X5: To the Temple of Death - IC

Walking Dad

First Post
Girgal, AC 25 (T15, FF22), HP 55/72, F +12,R+8,W+15

Girgal-saurus seems to just stand there. But he communes with the elemental power of fire, causing a medium sized fiery raptor to appear!

The summoned reptiles continue their vicious bites, trying to drag the plate wearing man to the ground.

[sblock=ooc]
current form:
http://www.enworld.org/forum/attach...310556953-x5-temple-death-ic-bloodstriker.jpg

AC 32 (T11, FF32)

standard: summon elemental feat to call a medium sized fire elemental to the square just below Aram's.

he healed damage from active mass lesser vigor.

rds until next squirt: 1 of 4

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

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Currents stats


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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

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Rhun

First Post
Aram turns and runs past Girgal's summoned dinosaur, fleeing in unnatural fright from the Master. The dervish leaps up on the gunwale, and then down to the ground below, tumbling (+20) to lesson the impact of the fall (if necessary, not sure how tall the ship is).
 

Dragonwriter

First Post
Jex curses as Aram starts obeying the Master. Hoping to keep the enemies from unleashing much more destruction on him and his allies, he throws another shadow bolt at the Master, hoping this one slows him down. "Eissun, leave the skeletons and get the leaders!"
Eissun blankets the prow of the ship in shadow and flies above the archer.

[sblock=OOC]
Jex uses another shot of Umbral Touch on the Master while keeping the carpet circling. In fact, probably circle closer, then shoot. Should be the same modifiers as before.
Eissun uses Dusk and Dawn, centered on the corner between the Master and his buddy and where Aram was until recently. Then Eissun flies above the archer, taking advantage of his reach. :)
(As a reminder, creatures with Darkvision can see perfectly through Dusk and Dawn. Those without darkvision have to deal with the shadowy illumination.)

Jex AC 21 (18 normally), HP 28/66 (Lesser Vigor factored in); Caul of Shadow has 75 rounds remaining; Umbral Touch has 115 rounds remaining
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 2/3
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kinem

Adventurer
Two of the wolf-like dinosaurs miss, but the third bites the black-armored 'Master'.

Jex's new shadowy bolt strikes the Master, though again fails to slow him.

Father Fuller unleashes a lance of loud sound at the same enemy, and this is enough to bring down the black-armored priest!

The flail-wielding man formerly known as the archer strikes one of the wolf-like dinosaurs, but not hard enough to bring it down.

Fighting on alone against the dinosaurs and the heroes, the man is soon brought down ...

OOC: Thinks to some lucky rolls and Aram's use of the crystal dagger which dispelled the Master's protections, the party gained a clear advantage. I saw no need to play out the rest of this battle. At this point, will you attempt to stabilize the defeated foes? What will you do afterwards?


When Aram manages to clear his head and return to the wooden ship, the dagger guides him to the crate near where the Master was standing. Inside is a glowing jade sphere, carved with many strange runes.

[sblock=Aram]Aram gets the impression that he must touch the dagger to the sphere.[/sblock]
 


kinem

Adventurer
As Aram thrusts the crystal dagger towards the jade sphere, there is a pop sound and a flash of light. Both items have disappeared.
 

Dragonwriter

First Post
Jex brings the carpet to a stop at the prow of the ship as Eissun's darkness dissipates. He raises a curious eyebrow as the dagger and sphere vanish and simply asks, "Is it done?"
 

kinem

Adventurer
Fuller examines the man in black armor, removing the helmet. The man inside appears to be decaying before your eyes, shriveling to a corpse.

"I think so ... or at least, I think our part is done" Fuller says. "I guess the sphere made this man immortal, and that's over with. He was traveling with it. Perhaps he needed to stay close to it for it to work. I mean, otherwise, why not just hide it in a deep and sealed pit?

Though I suspect that the items that vanished are not destroyed. Such artifacts are not so easily disposed of. I think they will turn up again, somewhere, someday, but I hope it will not be soon."


He searches the body, and takes several items, as well as some papers. "Magic items" he explains "which we can identify later.

And these look like ... plans for the war. If we could return in time, the defenders of Darokin might find these quite useful."
 

Dragonwriter

First Post
Jex squirms a little uncomfortably as the man decays. He gulps and lets out a long-held breath as the rotting finishes its accelerated business. "Hopefully we won't be stuck dealing with them when they turn up again, eh?" he jokes, perking up again. "And as for getting back to Darokin, we do have this wonderful new transport. Shall we?" The shadowcaster makes a slightly-humorous, sweeping gesture towards the carpet.
 

Walking Dad

First Post
Girgal, AC 25 (T15, FF22), HP 64/72, F +12,R+8,W+15

"No complains on your plan. But let's make a small detour and retrieve Ripclaw."
Girgal says after shifting back.

[sblock=ooc]

he will cast his last vigor (lesser) on himself if necessary.

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

----

Currents stats


----

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]
 

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