The Nameless Legion: Templar Lance- Mission #1

Round #2

Sylv calls out to her troubled comrade. "I hope you don't mind, if I help you a little, Gyre." She pulls out a bit of pork rind and rubs it between her fingers. Bringing her index finger to bear on the dervish, she casts, and Gyre feels a supernatural slipperiness cover her body. Gyre attempts to slip free of the tendrils around her. She wriggles as hard as she can, but is not able to break free.

The creature senses Gyre's attempts to break free, and squeezes again. Gyre hears her joints crack under the strain of the tendrils' crush. To add insult to injury, a second tendril snakes out, and slaps her across the face. The creature, also seeming to sense Shadow moving into position, shoots out two tendrils towards the shadowdancer. Shadow dodges one, but the other one connects in her left side.

OOC: Gyre takes 10 points from grapple damage and 7 points from the slap. Shadow takes 7 points of damage from the attack.

Enraged by the slice in her side, Shadow retaliates. She swings twice at the creature, but only connects once, piercing the creature's kelp-like hide and drawing some sort of ooze from the wound.

Shackler draws his dorje, and releases a beam of cold at the creature. While Shackler is sure the creature took the brunt of the blast, the creature looks undamaged.

For Shadow:
[SBLOCK]
You can notice, due to your proximity to the creature, that the attack you did the first round seems to be knitting itself back together, as pieces of kelp patch up the wounds.
[/SBLOCK]

For Sylv:
[SBLOCK]
Knowledge (nature) = 25. If this is like other creatures you've seen, then there's a strong possibility that it is immune to cold damage and bludgeoning damage, and is only somewhat resistant to fire.
[/SBLOCK]
 

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Shadow calls out "It's healin' itself somehow." Shadow steps to the side 5' and concentrated on carefully manifesting a power centered on the other side of the creature, as to not hit Gyre or herself.

1) Take a 5' step to be on the same half of the Angler as Gyre is.
2) Manifest defensively (Concentration +7) to avoid AoO
3) Manifest Energy Stun for 5 PP, Electrical damage, DC 19, +2 to penetrate resistance, 3d6 dmg, if fails ref save for half, make fortitude save or stunned for 1 round. Targetet to not hit Shadow or Gyre (5' radius blast)
 

Shackler

With narrowed eyes Shackler takes stock of the lance's disposition. Two wounded, one of them grappled. We need to make this short and nasty. This is, what you have manifesters for. The mentalist's eyes blaze violet as his thoughts trigger energy channeling through familiar currents. Focused into one infinitesimal the stream of power can find only one release - a thin, pale green ray springing from his outstretched finger to the kelp creature.

See how you like this ...

OOC: Using disintegrate, psionic with greater psionic endowment. Ranged touch attack at +8, fort save DC 26 or take 22d6 damage; 5d6 on success. 147PP left.
 
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Gyre

"Damn living seaweed!!"

Gyre continues her struggle to wrest herself free of the creature's grasp.

OOC:
1) Use Escape Artist +22 (+10 from the Grease spell) to break free of grapple
2) Assuming she frees herself, Gyre backs up 5'.
 

Round #3

Gyre continues to struggle against the Kelp Angler, to no avail. Even with Sylv's spell, the dervish seems unable to wriggle herself free from all the sogging vines and tendrils.

The creature continues to put the squeeze on Gyre, crushing her more. The tendril that attacked her attacks her again, adding even more insult to injury. The other two tentacles snake out and swing at Shadow. Knowing that they are coming this time, Shadow manages to evade their blows.

OOC: Gyre takes 7 points from grapple damage and 7 points from the slap.

Shadow calls out to his teammates "It's healin' itself somehow" as she positions herself to attack. Concentrating to avoid flailing tendrils, Shadow lets loose an electrical blast at the creature. The creature manages to spread itself out to minimize the damage, but you still smell the aroma of burnt kelp from the spot of the elctrical burst. The creature does not appear to be stunned, though.

Shackler, with eyes narrowed, calls upon his training and releases a destructive bolt at the creature. The blast strikes through, and the entire party witnesses in pleasant surprise as the creature disintegrates from sight, leaving behind only ashes.

Gyre is more surprised than the rest, as she falls to the ground. She manages to roll with the fall, though, and lands safely.

OOC: Sorry, Thanee, but it looks like I didn't need to pause battle for you once I rolled the angler's failed fort save.
 

Xp

OOC: You all receive 1,000 XP for defeating the Kelp Angler. This should serve as a nice bank for any XP-related spells, powers, etc.
 

Shadow shakes off the ashes, sheaths her weapon, and blends into the background. "Good job," she says as she melts away into a shadow. She takes a few moments to look around their surroundings to see if there is anthing or anyone else around.
 

Shadow notices another kelp bed off in the distance move in an unusual way, though it is quite far away and shows no notice of the party.
 

Shadow 71/78 HP

Shadow's voice comes from the shadows "There's 'nother salad in tha distance to tha north*. It ain't noticed us yet. Might be a good idear ta watch our step 'round here."

Confident there is no longer any other immediate threat, she emerges from the shadows by Shackler. She barely appears injured.

*or whatever direction it is.
 
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