Into the Dragon's Lair.

"Tymora, aid us in our fight against this raving, fire-happy lunatic servant of some god who obviously didn't have a happy childhood."

ooc:
Cast Prayer-
The following applies to Odis and all allies and foes within 40' of Odis:
Allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of foes takes a -1 penalty on such rolls.

No save.
Duration: 10 rounds
 

log in or register to remove this ad

On seeing the situation change, Kuma comes to a halt and produces a wand from his belt. He waves it, muttering...then replaces it as energy discharges into the air around him. He then paws each of his booted feet over the ground, a little like an angry bull might.

All at once the world seems to slow around him, while his movements remain as quick as ever. He growls and scans his surroundings, trying to figure out where the invisble ones went.

(Spot and Listen +8 each. Using 1 charge from Wand of Shield. Activating Boots of Speed as a free action. AC is 29. Uncanny Dodge means I retain that vs invisible foes.)
 

Absalom takes advantage of the fact that his minion is the only one near the Priest when he reacts. He pulls out a Moil Bone and chants words of Arcane Power. He flings a small orb of Blacklight at his foe. It erupts as it arrives in the area. Everything within the explosion of darkness appears as a negative image on a black background for just a moment, as anti-life itself washes over the area.

OOC: Use Black Lore of the Moil and cast Negative Energy Burst Damage is 20
Rath heals 20 as it in Negative Energy Damage. Fort DC is 19 for half damage.
 


Duthayer clutches his holy symbol and gives a brief prayer. "Lord of Battle, give me the strength, speed, and power to show your glory to the world," he chants, and feels a lightening warmth spread over him. Hopping down from the wagon bed, he begins to quickly trot over to the crazed priest.

OOC: Activating Divine Vigor feat, granting Duthayer a movement of 20', and a total of 84 hit points (this lasts for 2 minutes). If possible he will charge the priest, using the charging smite (by smiting evil on a charge, he deals an extra 12 points of damage, if the charge misses, the smite is not considered used). Attack when doing a charging smite: +20 for 1d10+19/x3/S, +3 dwarven warhammer, AC would be 25 when charging, attack is 2 less and damage is 12 less if subject is not evil.
 

Lord Rath charges the crazed cleric, hacking a sizeable wound in Arroch's side. The blazing blade singes some of the religious one's robes, but quicky fizzles out leaving in its wake gore and a bloody gash - though the flame doesn't seem to phase the fire loving Cleric. Rath's commander doesn't waste any time following suit, drowning his minion and their foe in an eerie blackness. A shriek pierces the sound barrier, but its when the shrillness fades away that you realize he isn't screaming in pain.. but in an evil laugh. "Fools! Your attempts in standing in my path of righteousness are all in vain! The mighty Lord of Fire has reserved my seat beside him in the pits of hell!" He begins mumble, tossing the torch he was once brandishing to the ground as his hands actively perform the signing of a spell.

[sblock=Arthur/Kuma] The disappearing act they weapon toting beastie pulled, has thrown him completely off either of your radars. [/sblock]

Duthayer calls out to his God, praying for speed and all the necessities to take on these badies. He closes quite a bit of distance, but doesn't quite make it to his next target. (Still 20' away.) Though his attention upon the cleric mayhaps be shattered when all hell breaks loose behind him. Brother Odis, also asking for aid in this time of need, is completely caught off guard when out of seemingly no where poofs a creature - perhaps unlike Odis has ever seen. The creature, obviously the play mate of Arroch, has pointed ears and moist, scaly flesh that instantly marks it as an outsider. It has a long tail, clawed hands and feet, and a snaky disgusting beard. But most noteably is the enormous glaive its not only weilding, but sinking into the left horse that is working over time to pull the carriage. A bone chilling whiny rips through the air; the injury causing the horse to trip - chain reacting its mate to do the same.. crimson life force unendingly pouring from the cut.

( Odis - Handle animal check please. And, to save on time.. roll me a tumble/reflex save. Whichever. Good luck! :) )

(Top of the Order! )
 

[sblock=OOC]
Handle Animal (1d20=3) + 2 CHA = 5 (I dont have any ranks in Handle Animal, a trained only skill, so I probably fail no matter what)
Relfex Save (1d20+7=16)

Did Odis successfully cast Prayer? Odis acts before the beastie in the given init order. If so, please add +1 to the above rolls. Also, let the other PCs know which ones were within spell range so they can add mods to all the applicable rolls.
[/sblock]

Grunting, Brother Odis glares at the demon-devil. "The hex of Tymora upon you!"

[sblock=OOC]
Odis casts Bestow Curse:
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
DC: 21 Will
Duration: Permanent

If monster is within striking distance: Brother Odis Casting on the Defensive (1d20+15=32), DC 18, Success
[/sblock]
 
Last edited:

The supposedly mindless Rath paid no attention to the weird chanting and bizarre gesturing of his foe. Or even the manical laughter that issued from the Priest. He just kept on pressing the attack until his opponent moved no more.

OOC attack roll 19 damage 18


Absalom was fairly confident about his companions ability to down the priest, but he was still unsure how many other foes lurked about. Plus he was gravely injured. He summoned forth one of his more powerful wyrds. Greenish-white forms started to rise from the earth, swirling this way and that way, always spinning about Absalom finally enough of them appeared that they formed a 20 foot diameter dome resembling the spirits of the damned. Each spirit writhed in and out of the dome and emitted a low groaning that sent chills through all that heard.

OOC: Cast Spiritwall. I use another runebone to make it a Black Lore spell. I will sudden maximize it as well.
Effects are
a 20 foot diameter opaque dome.
anyone living within 60' of the dome must make a Will Save vs 21 or flee in panic for 4 rounds.
any living creature that merely touches the dome takes 28 points (no save)
any living creature passing through takes 28 points and must make a Fort save vs DC 21 or gain a negative level.
 

Duthayer snarls, and lowers his head to charge the cleric. "There will be no more abominations from ye!" he howls as his axe swings down.

OOC: Charging and attacking as above
 

Seeing the cleric seems taken care of, Kuma turns to face the monster that appeared.

With a snarl he launches himself at the beast!

(Charge and attack)
 

Remove ads

Top