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Re: Auromar: Beginnings and Endings (IC4)
Hist
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The warlock thought quickly.
To save people, we need fighters. That means the guard. If I can get to them quickly, we can rally them, get the stragglers to the temple.
And if I can do it quickly, we can save the inn. And pray the others can hold the temple
He plunged quick as he could for the guardhouse
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Re: Auromar: Beginnings and Endings (IC4)
Hist:Spoiler
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3 rounds to get to the guardhouse.
When you get to the guardhouse, you see several dead bodies, but you also see more blood than those dead people could accomplish as well. There are five guards there fighting, including Silas, who is currently chanting prayers of healing among the fallen guards.
There are three large Yeth Hounds, and one medium one here.
Actions?
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Re: Auromar: Beginnings and Endings (IC4)
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Hist charges in at one of the larger Yeth, one of those on the edges of the fight. His staff bursting with the ebon flame of his power, and the pure fire of the staff as he charged into the fight screaming
SORRY I'M LATE!Spoiler
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[roll0]Attack
[roll1] EB[roll2]Flame[roll3]Staff
Oh boy. That could have gone better.
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Re: Auromar: Beginnings and Endings (IC4)
Hist:
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Even catching it off guard you still manage to have your staff crash into the ground next to the hound.
The hound turns, seeing the flash of powerful light.
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Round 5/10:
Init for hound: [roll0]
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Re: Auromar: Beginnings and Endings (IC4)
Hist
Helping
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Hist curses as the staff hits the ground. He raises it with practiced speed, pointing it at his new friend
Come on! You want a fight, don't you?
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[roll0]Int. No actual actions, just theme.
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Re: Auromar: Beginnings and Endings (IC4)
Reid
Blast it. The summoner can bring them in without even casting a magic spell. This is bad.
As soon as the switch is made to the second yeth hound, Reid guides the ebony fly well around the yeth hound that dove towards him, and cast a spell on the new mount.
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Reid moves the fly to within 50' of the summoner and casts Dismissal on the second yeth hound (will save DC 30-yeth hound's HD)
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Re: Auromar: Beginnings and Endings (IC4)
Anu
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2 rounds back...
Anura curses to herself as Dothen flees and Hist flies off into the darkness. As another Yeth hound appears from midair near the cleric, she nods to herself, pleased that her guess was correct.
"Grazys, the summoner is here!" she calls back into the temple at her last remaining companion.
Angling away from the approaching Yeth hounds, Anura cuts up and to the left, moving towards Reid's unseen target, ready for spell battle.
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double move at fly Mv60 (avg) until she can see the elf summoner. At that point she will cast 'spellcaster's bane' on herself (swift action) and then 'arcane turmoil' targeted 'dispel magic' on the summoner (standard action).
OOC1: Dispel rolls, targeting highest-level spell or (Sp) effect active on the elf first:
Dispel 1: [roll0]
Dispel 2: [roll1]
Dispel 3: [roll2]
Dispel 4: [roll3]
Dispel 5: [roll4]
Dispel 6: [roll5]
& target must make a Will save (DC18) or lose a randomly determined highest-level memorized spell or spell slot.
Also note that she will automatically recognize any spell being cast within line of sight while 'spellcaster's bane' lasts.
Let me know if I need to make any more.
EDIT: Corrected to 'dispel magic' instead. I didn't realize the spells had different ranges and she wants to stay at least 150ft. from the summoner.
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Re: Auromar: Beginnings and Endings (IC4)
Grazys SennekerSpoiler
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HP: 63/63; AC: 20 (inc. charge); DR 10/silver
Grazys nods to Anura. "I know! I'll work on tha hounds for now. Let me know if ya need me with him!" The binder withdraws his shield from his pack and waits until the hounds have closed much of the distance before suddenly bursting towards them with his silvered rapier leading. He charges the lead hound hoping to diminish the foes his friends will encounter.
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[roll0]
[roll1]
[roll2]
[roll3]
Soul Guardian: Immune to fear.
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Re: Auromar: Beginnings and Endings (IC4)
Hist
HelpingSpoiler
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Hist's flame flared around his staff before a great gout of it spurted toward the hound
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Plain old fashioned EB. [roll0] Attack?[roll1] Damage
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Re: Auromar: Beginnings and Endings (IC4)
The hound's flesh is easily pierced by Grazy's blade, even as Anura flies towards the summoner, casting her spell to strip the summoner of any spells on himself. She is fairly well surprised that she only senses the spell targeting one effect on him, but it doesn't strip him of it.
Reid dodges the other Yeth Hound, and attempts to dismiss the new one. Reid's magic shimmers around the hound, and something... odd happens.
Reid:
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Your magics seem to be fighting against two conflicting forces. The Yeth Hound is extraplanar, and you sensed it's will was not strong enough to ignore the dismissal. But there is also something in the hound that IS native to the material plane, and that is fighting the effects of the dismissal. You realize that the elf must have used some of his actual life force, not just his blood, to summon this beast. ((OOC: He apparently took Con damage, giving a part of his physical self, to summon it.))
The elf on the back of the hound screams, and you see him try to half sit up on the hound. Reid and Anura both notice that the elf's legs seem to be molded into the hound's body now.
The elf looks at you all, hate in his eyes visible even from here, as he mutters a spell. Anura and Reid both recognize it as a dimension door spell.
The Astral around him warps and bends, before dragging the elf and his mount away somewhere.
The silenced Yeth Hound then attacks Reid, but is rebuffed by the circle against evil spell.
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Reid is now included in the silence effect.
Hist:
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The blast nearly doesn't hit, but still does and a chunk of the demon's flesh burns away. In return, the hound attempts to kill you.
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Attack: [roll0]
Confirm crit on 20: [roll1]
Damage: [roll2]
CD: [roll3]
Free Trip attempt on successful hit: [roll4]
You roll an opposed check on Strength or Dex. You fail, you fall.
Damage to Hound: 25/??
The other guards continue fighting the hounds, managing to vanquish the smallest of them, leaving two large ones.
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Re: Auromar: Beginnings and Endings (IC4)
Addendum:
Grazys makes what appears to be a foolish, probably final stand as he charges the twelve total enemies begin to surround him after his charge into their midst.
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Forgot this.
Anyways. Let's go with two of the larger, and two of the smaller able to reach you to attack this round. The rest of them start circling the temple.
Attack: [roll0]
CC: [roll1]
Damage: [roll2]
CD: [roll3]
Trip Attempt: [roll4]
Attack: [roll5]
CC: [roll6]
Damage: [roll7]
CD: [roll8]
Trip Attempt: [roll9]
Attack: [roll10]
CC: [roll11]
Damage: [roll12]
CD: [roll13]
Trip Attempt: [roll14]
Attack: [roll15]
CC: [roll16]
Damage: [roll17]
CD: [roll18]
Trip Attempt: [roll19]
The other hounds attempt to enter the temple, but are rebuffed by Anura's magic circle against them.
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Re: Auromar: Beginnings and Endings (IC4)
Reid
Reid grimaces as the summoner/hound composite vanishes.
Well, he's resourceful. I'll certainly give him that.
All goes quiet for Reid as the initial mount closes with him, snapping its jaws short of the protective field. He is surprised and delighted to see Anura floating below - and had that been a flash of Hist's power earlier? So much to absorb. At least not all of the news was bad.
Like that pack of yeth converging on the temple and...is that Grazys?
Trusting to the spell to keep himself safe from the snapping jaws of the silent yeth hound, Reid guides the fly downwards and flings another prayer out at the pack.
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I'm not clear on sequence at this point. If possible, Reid will cast Dispel Magic (20' burst) before the pack converges on Grazys. If the pack is still together around where Grazys is/was when Reid can act, he'll cast it on them. Dispel checks as needed:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
And, overriding this, if Reid is in any position to get to a still-alive Grazys to administer a timely Cure Critical Wounds (42 points of healing), he'll do that first.
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Re: Auromar: Beginnings and Endings (IC4)
Hist
HelpingSpoiler
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Hist cried out as the creatures fangs sank into him, blood spurting into it's mouth. He fell as he wrentched his arm from the beast's jaws, hitting the earth with a thud.
Tast that? That's angel blood. And you'll get no more
At the last, another gout of blackend fire flew from Hists hands at the Hound.
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[roll0]Attack
[roll1] EB damage.
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Re: Auromar: Beginnings and Endings (IC4)
Hist: Spoiler
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The other guards gang up on the two large hounds that you aren't fighting, taking a bit of damage but none fall yet. Silas stands from one of the fallen guard's bodies, and you notice he carries a very heavy looking mace. He looks to the other guards, before walking in your direction, intent on helping you.
But before he can get to you, the hound takes another bite out of your shoulder, ignoring the blasts that are searing away it's own flesh.
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Round 7/10
Remember, you have a -4 penalty to melee AC because of being prone.
Attack: [roll0]
CC: [roll1]
Damage: [roll2]
CD: [roll3]
You're already on the ground, so no new trip.
Damage to Hist: 30
Damage to Hound: 55/??
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Re: Auromar: Beginnings and Endings (IC4)
Hist
HelpingSpoiler
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It's... almost dead.
Hist focused again, and the flame burst toward the hound
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[roll0]Attack
[roll1] Damage.
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Re: Auromar: Beginnings and Endings (IC4)
Dothen
In his panicked state Dothen flees in an allout run. Dodging and twisting through the streets avoiding any YEth that may be pursuing him.
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Since the Panic is on...as far away as my little legs will carry me for how ever long it takes until the fear goes away.
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Re: Auromar: Beginnings and Endings (IC4)
Dothen:Spoiler
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[roll0] more rounds.
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Re: Auromar: Beginnings and Endings (IC4)
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Yeah - running away...how awesome is that? :smallredface:
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Re: Auromar: Beginnings and Endings (IC4)
Hist:
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Your last blast completely overwhelms the hound, burning it into nothing, even the blood it explodes into vanishes in the black fire.
Silas reaches you, blinking in surprise. "Do you need healing?"
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Re: Auromar: Beginnings and Endings (IC4)
Hist
HelpingSpoiler
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Hist doesn't stop, even for his bleeding shoulder. He slowly raises to his feat, before blasting at another of the Hounds, talking to Silas in the meantime
A little would be nice. Don't waste too much on me though. Keeping people alive is the priority here.
He's not that coherent, but tries to continue his conversation.
You know what happened with your own prayers.... you felt my block, right?
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[roll0]Attack
[roll1] EB damage. I think getting up is a move action that provokes AoOs, right?
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Re: Auromar: Beginnings and Endings (IC4)
Hist:
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Silas shrugs, before touching your shoulder, a whisper of a prayer coming from his lips.
"I bid you good health, in the name of Lord Pygas." And your wounds knit up, even as you blast another one of the large hounds, drawing it's ire.
The two hounds manage to kill a guard, and Silas winces.
"A discussion for another time though, I think." He takes his mace and begins running towards the two hounds.
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Yes, but you weren't in melee range of the hounds. Heal is [roll0].
Curse blast again? (Last one you can draw on with the energy you hold.)
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Re: Auromar: Beginnings and Endings (IC4)
Hist
Helping
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Not on that one. That was more lashing out. On this one instead
Hist focused as the pain cleared
Indeed. Forgive me.
Quick as he could, he focused on the energies inside him, and a great burst of blackened flame, burning with otherworldly heat, struck out at the hound
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[roll0] Blast
[roll1] Damage
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Re: Auromar: Beginnings and Endings (IC4)
Hist:
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The blast consumes the hound, and the remaining guards and Silas manage to down the last one before you can summon the energy for another blast.
They look around warily, before slowly lowering their weapons.
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Re: Auromar: Beginnings and Endings (IC4)
Hist
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Hist too is exhausted. But he doesn't permit his body to stop. His guilt is too strong for that.
There's.... more at the inn. And a LOT at the temple. That's where most of the survivors have gone. Along with the rest of my party
And that, I fear, might be a good place for me to go. We need to protect the survivors. Someone needs to help those at the inn. Where's Randolf?
His mind seems exhausted, and jumping to non-sequentiors.
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Re: Auromar: Beginnings and Endings (IC4)
Hist:
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Silas points away from the guard house. "Randol and probably ten others ran at the howls. Over a dozen of these demons came here, but most raced off after those who fled." Silas shakes himself, before turning to the remaining guards. "Everyone form up, we're going after those who fled and try to rescue them."
There are a few groans, but the remaining guards get it together. Silas looks at Hist one more time. "Once I find a few more of the guard, we'll cover the inn." He places a hand on Hist's good shoulder. "Good luck, and may the gods go with us both."
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Re: Auromar: Beginnings and Endings (IC4)
Hist
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Silver hurts them, in case you didn't know.
Hist seems calmer now. He reciprocates the gesture of placing a hand on Silas' shoulder
I'll second that. Let us hope they feel merciful.
With that, and a hurried nod, he runs off, at a speed much faster than flight.
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Can Hist check on the inn on his way to the temple? Or would he have to detour?
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Re: Auromar: Beginnings and Endings (IC4)
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Re: Auromar: Beginnings and Endings (IC4)
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How BIG a detour?
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Re: Auromar: Beginnings and Endings (IC4)
Hist:
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It's 4 rounds for you to run to the temple. Detouring but not stopping would bring you to 9 rounds.
And regardless, you're done for the moment until the other catch up.
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Re: Auromar: Beginnings and Endings (IC4)
Hist
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I could....
No, No, you idiot. No. No, No, No. We need to help the others.
But...
Silas and his men will handle that. MOVE!