls dead before he can.

A wizard moves in Timrin's direction to avoid hitting his compatriot, then a blast of fire explodes around him, engulfing Timrin (109dmg...he has taken 168 of 190)

The other wizard seems to jump onto the roof near Barnak (clearly some sort of quickened or one-round swiftized verison of some spell). He uses the same magic that his ally did on Timrin. Barnak is thrownto the other side of the roofs, hits the ground, rolls, and nearly falls off. Unfortunately, he's still dead (Empowered Greater Fireburst = 22d10 in an L7 spell = 119 dmg, HP --> -41...actually, like 5 or 6 better, it seems you didnt add his HP last level, but all he needs is -31 to die. I rolled a check to see if Murdoch would have been able to counter it had he specificed his ready to be versus a spell against either him or Barnak. He would have)

One of the soldiers steps up and thrusts his longspear twice at Dyria, who manages to move to allow her armor to deflect them. Another charges at timrin and tries to drive his sword into him, but his armor and his magical protections are too strong for him to penetrate.

One of the lesser knights also charges Timrin, driving his bastard sword into him with both hands (33dmg), Timrin falls (hp --> -11, still alive though)

The lead knight moves in on Dyria, red light suddenly glinting from the eyeholes of his helm. A field of red force envelops his blade, and he surges forward, driving his blade into Dyria's chest. The red field drans fro mthe sword into her body, and she feels a second blast of pain shoot through her body, as if shards of the sword exploded inside her. Small exit wounds appear on her body (71dmg).

Shando appears behind the wizard who killed Barnak,and (I presume, since he has another action), bashes hum over the head (33dmg). Both wizards are now quite hurt, but still standing.
 
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Alright, can you give us a recap of who is alive and who is dead on both sides?
Plus the Crown of Flame is dealing 2d6 hit points of additional holy damage.
 
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kirinke said:
Alright, can you give us a recap of who is alive and who is dead on both sides?

IC
Alethia is still engulfed in the crown of Flame and she screams out a prayer in celestial and abrubtly blinks out of existance, only to reappear behind the fell Nightmare riding knight, with her banesword drawn, shortened so she can stab him from behind and does exactly that. Her crown of flame burns both the demon steed and the knight, engulfing them in the silvery fires of both her and Naverone's power.


(Casting teleport to pop behind the demon-riding knight)

ooc
Also, where the bloody hell is Maggie? shouldn't she be over her fear induced symbol thingie?

MACE
+4 Holy Disruption Heavy Mace: those who hit you take 1d6 fire dmg. Those you hit take 2d6 fire damage. Associated with Abarax

Plus the Crown of Flame is dealing 2d6 hit points of additional holy damage.

The symbol lasts 1r/level. Thats why unlike the symbol of pain, it is limited to only one or rarely two level-equivalent opponents. Those who fail their saves are basically out of the fight. Its especially nasty against those who cna teleport away, usually far form those who can remove it.

Enemies Dead or In Negatives:
6 soldiers
1 knight

Enemies Badly Wounded:
2 wizards

Enemies Not Especially Wounded:
2 Soldiers
1 Knight
The Boss Knight


Friendlies Dead:
Barnak

Friendlies Negative:
Timrin

Friendlies Badly Hurt:
Dyria

Friendlies Ran Away:
Maggie

Friendlies Mostly Fine:
Murdoch
Alethia
Shando
Marco

Its not as bad as it seemed looking at it this way, but the ones among you bad-off are the highest damage-dealers, especially with Murdoch's metamagics mostly gone and an open battlefield where its hard for Shando to get his full attacks.
 

Can Devan heal through the insignia thingies we had earlier? That might come in useful. Alethia can't really cast her major death-dealing spells (energy vortex I'm lookin at you or Comet fall, because of the friendly fire fall out thingie.
 

kirinke said:
Can Devan heal through the insignia thingies we had earlier? That might come in useful. Alethia can't really cast her major death-dealing spells (energy vortex I'm lookin at you or Comet fall, because of the friendly fire fall out thingie.

You guys can coordinate movement to make that possible. Cometfall especially is not that big a radius. If Dyria does a full attack and moves away, you can hit just the boss knight and maybe a soldier too. In fact, she can move to where she can take a 5-foot step and full attack next round and still do that. Remember, you dont have to center it on your target. I'm helping here bc you dont have a map.

And Devran cant do that from that range and isnt scrying on you anyway so he doesnt know.
 


Dyria growled. A low and menacing growl. This fight was not turning out as she expected, and she wasn't pleased. "Die!" she snapped, stepping away from the knight, and letting loose with her whip dagger, cracking it back and forth in an attempt to separate his head from his body.

OOC:
Full attack with crack of doom after a five foot step away and power attack 4
+23/+23/+23/+18/+13/+8
Damage: 1d6 + 21 + 1d6 electricity
Critical: 17-20/x2
 

Alright, changing my actions to reflect that. Casting comet fall.

IC
Naverone growls a telepathic warning to their allies, telling them to get the hell out of the way, big smack and boom coming. As soon as Dyria and her friends scramble out of the way, she gathers her faith and her resolve, forming it into a weapon that she hopes will send a message to those who deal willingly with evil.

Alethia glares at the hell-beast riding thayan. "Selune, bright lady, bring the judgement of heaven down upon the wicked ones!" she snarls in celestial, pointing at the said nightmare riding thayan.

From the sky, you hear a sharp screaming like boom and can't help but to look upwards. Streaking downward is a bright comet, glowing with silver fire.

Alethia on the other hand, had already known that this fight had a better than even chance of ending badly and less than a good chance of ending well. The demon knew that they were probably screwed from the get-go.
 
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