X5: To the Temple of Death - IC

kinem

Adventurer
As Aram grasps the crystal dagger, it glows white.

[sblock=Aram]Aram feels the power of the crystal. It seems to be trying to take control of him, but for now, he resists.[/sblock]
"I'll cast it at the last moment, since it would also interfere with our own spellcasting" Fuller says. "First, I'll give us a bit of a head start on healing. It's wasteful, but in the thick of combat, there will be little time to cast it."

He casts a spell on himself, Aram, Girgal, and Jex. The spell has no apparent effect yet. (ooc: mass lesser vigor)

However, his plans are interrupted as the men on the landed airship decide to act.

The man in dark armor - perhaps the infamous Master - with his flail now hanging at his side to free up his right hand for spellcasting - chants briefly. A huge column of fire roars downwards from the sky, engulfing the flying carpet and badly burning much of the party. Only Aram is able to duck out of the way, leaning precariously over the front edge of the carpet. Eissun, following the carpet, is out of the way.

The other armored man unleashes an arrow, which glows with flame as it arcs through the air. This shot is very well aimed (or perhaps simply lucky) and it strikes Girgal, further wounding the halfling. His followup shot sails harmlessly over the flying group.

"Damn!" Fuller casts a healing spell which washes over the entire party, soothing some of the burns.

[sblock=hp]Aram 98/98, Jex 44/66, Eissun 82/82, Girgal 39/73, Ripclaw 34/57
Aram, Jex, Girgal: 16 rounds of mass lesser vigor (fast heal 1) left.[/sblock]
[sblock=map]
Code:
.........................
.......==................
......=ss=..............
.....=sccs=..............
.....|s.Ms|..............
.....|s..s|..............
.....|s.Ps|..............
.....|s[]s|..............
.....|s..s|..............
.....|sccs|..............
.....=sccs=.......AF...EE
......=ss=........GJ...EE
.......==................
.........................
.........................
.........................
.........................
.........................

A = Aram (on flying carpet)
F = Fuller (on flying carpet)
G = Girgal + Ripclaw (on flying carpet)
J = Jex (on flying carpet)

EE
EE = Eissun

s = skeleton sailor (no armor or weapons carried)

c = crate or chest

[] = mast

P = plate-armored man w/bow & flail

M = man in black plate armor w/shield & flail (the Master?)
[/sblock]
ooc: PCs to act.

Note: The carpet has a movement rate of 40' and average maneuverability.
 
Last edited:

log in or register to remove this ad

Dragonwriter

First Post
'Wonderful, just wonderful. Nothing like a scorching burn to start the day" Jex grumbles before calling out, "Carpet, forward and toward the ship!"

He then makes a few arcane gestures and a blob of shadow covers his hand. Eissun swiftly flies after the carpet and covers the near end of the ship in shadow.

[sblock=OOC]
Moving the carpet 40 feet west. If any of you can make the jump, awesome, if not there's always next turn. Jex casts Reach, Extended Umbral Touch (duration 16 minutes, 30 ft range).
Eissun flies forward 40 feet and casts Dusk and Dawn (duration 50 minutes) centered between the two south-most skeletons and the crates just north of them.

Jex AC 21 (18 normally), HP 45/66; Caul of Shadow has 80 rounds remaining; Umbral Touch has 160 rounds remaining; (FF's spell unknown)
Fundamentals (usable 3 each): Caul of Shadow (used 1), Black Candle, Arrow of Dusk (x2)
Lvl 1 Apprentice Mysteries (2 per day each): Life Fades, Carpet of Shadow
Lvl 2 Apprentice Mysteries (2 per day each): Flesh Fails, Black Fire
Lvl 3 Apprentice Mysteries (2 per day each: Umbral Touch (used 1), Clinging Darkness
Lvl 4 Initiate Mysteries (1 per day each): Shadow Evocation, Warp Spell
Lvl 5 Initiate Mysteries (1 per day each): Echo Spell
Reach Mystery: used 1/2; Extend Mystery used 1/3

Eissun AC 12, HP 82/82; Incorporeal
[/sblock]
 

Walking Dad

First Post
Girgal, AC 23 (T15, FF20), HP 40/72, F +12,R+8,W+15

Girgal grunts and activates his healing belt. He also goes prone on the carpet.

[sblock=ooc]

uses 1 charge of the healing belt. Heals 2d6.

'Prone' increases AC vs ranged attacks.

active:
barkskin
greater magic fang (all NW +1)
just before arriving: Air walk

----

Spot +18, Listen +19

Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame 2, vigor (lesser) x2 - faery fire,
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), Blindsight, Call Lightning – greater magic fang
4 (2) – (freedom of movement), Air Walk, SNA 4 x2 - Enhance wildshape
5 (2) - (SNA 5), Greater stone shape, Panacea - Animal Growth

[/sblock]
 

Rhun

First Post
Aram stands, knees bent to keep his balance, as he goes full defensive. He prepares to leap down upon the armored men as soon as the carpet moves near enough.

Full defense until he can jump down and engage The Master
 

kinem

Adventurer
ooc: This is the map after the carpet's movement this round.

The carpet only has average maneuverability, so it can't stop or turn on a dime.

So this might be a good place for Aram to jump from, rather than have him wait. Rhun, do you want to try that instead of using the full defense, and if so where are you going for?

As for the height of the carpet at this point, that's pretty much up to you guys but I'm thinking not too high above the boat.

I'll complete the round with NPC actions after Rhun replies.

[sblock=map]
Code:
.........................
.......==................
......=ss=..............
.....=sccs=..............
.....|s.Ms|..............
.....|s..s|..............
.....|s.Ps|..............
.....|s[]s|..............
.....|s..s|..............
.....|sccs|..............
.....=sccsAF...EE........
......=ss=GJ...EE........
.......==................
.........................
.........................
.........................
.........................
.........................

A = Aram (on flying carpet)
F = Fuller (on flying carpet)
G = Girgal + Ripclaw (on flying carpet)
J = Jex (on flying carpet)

EE
EE = Eissun

s = skeleton sailor (no armor or weapons carried)

c = crate or chest

[] = mast

P = plate-armored man w/bow & flail

M = man in black plate armor w/shield & flail (the Master?)
[/sblock]
 

Rhun

First Post
Aram leaps, aiming to land atop the crates.


Aram is aiming for the upper right hand "c" square of the crates. Jump +21, Tumble +20 (if needed to reduce falling damage)
 

kinem

Adventurer
With a dull thunk, Aram lands feet first on the crate.

The man in black armor casts a spell at Aram, but the desert warrior resists it.

The archer takes aim at Aram as well, sending two flaming arrows bouncing off Aram's mithral armor.

The skeletons continue to ignore everything but their sailor tasks. Many simply stand idle.

The flying carpet continues on, swooping past the landed boat.

ooc: PCs to act. Note that the carpet has a minimum forward speed of 20'. I still put it where it last was on the map since you can direct it.

[sblock=map]
Code:
.........................
.......==................
......=ss=..............
.....=sccs=..............
.....|s.Ms|..............
.....|s..s|..............
.....|s.Ps|..............
.....|s[]s|..............
.....|s..s|..............
.....|scAs|..............
.....=sccs#F...EE........
......=ss=GJ...EE........
.......==................
.........................
.........................
.........................
.........................
.........................

A = Aram (on crate)
F = Fuller (on flying carpet)
G = Girgal + Ripclaw (on flying carpet)
J = Jex (on flying carpet)
# = corner of flying carpet

carpet was moving to the left on this map

EE
EE = Eissun

s = skeleton sailor (no armor or weapons carried)

c = crate or chest

[] = mast (does not fill full squares, so it can be passed or shot past)

P = plate-armored man w/bow & flail

M = man in black plate armor w/shield & flail (the Master?)
[/sblock]
 

Walking Dad

First Post
Girgal, AC 23 (T15, FF20), HP 40/72, F +12,R+8,W+15

Girgal finally let's go of the carpet, using his active spell to move below the railing from the outside.

[sblock=ooc]

Ripclaw isn't with Girgal. He was left on the ground.


moves from the carpet under the ship's rail for cover with Air Walk.
uses 1 charge of the healing belt. Heals 2d6.

active:
barkskin
greater magic fang (all NW +1)
Air walk

----

Spot +18, Listen +19

Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame 2, vigor (lesser) x2 - faery fire,
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), Blindsight, Call Lightning – greater magic fang
4 (2) – (freedom of movement), Air Walk, SNA 4 x2 - Enhance wildshape
5 (2) - (SNA 5), Greater stone shape, Panacea - Animal Growth

[/sblock]
 

Dragonwriter

First Post
Jex guides the carpet forward and commands it to turn towards the bow of the ship. He reaches out and seems to take hold of the Master's shadow, calling it up from the deck of the ship. It turns from mere shade to inky pool and reaches out to encircle the Master!

Eissun, meanwhile, keeps going for the ship and strikes at one of the skeletal crew near the stern.

[sblock=OOC]
Let's use that carpet to go around on the port side and forward (not sure of precise location, but enough to at least get above the ship and clear line of sight/effect on the Master). Using Shadow Evocation to cast Resilient Sphere (Reflex DC 20 negates, lasts 80 rounds) on the Master.
Eissun moves 6 West and attacks one of the skeletons. It should be in darkness, so +10 Touch for 1d8+1 damage, since they are immune to Cold.

Jex AC 21 (18 normally), HP 46/66; Caul of Shadow has 79 rounds remaining; Umbral Touch has 159 rounds remaining; (FF's spell unknown)
Fundamentals (usable 3 each): Caul of Shadow (used 1), Black Candle, Arrow of Dusk (x2)
Lvl 1 Apprentice Mysteries (2 per day each): Life Fades, Carpet of Shadow
Lvl 2 Apprentice Mysteries (2 per day each): Flesh Fails, Black Fire
Lvl 3 Apprentice Mysteries (2 per day each: Umbral Touch (used 1), Clinging Darkness
Lvl 4 Initiate Mysteries (1 per day each): Shadow Evocation, Warp Spell
Lvl 5 Initiate Mysteries (1 per day each): Echo Spell
Reach Mystery: used 1/2; Extend Mystery used 1/3

Eissun AC 12, HP 82/82; Incorporeal
Dusk and Dawn: Used 1/3
[/sblock]
 

Rhun

First Post
Aram steps forward, off of the crate, and slashes his blades at the two nearest skeletons in an attempt to clear the line to the real foes. As he does, he tries to use the ship's mast as cover against the incoming arrows.



HP: 98/98, AC 27 [CE3]
5' step forward, 3-points combat expertise, attack skeleton to right, and skeleton to right and 1 square up (next to the mast).

Full Attack: +9/+4 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2) AND +9/+4 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2)
 

Remove ads

Top