ZYARA
Zyara finds herself amidst her dubious allies. Satyrs and Knights leap forward, decided to halt the attackers at all costs. Their attitude is quite strange, considering the general posture of the alessians. After all, if they wanted the heroes to fight their war for them, why bother risking their own lives in the frontlines?
Up ahead, the monk sees a towering cloud of darkness growing. At first, it seems like a protective ward, conceived by the dreadful Drow. Soon enough, though, Zyara realizes that it is, in fact, acting to their detriment. One of her allies certainly knows how to manipulate the shadows to their favor.
"The hunter is here!" - a Satyr screams, staring at Zyara. "Follow her into battle! The Fated Day is upon us! For the Spring Queen!" - they advance, redoubling their efforts.
ARANEL
As Aranel descends amidst the enemies, an explosion of light follows. Her calling inspires the allied warriors to fight. Just as she requested, they follow, eager to defeat their dark cousins and rid Alessia of the invaders.
She overhears the loud proclamations of the Green Knights: the title 'Herald' rises in a song of encouragement as they advance!
ARDUNIEL
Arduniel opens the rift from which the miasma spreads. The cloud grows, mingling with the darkness created by the Batknight. Within, Arduniel can hear the moans of the affected warriors, and as the cloud spreads south and west many more fall prey to the power of the strange fumes. Far south, the casters are swallowed by the new cloud, turning sick as they breathe the foul air. One of them bends forward, unable to pursue further incantations. The second one is struck so violently that she falls to the ground, hurling her stomach's contents in bursts! The third one manages to escape, covering her face with a scarf - probably soaked in perfumes and curative oils.
[Three-fourths of the soldiers are nauseated by the cloud. Two casters are struck. One escapes. Within the darkness, it's hard to discern who got targeted and who didn't. Moans and groans suggest that most soldiers - and probably the casters as well - were broken by the miasma]
MOSS
As the dragon leaps through the field, the Knights and Satyrs make an active effort to protect his passage. 'Cover the Fintir' is the phrase he overhears the most. The massive branched club of an overgrown spriggan flies over him as he slides to dodge the thing, only to flap his wings and leap over a scimitar that comes his way. He falls over the Dark Fey, the so-called shadow demon, with his jaw open and a killer's disposition! As his jaw closes, the creature's neck is enveloped, ripped and burned! It tries to shake Moss away... In vain! As the dragon releases its grasp, the creature falls back, bleeding and burning, revealing the thin, white form of the Dark Fey. It falls on its back, and copious amounts of dark blood spread across the battlefield, crowning the dead body.
[One more down!]
BATKNIGHT
As the knight swings against the drow women, he feels the consistency of flesh being torn apart and bones being broken. He can sense their life waning away as he charges, even in darkness. One strike, he knows, crushes the chest armor and the sacred jewels the young witch wears; the second crosses her chest and impales her heart. The blade is still hot with the first one's blood as he swings against her stunned colleague; he rises the blade in an arch movement, hitting the second one's face. She gasps, and her voice is muffled by waves of blood! She lives, but her wounds will make sure her life is short...
[One dead and the other still holds 13 HP!]
DAXIO
Daxio gestures and mutters arcane words, stopping the summoning spell as it goes. A confused maiden looks to the sides, furious, and decides to blame the druids for her failure! She begins to weave another spell: this time, she conjures another fire rain, just as her companion does. Odds are she intends to strike the enemy spellcasters with it!
In the meantime, Daxio invokes his own suggestion spell. He chews the honey out of the honeycomb and places the snake tongue upon his own, and then he cries out the words, making them clear and perfectly audible. the amplified voice hits eleven of the twelve targeted warriors, which accept his words immediately! Only one remains, still moving forward. The reaction puzzles Daxio. Even more, the warrior that escapes his grasp is fighting bare-footed, holding his scimitar in both hands and spinning his body with each step, as if inclined to see the entire battlefield, instead of profiting from the sounds of the battle!
ENEMIES
The troops advance, meeting in the middle of the field! They clash in waves, offering no quarter to each other. Moss dodges many swings as the troops attempt to reach him. A halberd falls heavily on the floor by his side, and two scimitars are swung against him. One threatens to take his head, but he ducks! The other scratches his arm, though, handled with tremendous skill by a young, agile drow! He steps back, holding his scimitar towards his face. He licks the blood that courses through the dark metal, smiling cruelly.
"The hero bleeds!" - he cries, laughing with his two colleagues, and resumes his stance.
[Moss takes 7 points of damage, plus 7 points for the critical roll]
Within the darkness, the Batknight can sense blades seeking him out, trying to defend the maidens in desperation! Three, no more, try for his life, and all efforts are in vain: they hit his armor, they make too much noise... He finds no trouble in dodging them!
Behind them, the heroes see the effects of the first firefall spell! One of the fire spheres suddenly explodes upwards, vanishing completely to give place to an ample rain of fire! The lights fill the air, blinding many soldiers around - including the drow soldiers, many of which are also hit by the deflagration! On both sides, soldiers fall prey to the fires, burning as the scorching projectiles fall from the sky!
[17 points of damage for everyone in the area; lots of soldiers are now blinded and catching on fire! Anyone within 120' of the explosion must roll Will - DC 14 - to avoid blindness! Also, a Reflex roll - DC 14 - avoids being caught on fire, if within 60']
[Ok, I only need [MENTION=6847138]Charlotte of Oz[/MENTION]' action, now! We can begin the next round! If Charlotte so chooses, she can accumulate Alice's actions in the next batch!]
MAP UPDATED
https://docs.google.com/document/d/1fyc0nwHsb96NWjzXgsx0fPqYKd2EKPuv2nZ9RCZMK4w/edit
MINI-SHEETS
[sblock]
DROW FOOTMAN
The bulk of the Underworld's armies on Alessia. They use light armor and melee weapons, an uncommon choice for such an evasive people...
BAB: +2
CMB: +2
CMD: 15
AC: 17 (touch 12, flat-footed 13)
DAMAGE: Scimitar (1d6+1); Halberd (1d10+1)
HP: 20
SAVE: Fort +2 Ref +2 Will -1/+2 vs. enchantment
SPECIAL: dancing lights; fairy fire; darkness; poison (DC 13, unconscious for 2d4 hours; cure 1 save)
DROW CASTER
Drow maidens and women, sent to support the armies in their wars. Not as powerful as their matron counterparts, but still considered dangerous casters.
BAB: +2
CMB: +1
CMD: 13
AC: 18 (touch 12, flat-footed 13)
DAMAGE: Ritual Bloodblade (1d6+3)
HP: 30
SAVE: Fort +0 Ref +1 Will +3/+5 vs. enchantment
SPECIAL: protection from good; cure light wounds; delay poison; bestow curse; dispel magic; circle against good; cure serious wounds; fire fall; summon III
SPRIGGAN
The cursed spirits of the Autumn Land, distant cousins to the gnomes, protect their groves with jealousy and violence. An ancient pact with the queen of the Dark Fey led them to fight alongside the Drow.
BAB: +4
CMB: +2
CMD: 15
AC: 18 (touch 14, flat-footed 16)
DAMAGE: Massive club (1d8+3/1d10+3)
HP: 22
SAVE: Fort +5 Ref +5 Will +1
SPECIAL: growth; spriggan magic (+1 concentration and DC against their own species' magic); spriggan skills
SHADOW DEMON (SLUAGH)
Named shadow demons, the Sluagh have been called from the Autumn Lands to serve as spies for the Dark Fey. Their cruel nature and insatiable appetite makes them easy to ensnare and recruit.
BAB: +6
CMB: +4
CMD: 19
AC: 18 (touch 14, flat-footed 16)
DAMAGE: Claws (1d6+3); bite (1d4+2)
HP: 30
SAVE: Fort +3 Ref +8 Will -1
SPECIAL: shadow form (becomes immune to normal damage); invisibility; telekinesis (DC 19)
GREEN KNIGHTS
The main line of allied warriors, the Green Knights are the living embodiment of heroism. Many Fey join their ranks in defense of Alessia.
BAB: +3
CMB: +2
CMD: 13
AC: 18 (touch 10, flat-footed 11)
DAMAGE: Longsword (1d8+2)
HP: 20
SAVE: Fort +3 Ref +2 Will +2
SPECIAL: protection from evil; cure light wounds; bless
SATYRS
The festive satyrs are less used to war than the Knights, but they lend their support with clever incantations and ranged attacks.
BAB: +3
CMB: +4
CMD: 15
AC: 17 (touch 13, flat-footed 15)
DAMAGE: Short bow(1d6+3); Short sword (1d6+1); horns (1d6+1)
HP: 25
SAVE: Fort +2 Ref +4 Will -1
SPECIAL: charm person; sleep; suggestion
DRUIDS
Those who commune with nature. |They serve alessians by stimulating crop growth and mediating the relationship between the Fey and the Ents of the surrounding woods.
BAB: +1
CMB: +2
CMD: 13
AC: 16 (touch 10, flat-footed 11)
DAMAGE: Ent staff (1d6+2)
HP: 15
SAVE: Fort +0 Ref +1 Will +5
SPECIAL: aspect of the falcon; call animal; charm animal; flaming sphere; iron skin; call lightning.
[/sblock]
[MENTION=24380]Neurotic[/MENTION] [MENTION=6847138]Charlotte of Oz[/MENTION] [MENTION=6801311]KahlessNestor[/MENTION] [MENTION=4936]Shayuri[/MENTION] [MENTION=1231]Kaodi[/MENTION] [MENTION=87106]MetaVoid[/MENTION]