| GM Kiora |
Li'an flies through the crystalline forest and reaches a small clearing. As she floats above the clearing, she takes in the grisly sight before her. The clearing is littered with the dead bodies of humanoid creatures. The once pearlescent skin of the dead creatures has turned pallid and gray, the diaphanous shawls barely covering their nakedness soaked through with blood. The puncture wounds in their chests are ragged and brutal, and it's clear that they died in agony.
Four trident-wielding beings, one woman, one man, and two androgynous individuals, stand over a kneeling man with terror in his eyes. One of the beings presses a trident against the man's throat.
Li'an's attention is quickly drawn to the pleading man before her. His voice trembles as he begs for mercy, tears streaming down his face. "მე მხოლოდ ის გავაკეთე, რაც გავაკეთე, რადგან მჯერა ჟალეს საქმის," he sobs. "კელიზანდრი არის ურჩხული, განადგურებისა და დაპყრობის ღმერთი. მას არაფერი აინტერესებს მათ სიცოცხლეზე, ვისაც ფეხქვეშ თელავს. ჟალე მის შეჩერებას ცდილობს. მე მხარს ვუჭერ ბოლო მარილიან პადიშას!"
"I only did what I did because I believe in Zhaleh's cause."
"Kelizandri is a monster, a god of destruction and conquest. He cares nothing for the lives of those he tramples underfoot. Zhaleh is trying to stop him. I support the last saline Padishah!"
The trident-wielding beings surrounding the man exchange glances, their expressions inscrutable. The one with the trident at the man's throat speaks up, their voice cold and sharp. "შენ იმაზე ლაპარაკობ, რაც არ გესმის, მოღალატეო" they hiss. "კელიზანდრი ყველა წყლის უფალია და მისი ძალა აბსოლუტურია, ჟალე მოღალატეა, ახლა კი მოღალატე ხარ მისი მხარდაჭერისთვის".
"You speak of things you do not understand, traitor. Kelizandri is the Lord of all Water, and his power is absolute. Zhaleh is a traitor, and now you are a traitor for supporting her."
Li'an watches as the beings raise their tridents, their expressions grim and unyielding. She knows that she needs to act quickly to save the man's life.
Li'an - please take no more than 1 round of actions at a time.
Everyone else can take up to 4 rounds of actions (2 during the time Li'an was buffing, 2 during the time Li'an was moving) to catch themselves up to the current scene.... and then like Li'an, 1 round of actions at a time.
Map is up-to-date.
Trees on the map block LoS.
ID creature check
In the shimmering waters, the Nereids frolic with an ethereal grace. These aquatic fey are renowned for their striking beauty, their hair flowing like tendrils of seaweed and their pearlescent skin glistening in the sunlight. As they bathe in the clear waters, their lithe bodies seem to dance and sway with the currents.
But don't be fooled by their beauty, for the Nereids are capricious and often dangerous creatures. They are known to lure sailors to their doom with their enchanting voices and alluring beauty. Tales of shipwrecks and drowned sailors are often attributed to their mischief.
Unlike their cousins, the naiads, who are bound to specific bodies of water, Nereids are free to roam any aquatic environment. They are equally at home in a freshwater stream as they are in the salty depths of the sea. And though they speak the languages of Aquan and Sylvan, in the Inner Sea they can often be heard speaking the common tongue of Taldane.
Nereids are far from ordinary beings, as their abilities can be both beguiling and deadly. With their enchanting aura, they can easily captivate creatures that are drawn to their alluring beauty, affecting those within a 30-foot radius. Their power to suggest is further heightened when creatures become fascinated by them. Yet, their beguiling nature can also be treacherous, as they have the ability to drown creatures with their kisses. They can flood the lungs of helpless or fascinated creatures, taking their lives with a lethal embrace. Their touch or spray can also unleash a deadly poison that inflicts 1d2 points of Constitution damage per round, coupled with blindness.
Nereids have yet another remarkable ability: they can shift their form into that of a medium water elemental. Their body becomes fluid, their movements taking on the characteristics of water, and their skin turning into a pellucid, translucent shade. This ability makes them effectively invisible when they are underwater, and they can easily escape the notice of their unsuspecting prey. In the end, to underestimate a nereid is to invite peril.
Nereids are formidable foes with both deadly and defensive abilities. Their impressive defensive capabilities include a base AC of 25, immunity to cold and poison, DR of 10/cold iron, and SR 21. Their graceful movements are almost otherworldly, allowing them to use their Charisma bonus as a deflection bonus to their Armor Class and CMD if they are not wearing armor. Those seeking to subdue a nereid should beware: a nereid's shawl is said to hold the key to controlling her. Attempting to take control of the shawl will leave one vulnerable to the nereid's dangerous attacks. If the shawl is destroyed, the nereid takes 1d6 points of Constitution drain per hour until she dies. A nereid can create a new shawl from water, but the process requires immense concentration, and each attempt takes 1d4 hours to complete, making this a difficult and time-consuming task.
This is sufficient to know all information on the nereid statblock.
| Li'an Va'ardalia |
In the clearing, Li'an quickly realizes there's little time to act with the remaining man being threatened with execution. She whispers back to the group "Hurry, I will do my best to protect the remaining man,".
Given that the aggressors were followers of the Brackish Emperor, she thought it likely they would at least recognize Ignan as something anathema to their lord. It was her best bet for drawing their ire.
"คุณไม่มีสิ่งที่ดีกว่าที่จะทำ?" she shouts out, her voice roaring and crackling like a bonfire. Gesturing once in a circle, motes of fire begin to sweep along the floor around the man, tracing a circle. As they go around they grow in number and sweep upward before the entire area erupts in an inferno that somehow manages to leave the man in the center unharmed.
Std Act: Cast wall of fire, 5' radius with the damaging side outward.
Wall of Fire (Wall): 1d6 + 11 ⇒ (3) + 11 = 14
Wall of Fire (Mid Ring): 2d4 ⇒ (1, 4) = 5
Marked the damage of the rings on each area
| Li'an Va'ardalia |
Spell Resistance #1 (Eldritch Breach): 1d20 + 11 ⇒ (12) + 11 = 23
Spell Resistance #1 (Eldritch Breach): 1d20 + 11 ⇒ (20) + 11 = 31
Spell Resistance #2 (Eldritch Breach): 1d20 + 11 ⇒ (11) + 11 = 22
Spell Resistance #2 (Eldritch Breach): 1d20 + 11 ⇒ (20) + 11 = 31
Spell Resistance #3 (Eldritch Breach): 1d20 + 11 ⇒ (10) + 11 = 21
Spell Resistance #3 (Eldritch Breach): 1d20 + 11 ⇒ (4) + 11 = 15
Spell Resistance #4 (Eldritch Breach): 1d20 + 11 ⇒ (20) + 11 = 31
Spell Resistance #4 (Eldritch Breach): 1d20 + 11 ⇒ (19) + 11 = 30
| GM Kiora |
As the motes of fire weave their way across the ground, the trident-wielding beings stumble backwards, as Li'an bends the flames to her will. With each passing moment, the circle of fire grows larger, sending waves of heat radiating out in all directions.
As the inferno roars, the trident-wielding beings struggle to regain their bearings, their faces etched with confusion and fear. They see Li'an hovering in the distance, her eyes blazing with an otherworldly intensity.
"– Bu nə sehrdir?" one of the trident-wielding beings exclaims in Sylvan, her voice trembling with fear. Another steps forward, brandishing his trident. "Sən kimsən? Nə etdin?" he demands, his voice quivering with anger and confusion.
"What kind of foul fire magic is this?"
"Who are you? What have you done?"
Back with the rest of the group, the frozen crystal forest towers above them, each crystal glinting in the dim light. The frost-covered trees seem to whisper as the group makes their way deeper into the forest. Suddenly, Pagbean, the space gnome, looks back to the others and whispers, ""Oh, bunlar elementar deyil. Bunlar feydir."
"Oh, those aren't elementals. Those are fey."
Lohad furrows her brow in confusion as Pagbean translates for her. She looks down at the space gnome and asks, "Фей? Що ти маєш на увазі?"
Pagbean's eyes widen as he explains, "«Вони пустотливі створіння. Фей — істоти з Першого світу, усі вони безсмертні»." Lohad nods silently in understanding. She draws her guns out from under her cloak, preparing for any surprises the unpredictable fey might have in store.
"Fey? What signify you?"
"They are cunning animals. Fey existences are all derived from the Primary Sphere, every single one of them, undying."
1. Fey #4 [22]
2. Unafe [19]
3. Fey #3 [18]
4. Fey #5 [17]
5. Li'an [14]
6. Fey #1 [12]
7. Ehren [11]
8. Hinagiku [11]
9. Fey #2 [11]
10. Myrna [3]
14 damage to Fey #2, 5 damage to Fey #3, #4, #5.
Surprise Round!
Unafe, Ehren, Hinagiku, and Myrna are up!
| Myrna Riversoar |
Just as before, every word of conversation spoken is something Myrna cannot understand. All she hears is to hurry, and that there's a man in trouble. She stops gazing at and touching the magical crystal trees and hurries ahead to join her allies. As she goes, her blood boils and she grows in size, also casting an enchantment spell on herself to bolster her confidence and morale. When she reaches the clearing ahead, with a ring of fire blocking part of her view and four trident-wielding beings standing around barking in unknown languages, her axe and shield find her hands again.
"What do we do?" she calls, "Who are these people? Are we fighting them?"
On the way over, Myrna grows to Large and casts heroism on herself.
She invites Hinagiku back the day after the party. Together they sit in Myrna's room around a shiny and perfect mirror. She spends an hour chanting and drawing chalk sigils, with the mirror steadily clouding and filling with vague images that grow more defined with time. Eventually, if she is lucky, Hinagiku's friend would appear.
| Unafe Two-Hearted |
In the prior rounds, all I did was grow to Huge, and then stay close behind Li'an.
- Now:...
Unafe sees the bloody corpses all around–and hears Li'an whisper about protecting the last of them–before summoning a great wall of fire.
The Demetae clan-liege leaps over the trees, landing on the icy ground with a loud crack. She is surprised to see humanoids of some sort–not elementals–and their unearthly beauty gives her a moment's pause...but the carnage around them tells a clear story.
To Myrna's question, Unafe gestures at the corpses covered in puncture wounds, and the beautiful humanoids bearing tridents. "Aye, Hinagiku says the elemental lord they serve is one of the worst, and I don't want them to kill the one Li'an just cordoned off...so we're fighting."
Athletics (jump): 1d20 + 64 ⇒ (19) + 64 = 83
Free: Berserk (-4 AC, +23 THP)
Move: as shown on map
Swft: -MF Giant Physique stance
Tracking:
24 AC (+2 vs evil outsiders)
44 CMD vs grapple 38 +4 stance
40 CMD vs other -4
5 Tension (4 first round +1 move)
5/5 Mythic Tension Pool
140/140 HP & Healthy
0 Nonlethal
23 THP (berserk)
6/9 MP
1/2 martial focus
6/9 SP
3/4 rounds - stance
DR 2/- vs evil outsiders.
.
BUFFS ON OTHERS:
* Allies within 20’ : +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws.
| Ehren Ferron |
When they pass through the barrier, Ehren sighs with satisfaction, the rush of wind a welcome sensation after their brief time spent in the vacuum. Though his life bubble provides all the conditions essential to survive, it cannot measure up to the genuine article. The druid looks up at the crystalline trees with fascination that soon fades as they tread further into the forest. He returns Hinagiku's glance, knowing that she, too, can sense the utter absence in this place. The environment here is not just alien to him; it is entirely artificial, a mere facsimile of nature. Before he can ponder the purpose of this place too deeply, Ehren hears voices and the sounds of battle up ahead.
Linguistics DC 20: 1d20 + 3 ⇒ (4) + 3 = 7
The archdruid tilts his head quizzically, finding that though he does not recognize the sounds of the words, their meaning is as clear as Common. That could only mean one thing.
“Üzr istəyirəm, Pagbean. Mən sizin ikinizi daha çox təhlükəyə doğru aparmaq fikrində deyildim,” Ehren says to the gnome sadly, while Li’an is preparing to scout ahead. As she flies off invisibly, Ehren casts his extrasensory echolocation spell, no longer useless now that there is air for sound to travel. He then casts a spell giving his allies surer footing, just in case the terrain grows more disagreeable.
When Li'an gives the signal and Unafe launches into the air, Ehren runs toward the battle, uncertain what to expect. There was more he could do to prepare, but seeing as they did not know the nature of the conflict, he did not want to resort to violence immediately. When he reaches the clearing and sees the massacre, he wonders if perhaps peace is not an option. Furrowing his brow, the druid looks upon the naked corpses and then at the ones responsible.
Knowledge (nature) (Critical Success): 1d20 + 12 + 10 ⇒ (20) + 12 + 10 = 42
Ehren grimaces, recognizing the beautiful creatures and the precarious position Unafe has just put herself in. Never in a thousand years did he expect to find these creatures here, of all places. He recalls a legend about one of his predecessors, a capricious archdruid whose dalliances with the fey often distracted him from any semblance of responsibility. Immune to toxins of all kinds and blessed with the ability to breathe water, he deliberately allowed himself to fall into the clutches of the Nereids of Sarkora, only to emerge from the river the next day, having claimed their shawls as trophies.
"Steel your minds!" Ehren hisses through Li'an's message spell, praying that Unafe can resist the fey's allure. With urgency in his voice, he attempts to allay what he knows about the dangerous creatures' numerous abilities. “These creatures are nereids. So powerful is their beauty that it can enfeeble the minds of those taken by it, leaving them vulnerable to their suggestions. They can drown someone in an instant with just a kiss or strike them blind with the poison they carry. Not only that, but they hold dominion over water. Beneath its surface, they are utterly invisible, and they can conjure massive elementals." He pauses briefly before adding, "The shawls they carry are their greatest weakness; without them, they will eventually die."
Before combat, Ehren casts echolocation and then mass feather step on everyone but Li'an, including Pagbean and Lohad, if they are willing. He then double moves towards the battle.
| Ehren Ferron |
Addendum
Once he has relayed his warning to his friends, Ehren repeats it in Sylvan for Pagbean's benefit, assuming the gnome would translate it for Lohad. While he does not expect the two to fight alongside them, the knowledge could save their lives.
| GM Kiora |
Unafe needs to make a DC 23 Will Save or become fascinated by Nereid #4.
Now that Ehren has ID'd the nereids, each round, characters can choose to avoid looking at them - but this imposes a 50% concealment on attacks made against these enemies unless you have blind-fighting or equivalent. Characters need to explicitly state that they are avoiding looking at the nereids, as they will be unable to threaten squares of enemies they are avoiding looking at, or they will still need to make Will Saves against them if within range and applicable to their declared sexualities.
As Unafe lands on the ice, a loud crack reverberates beneath her weight. She surveys the frozen stream beneath her. The frozen stream beneath them seems to have held solid until Li'an's wall of fire began to melt it, causing a layer of water to seep through.
Her gaze rests on the nearest nereid, a strikingly handsome, tall, brown-skinned man, wearing only a wet shawl that leaves very little of his anatomy to the imagination. Despite the frigid conditions, beads of water cling to his face, broad shoulders, and perfectly accent his firm abdominals, glistening in the flickering light of Li'an's wall of fire. Unafe can't help but stare at his shiny, long, dark, and coiled wet hair that drapes down onto his shoulders, clinging to his broad chest, where a light dusting of chest hair is drenched so that it lays flush and coiled against his heaving chest.
At first, the nereid's expression reflects shock and fear at the sheer size of Unafe's sudden appearance, but then his dark eyes meet hers, and his expression changes to a roguish grin that complements his short, well-maintained goatee. This creature somehow manages to look both rugged and refined, wild and sophisticated all at once.
By the Green! This is one of the most beautiful creatures Unafe has ever seen...
Goryon snaps, agitated, "Merch! Allan ohono! Stopiwch syllu arno!"
Hallit: "Girl! Snap out of it! Stop staring at him!"
Saving throw DC 17+5: 1d20 + 17 - 10 ⇒ (7) + 17 - 10 = 14
Hinagiku had earlier entered Meridrand's house with a sense of trepidation. Bottles and other debris cluttered the place, and it seemed like a daunting task to tidy up. But amidst the mess, she found a pile of beard trimmings. She knew that these could be valuable for scrying magic, and decided to keep them.
Later, as she and Myrna began the ritual, the smoke in the mirror thickened and formed a hazy cloud. Gradually, an image appeared, taking shape before them. It was Meridrand on his trusted steed, Quimby. The knight's enormous holy cold iron greatsword, a family heirloom, glimmered in the sunlight. Hinagiku suddenly recalls the moment when Meridrand used that same sword to cleave a vrock in two, saving the life of Ser Jorsal at the battle to reclaim Drezen years ago. It was an act of bravery that earned him his knighthood.
But now, Meridrand was not the same. He appeared slumped over on his horse, his hand clasping his head in agony. The once-fit knight had gained weight, and his plate armor no longer fit him properly, bulging unflatteringly around his midsection. His skin was pale and clammy.
As they watched, Meridrand's superior officer, Captain Amber Holmes, rode up on her massive black clydesdale, dwarfing the more slender Quimby. "Get yourself together, Ser! If you can't snap out of it, you're going to get yourself killed!" she barked at him.
Meridrand slurred in response, his words barely coherent. "Yes... yesh ma'am," he mumbled.
Captain Holmes regarded Meridrand with a mixture of pity and concern before continuing on her way through the small formation.
| Unafe Two-Hearted |
Will: 1d20 + 11 ⇒ (18) + 11 = 29
| Li'an Va'ardalia |
Note: Everyone in LoS of Li'an gets a +4 morale bonus vs compulsions (and lots of other things, including poison)
| Hinagiku |
Alert, focusing her power to be ready to spring at any second, Hinagiku listens to the alien words coming from a distance while the others prepare for whatever may come. She feels the wave of Ehren’s magic enveloping her, and welcomes the threads of ley he weaves as they enliven the dead city. Slowly, she moves in the direction of the voices.
When Li’an’s urgent whisper comes to them, Hinagiku sprints into action, closely following the others.
Hinagiku uses rapid response on round -2, holding it with concentration on round -1. This gives her a +2 bonus to initiative when the fight breaks out. She uses two move actions to follow Li’an. Once the battle starts, she lets go of concentration and uses one move action to close with the goup.
Contingency:
Use rolling dodge on first attack (see below)
Actions
Swift:
Move: Move 30’
Free:
Standard:
Full round action:
Defense
**+3 dodge AC vs first attack at her, she gets AoO if foe misses.
AC:
uncanny dodge
Touch:
FF:
CMD:
CMD-FF:
175/175 hp
0/40 delayed damage pool (working the opposite way from HPs)
Offense
Reach: 5 (1o for AoO)
Precogniscient smite: +3 insight hit/dg
Points
8/19 ki (spell points)
11/11 mythic
1/1 m.foc.
4/4 AoO
Others
Senses: 35’ blindsight, blindfolded oracle, battlefield sense, .
Immaculate hands (2 essence) (mercy: fatigued)
-Hinagiku x1
| GM Kiora |
Goryon's sharp voice slices through the trance that had enveloped Unafe, freeing her from the nereid's spell. She shakes her head fiercely, trying to clear her mind of the seductive haze that had clouded her judgement. The nereid's face transforms in an instant from one of irresistible charm to one of anger and indignation. How could this woman resist his beauty, a beauty that had ensnared so many before her?
With effortless grace, the nereid strides across the melting ice, his movements like a dance, barely causing a ripple in the water beneath. His seething anger bubbles up, his fury directed at this unyielding saurian warrior who dared to reject his charms. He unleashes his wrath in the form of a poisonous mist, aimed directly at Unafe's eyes.
Meanwhile, as the heroes make their way through the crystalline forest to confront the nereids, the air grows thick with tension. The trees seem to loom even taller around them, their branches reaching out like skeletal fingers. The colorful light shining through the prismatic leaves casts a kaleidoscope of hues across the ground, creating an almost otherworldly ambiance.
Lohad's sharp eyes scan their surroundings, taking in every detail. She glances back at Pagbean, her small but wiry companion, and her voice cuts through the eerie silence. "«Не відставай, малий," she says. "Ми не хочемо відставати. Інші нас не чекатимуть»."
"Maintain pace, diminutive individual. We don't aspire to lag behind. The remaining won't linger for us."
Pagbean scurries to catch up. "— Я йду, я йду!" he wheezes, clearly tuckered out from the long jog they took to get to the forest earlier.
"I arrive, I arrive!"
With a sense of purpose, Lohad checks her pistols, ensuring they are loaded and ready for whatever dangers may lie ahead. Her eyes flicker with a steely determination, and she strides forward, quickly catching up with Ehren who leads the way. "«Будь уважним», —" she says to Pagbean through the message spell, her voice low and serious. "каже вона Пегбіну через заклинання повідомлення, її голос низький і серйозний. «Ми не знаємо, які небезпеки чекають попереду, але ми повинні бути готові до всього»."
"Retain attentiveness. We lack comprehension of the nature of forthcoming hazards, nevertheless, we must remain prepared for all eventualities."
Pagbean Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Lohad Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Nereid 4 vs Unafe vs Touch: 1d20 + 15 ⇒ (17) + 15 = 32
Unafe must make a DC 23 Fort save against Nereid 4's poison or take 1d2 ⇒ 2 CON damage and be blinded. If she fails her initial saving throw, again, on her turn, she must make a DC 23 fort save once again to start working towards curing it.
If Unafe does not accept concealment penalties against Nereid 4, then she must make another DC 23 will save at the start of her turn or become fascinated.
Round 1!
Unafe is up!
| GM Kiora |
As another nereid strides out from the flames, Unafe prepares for another attack. This one is more androgynous than the first, and less talkative. The nereid simply cocks their head, staring up at Unafe with a quizzical look, and points their trident at Unafe before releasing another poisonous mist with their free hand. Unafe shields her face with a clawed hand, coughing as the mist envelops her. Her eyes sting and water, but she manages to keep them open, though her vision begins to blur.
Meanwhile, the furthest nereid, a shapely female whose naked body is barely covered by a wet, semi-transparent shawl and her long, dark hair, turns and disappears into a copse of frozen, crystalline trees in the middle of the stream, out of sight.
Goryon's voice cuts through the chaos, her tone authoritative and measured. "Tybed i ble mae'r ffïoedd benywaidd yna wedi diflannu? ... Rwy'n ofni efallai ei bod hi'n cynllwynio ein cwymp. Ond gadewch inni beidio â diystyru'r gelyn wrth law. Focus, Unafe. Gallwch chi wneud hyn." she says, her words carrying a sense of urgency and caution.
Hallit: "I wonder where that female fey has disappeared to? ...I fear she may be plotting our downfall. But let us not underestimate the enemy at hand. Focus, Unafe. You can do this."
Nereid 5 vs Unafe vs touch: 1d20 + 15 ⇒ (8) + 15 = 23
Unafe must make a DC 23 Fort save against Nereid 5's poison or take 1d2 ⇒ 2 CON damage and be blinded. If she fails her initial saving throw, again, on her turn, she must make a DC 23 fort save once again to start working towards curing it.
Unafe, Li'an, Hinagiku and Ehren are up!
| Li'an Va'ardalia |
Li'an leaves the wall of fire to its own devices, not bothering to maintain it. It continues to swirl around the nereid it had been erected to protect, engulfing the one Nereid who hadn't been smart enough to leave the wall yet.
Wall of Fire vs Nereid #2: 1d6 + 12 ⇒ (3) + 12 = 15
Spell Resistance: 1d20 + 11 ⇒ (1) + 11 = 12
Spell Resistance: 1d20 + 11 ⇒ (18) + 11 = 29
Turning to the nereid on the island and the one that had ducked behind a tree, she waves her hand, bringing a pillar of fire crashing down upon the island, engulfing them both and incinerating the trees of the island.
Flamestrike: 11d6 + 11 ⇒ (6, 5, 3, 2, 4, 6, 1, 4, 3, 1, 1) + 11 = 47
Spell Resistance: 1d20 + 11 ⇒ (13) + 11 = 24
Spell Resistance: 1d20 + 11 ⇒ (3) + 11 = 14
Spell Resistance: 1d20 + 11 ⇒ (3) + 11 = 14
Spell Resistance: 1d20 + 11 ⇒ (20) + 11 = 31
| Hinagiku |
Heeding Ehren’s words, Hinagiku takes a deep breath, gathering reserves against drowning and centring her mind away from desires. But, even years of training have not prepared for the grace of the feys; when she finally catches up with her friends and lay her supernatural sight upon the gracious form and flow of the ley around these people, she is impressed.
Yet, her mind does not stay from her task, noticing that Unafe is in the midst of poisonous clouds, she quickly makes her way to her side.
Contingency:
Use rolling dodge on first attack (see below)
Actions
Swift:
Move: double move
Free:
Standard:
Full round action:
Defense
**+3 dodge AC vs first attack at her, she gets AoO if foe misses.
AC:
uncanny dodge
Touch:
FF:
CMD:
CMD-FF:
175/175 hp
0/40 delayed damage pool (working the opposite way from HPs)
Offense
Reach: 5 (1o for AoO)
Precogniscient smite: +3 insight hit/dg
Points
8/19 ki (spell points)
11/11 mythic
1/1 m.foc.
4/4 AoO
Others
Senses: 35’ blindsight, blindfolded oracle, battlefield sense, .
Immaculate hands (2 essence) (mercy: fatigued)
-Hinagiku x1
| Unafe Two-Hearted |
When Unafe first gazes on the masculine nereid's body, she is frozen briefly in place. Surely such beauty exists for a reason? Perhaps this IS a misunderstanding?
–Then Goryon's stern bark shakes her back to her senses. Unafe grimaces and feels her eyes water as she gets sprayed twice with poison, but she let's the spirits of the ancestors fill her and she carries on.
She leaps up atop a massive boulder and attempts to grab the beautiful nereid who keeps attempting to mess with her mind and slam him repeatedly into the ground.
Fort (DC 23 poison): 1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29
Fort (DC 23 poison): 1d20 + 14 + 4 ⇒ (5) + 14 + 4 = 23
Will (DC 23 fascinate): 1d20 + 11 + 4 ⇒ (14) + 11 + 4 = 29
Free: Berserk (-4 AC, +23 THP)
Free: -1T: enduring crit, -1T: vital tension
Move: as shown on map
Stnd: Brutal Strike
Free: -2T: Grab
Swft: Slam (cinch strike)
Free: Enforcer, Grandstanding Slam
Leap: 1d20 + 64 ⇒ (17) + 64 = 81
Vital Brutal Strike +higher: 1d20 + 19 + 1 ⇒ (19) + 19 + 1 = 39
confirm?: 1d20 + 19 + 1 ⇒ (19) + 19 + 1 = 39
Damage: 9d6 + 9 ⇒ (3, 5, 1, 3, 5, 3, 6, 6, 1) + 9 = 42 +10 from critical genius, assuming that confirms.
Battered until EOmyNextRound, and Leg-Striker: -3 to AC(incl CMD) and Reflex while battered.
Grab+stance+song: 1d20 + 25 + 4 ⇒ (16) + 25 + 4 = 45
Clinch strike +higher: 1d20 + 19 + 1 ⇒ (11) + 19 + 1 = 31
Damage: 3d6 + 9 + 3d6 ⇒ (1, 5, 1) + 9 + (1, 6, 1) = 24 (last 3d6 nonlethal)
Enforcer: 1d20 + 19 ⇒ (18) + 19 = 37
Grandstanding Slam: 1d20 + 19 + 6 ⇒ (9) + 19 + 6 = 34 to intimidate any foe who saw me slam #4
Note: Shaken Defense (add’l -4 to CMB/CMD) Whenever you successfully demoralize a creature, it takes an additional -2 penalty to its combat maneuver rolls and CMD for the duration of the demoralization. In addition, if they attempt a combat maneuver against you, it always provokes an attack of opportunity, even if it normally would not. If you have 10 or more ranks in Intimidate, this penalty is doubled.
Rapid Pummel +higher: 1d20 + 19 + 1 - 4 ⇒ (17) + 19 + 1 - 4 = 33
confirm?: 1d20 + 19 + 1 - 4 ⇒ (5) + 19 + 1 - 4 = 21
Damage: 3d6 + 9 + 2 + 1 ⇒ (5, 4, 6) + 9 + 2 + 1 = 27
Rapid Pummel +higher: 1d20 + 19 + 1 - 4 ⇒ (15) + 19 + 1 - 4 = 31
confirm?: 1d20 + 19 + 1 - 4 ⇒ (15) + 19 + 1 - 4 = 31
Damage: 3d6 + 9 + 2 + 1 ⇒ (4, 5, 5) + 9 + 2 + 1 = 26
| Ehren Ferron |
With his hopes of resolving the situation with diplomacy dashed, Ehren strides forward, arcs of white lightning dancing between his fingertips. Though the land here is akin to a lifeless husk, the druid's body always absorbed the ambient ley wherever it could. He might not have the power needed to alter the fundamental nature of his magic, but he could still use it in its rawest, most destructive form.
Pointing at the androgynous fey that threw its poison at Unafe, Ehren unleashes a crackling bolt of pure ley energy. The immense arc of white light lances through the air, threatening to penetrate everything in its path, if not obliterate it outright.
Ehren casts ley energy bolt along the white line.
CL Check vs. Nereid #5 SR: 1d20 + 10 ⇒ (20) + 10 = 30
CL Check vs. Nereid #3 SR: 1d20 + 10 ⇒ (2) + 10 = 12
Ley Energy Damage: 10d6 ⇒ (3, 5, 1, 1, 2, 2, 3, 5, 1, 2) = 25 Reflex DC 19 to halve.
| GM Kiora |
As Unafe's adrenaline surges, she leaps up atop a massive boulder. She can't let the nereid's beauty deceive her any longer. She knows what she must do. With a great saurian honk, she charges at the masculine nereid, tackling him into the snow with a resounding thud. The fey writhes and struggles beneath her, but Unafe's grip is unrelenting. She lifts him up and slams his head again and again, causing the earth to rumble beneath them. Despite the nereid's efforts to break free, Unafe feels his body growing limp in her grip after a staggering blow. With a final surge of energy, she delivers an explosive uppercut that flips him clean over and sends him flying several feet away. The nereid lands in a motionless heap.
As the nereids witness the brutal beating, their eyes widen in horror, their voices mingling in a chorus of shrill screams. The sound echoes through the air, a discordant melody of fear mixed with the cries of pain from the male nereid. They exchange nervous glances, unsure of what to do next in the face of such ferocity. One of them takes a step back, while the other readies her trident, their eyes darting warily between Unafe and her unconscious comrade.
"N-Nə etmisən?" one of the nereids hisses, their voice shaking.
"W-What have you done?"
But the nereids don't have time to react any further, as Li'an sets the small island where the female nereid had gone to hide ablaze. The nereids' screams fill the air, their voices a symphony of terror and anguish as the pillar of fire crashes down upon the island. They scramble to escape, but the flames are too fierce, devouring everything in their path. The crystalline trees burn with a brilliant intensity, casting an otherworldly glow across the island. The snow beneath them melts away, leaving charred and lifeless dirt in the flames' wake.
But as the flames dissipate, the heroes can see that the one visible nereid still stands, albeit shaken and with only slight burns on their otherwise flawless skin. Their hair is slightly frizzled, but they remain standing, their eyes locked on Li'an with a mixture of anger and fear. It is at that moment that Ehren strides forwards.
The crackling ley energy that Ehren wields illuminates the landscape, highlighting the frozen crystalline trees and snowy earth around them. The ley bolt streaks towards the androgynous nereid in front with blinding speed, leaving a trail of white light in its wake. The fey attempts to evade the strike, causing the bolt to graze the fey's flesh with a sizzling hiss.
The androgynous nereid recoils from the impact, emitting an unearthly screech of pain. The scent of cooking flesh fills the air, as the fey's skin melts and sears under the intense heat of the ley bolt. Despite the injury, the fey remains standing, albeit with a searing wound on their shoulder. They turn their gaze towards Ehren, fury and pain etched on their face. "Bunun əvəzini sən ödəyəcəksən, ölümcül!" they snarl, their voice distorted by anger.
"You will pay for that, mortal!"
The heroes are caught up in the battle, their attention consumed by the destruction around wielded by Li'an and Ehren. But unnoticed by the others, the slowest nereid slips away from the wall of flames, her movements graceful yet purposeful. They retreat into the shadows cast by the burnt trees, seeking refuge from prying eyes. From her hidden vantage point, she begins to make subtle gestures towards the pool of water that had formed around the wall of flames, and the water begins to respond to her magic. The once-still water ripples and swirls under their control, the movements mesmerizing in their fluidity. The nereid's eyes glint with an inner purpose, and she mutters incantations under her breath, directing the water's movements with increasing complexity.
Int Damage Nereid 4: 1d2 ⇒ 1
Sickened Duration nereid 4: 1d4 ⇒ 2
Nonlethal crit damage vs Nereid 4: 6d6 + 18 + 4 + 2 ⇒ (1, 4, 5, 4, 5, 4) + 18 + 4 + 2 = 47
Nereid #5 Reflex: 1d20 + 17 - 2 ⇒ (4) + 17 - 2 = 19
Nereid #3 Reflex: 1d20 + 17 ⇒ (5) + 17 = 22
Nereid #5 reflex: 1d20 + 17 - 2 - 1 ⇒ (10) + 17 - 2 - 1 = 24
Unafe grapples nereid #4 and deals 133 lethal damage and 32 Non lethal damage, leaving him unconscious, critical, sickened. She deals 1 INT damage to him. She intimidates Nereid #4, #5 and #2 for 2 rounds. Li'an deals 47 damage to Nereid #5 and #3, leaving them grazed. Nereid #5 takes 12 damage from Ehren from ley-beam.
Myrna is up!
| Myrna Riversoar |
Myrna feels concerned about the sudden and complete violence against strangers, but in a life-or-death situation on a foreign moon, she knows which side she chooses. Understanding the fastest path to victory for everyone is overwhelming and sudden force, she summons her magic, imbuing herself and her allies with speed.
She points at the nereid that is casting some kind of water spell in the back of the group. Then she points at the woman casting some kind of water magic in the back. Hefting her axe and shield, she charges forward against the nereids, trusting in the ward placed on her by Beatrix to protect her against the fey magic.
Myrna casts haste on herself, Li'an, Unafe, Hinagiku, and Ehren. She also enters vigilant keeper stance. Then she moves 60' forward into melee combat.
| GM Kiora |
Myrna's heart races as she charges across the frozen water towards the nereids, the corpses of many more still strewn across the melting ice, their blood dissipating across the water in reddish plumes. With each step, she feels the weight of her axe and shield in her hands, ready to strike against these foes. As she nears the small island, the still-smoldering copse of trees comes into view, a stark reminder of Li'an's last spell.
Myrna's eyes lock onto the female nereid who had been hiding amongst the crystalline trees, the small fey staring up at the giantess with wide eyes, and Myrna narrows her focus. With a fierce determination, she charges forward into the copse of trees, her aggressive stance leaving the nereids no room to retreat. Despite their beguiling charms, Myrna's enchantment allows her to see past their magic and view them for what they truly are: nothing more than a pair of sodden, burned, half-naked people.
As Myrna closes in on her targets, both nereids make a desperate move and reach out to touch her with their fingertips. With just the barest of touches, Myrna feels a sudden pain, as if poison has been injected directly into her veins. The world around her blurs and her vision clouds... will the poison bring her down?
Nereid 3 touch vs Myrna: 1d20 + 15 - 1 ⇒ (13) + 15 - 1 = 27
Nereid 5 touch vs Myrna: 1d20 + 15 - 1 - 2 ⇒ (8) + 15 - 1 - 2 = 20
Myrna must make 2 DC 23 Fort saves against Nereid 3 and 5's poison or take Nereid 3: 1d2 ⇒ 1+/-Nereid 5: 1d2 ⇒ 2 CON damage and be blinded.
Round 2!
Unafe, Li'an, Hinagiku and Ehren are up!
| Myrna Riversoar |
Fort Save (Li'an): 1d20 + 13 + 4 ⇒ (19) + 13 + 4 = 36
Fort Save (Li'an): 1d20 + 13 + 4 ⇒ (10) + 13 + 4 = 27
Stalwart Myrna resists the powers of the nereids, with the help of the protective aura given off by her elven sorceress compatriot. Facing poisonous attacks, she loses some of the sympathy that she had had for them. She grips her axe tighter, readying herself to retaliate.
| Li'an Va'ardalia |
Li'an takes advantage of the haste spell granted by Myrna to move forward to a better vantage point, making sure to stay high enough up that the Nereids won't be able to affect her with their powers.
As she closes she closes in on the smoldering wreckage of the trees she sees the one nereid who had snuck off to try to cast something. "ฉันเห็นคุณ!" Li'an calls out to the fey, her own eyes blazing brightly as she begins to call a fireball down upon her.
Aiming for the space beyond the nereid to try to avoid hitting Myrna, a brilliant sphere of fire streaks down towards the river, the sound of the explosion heightened by the hissing and cracking of the ice underneath from the heat of the blast.
Fireball: 10d6 + 10 ⇒ (3, 1, 1, 6, 6, 1, 4, 2, 1, 2) + 10 = 37
Spell Resistance vs #2: 1d20 + 11 ⇒ (10) + 11 = 21
Spell Resistance vs #2: 1d20 + 11 ⇒ (6) + 11 = 17
Spell Resistance vs #3: 1d20 + 11 ⇒ (9) + 11 = 20
Spell Resistance vs #3: 1d20 + 11 ⇒ (10) + 11 = 21
Mv Act: Mv 60' down towards Nereids; Std Act: Cast fireball
DC 21 Reflex Save for half damage
| Hinagiku |
Hinagiku had been rushing towards Unafe’s foe but, just as she is about to strike the nereid, Unafe savagely pummels her into unconsciousness. The monk may be an expert in unarmed combat and able to tell that the blows were not aimed to kill, but their violence is still striking.
”He is unconscious.” she softly says to direct Unafe to the rest of the fight. As she herself look around for her next foe, fire and ley energy course through the air, their power disturbing the very ley she senses.
”Ehren-kun, Li’an, we don’t know everything that happened here. Should we not try to take them prisoner?”
Hoping her friend will heed her advice, Hinagiku rushes into the fray just as Myrna’s spell washes over her. The feeling is familiar, just like Isilme’s spell, but with a more intimidating sense to it. Using its power, she is able to push all the way into the middle of the melee. Peaceful as she preached, Hinagiku swipes at the legs of the two feminine nereids; there might be more of their people around and they could not allow them to fetch allies.
As her body goes through the motions of tripping her opponents, Hinagiku calls to Ehren:
”Coud you ask, are there any possible reinforcements?” she says succinctly, tilting her head toward the Nereid surrounded by fire.
trip 2.(precogn,Haste)(giant stance): 1d20 + 18 + 3 + 1 + 4 ⇒ (17) + 18 + 3 + 1 + 4 = 43considered gargantuan
trip 3(precogn,Haste)(giant stance): 1d20 + 18 + 3 + 1 + 4 ⇒ (7) + 18 + 3 + 1 + 4 = 33considered gargantuan
Contingency:
Use rolling dodge on first attack (see below)
Actions
Swift:
Move: move and trip with fleet charge (2mp)
Free:
Standard: trip
Full round action:
Defense
**+3 dodge AC vs first attack at her, she gets AoO if foe misses.
AC: +1+3(Haste,t.guard)
uncanny dodge
Touch: +1(Haste)
FF: +3(Haste,t.guard)
CMD: +3+4(Haste,t.guard,giant stance)
considered gargantuan
CMD-FF: +3+4(Haste,t.guard,giant stance)
175/175 hp
0/40 delayed damage pool (working the opposite way from HPs)
Offense
Reach: 5 (1o for AoO)
Precogniscient smite: +3 insight hit/dg
Points
8/19 ki (spell points)
9/11 mythic
1/1 m.foc.
4/4 AoO
Others
Senses: 35’ blindsight, blindfolded oracle, battlefield sense, .
Immaculate hands (2 essence) (mercy: fatigued)
-Hinagiku x1
| Unafe Two-Hearted |
Satisfied that her foe is motionless in the snow, Unafe bounds over to another. She attempts to lean her shoulder into him as she arrives, and then to again pound, grab, and slam him onto the ground.
As she does she gives another honk of saurian fury, and then–relying mentally on Goryon to translate–hollers to the remaining nereids, [larger]"უარი თქვი და იცხოვრებ!"[/larger]
Free: Berserk (-4 AC, +23 THP)
Move: shove #5, move as shown on map
Stnd: Brutal Strike
Free: -2T: Grab
Swft: Slam (cinch strike)
Free: Enforcer, Grandstanding Slam
Shove+haste,motif,flank (vs touch): 1d20 + 19 + 1 + 1 + 2 ⇒ (1) + 19 + 1 + 1 + 2 = 24
Shove+haste,motif,flank (vs touch): 1d20 + 19 + 1 + 1 + 2 ⇒ (4) + 19 + 1 + 1 + 2 = 27 reroll from Temperance Motif
Damage: 7 = 7 +battered
Vital Brutal Strike+haste,motif,flank: 1d20 + 19 + 1 + 1 + 2 ⇒ (6) + 19 + 1 + 1 + 2 = 29
Damage (last 3d6 nonlethal): 9d6 + 9 ⇒ (2, 6, 2, 2, 6, 4, 4, 5, 6) + 9 = 46 Battered extended until EOmyNext-NextRound, and Leg-Striker: -3 to AC(incl CMD) and Reflex while battered.
Grab+stance+haste+motif+flank: 1d20 + 25 + 4 + 1 + 1 + 2 ⇒ (16) + 25 + 4 + 1 + 1 + 2 = 49
Clinch Strike: 1d20 + 19 + 1 + 1 + 2 ⇒ (2) + 19 + 1 + 1 + 2 = 25
Damage: 3d6 + 9 + 3d6 ⇒ (3, 2, 1) + 9 + (1, 5, 5) = 26
Intimidate (Enforcer): 1d20 + 19 ⇒ (20) + 19 = 39
Intimidate (Grandstanding Slam, every other foe): 1d20 + 19 ⇒ (2) + 19 = 21
NOTE, the grab only triggers if the brutal strike hit, and the clinch only triggers if the grab succeeded. And likewise, the intimidates both depend on the slam working.
Tracking:
20 AC 24 -4 berserk (+2 vs evil outsiders)
37 CMD +4 stance
3 Tension (2 +1 rising +1 move +1 hit -2 grab)
5/5 Mythic Tension Pool
140/140 HP & Healthy
23 Nonlethal
23 THP (berserk)
6/9 MP
1/2 martial focus
6/9 SP
1/4 rounds - stance
2/4 rounds - Vital Tension
2/4 rounds - Enduring Crit
-/3 rounds - shout
DR 2/- vs evil outsiders.
.
BUFFS ON OTHERS:
* Allies within 20’ : +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws.
| GM Kiora |
Unafe rushes toward another nereid, her muscles coiled with tension. As she reaches her target, she slams her shoulder into them with force, knocking them off balance. The nereid staggers, and Unafe seizes the opportunity to launch a series of punishing blows. Her fists pound into the nereid's body, and she grabs hold of them, hurling them to the ground with a resounding crash. With lightning speed, Unafe lands a spinning haymaker on the nereid's head, the impact reverberating through the air like a drumbeat. The nereid crumples in Unafe's grip, barely conscious and in critical condition. The nereid groans weakly, "რატომ... რატომ აკეთებ ამას?"
"Why...why are you doing this?"
For a fleeting moment, there is only silence, the only sound the smoldering embers that remain from Li'an's last spell. The female nereid steps back, her eyes fixed on Myrna, the jotun-blooded Crusader. She is hidden in the smoldering copse of trees, visible only to Myrna, who is readying to retaliate. The nereid hisses, drawing herself up to her full height. "ჩვენ არასოდეს დავნებდებით შენნაირებს." she declares, her voice full of steely determination. "შენი ხელით მოვკვდებით თუ ისინი, ვინც მლაშე იმპერატორს ემსახურება, ამას მცირე მნიშვნელობა აქვს. სიკვდილი ხომ დროებითია," she says, defiantly.
"We will never surrender to the likes of you."
"Whether we die by your hand or by those who serve the Brackish Emperor, it matters little. Death is only temporary, after all."
You could make a diplomacy or bluff check against the nereids (or an intimidate check to coerce, as opposed to intimidate checks to frighten) as a standard action.
Shortly afterwards, Li'an channels her magic, her eyes blazing as she casts the spell. As the fireball hurtles towards the river, it leaves a trail of flames in its wake, illuminating the surrounding area with an intense light. The sound of the explosion is deafening, blowing bits of charred dirt and crystalline leaves back away from the explosion's core.
The fiery orb hits the ice with a thunderous thump, causing the ice to shatter on impact, sending chunks of ice flying in all directions. The ice melts quickly, leaving only some large sheets of ice floating on the river. Steam rises from the surface of the water, mingling with the smoke from the flames.
The female nereid darts out of the way of the blast, her lithe body moving with unnatural speed and agility. "შენს ამპარტავნებას გადაიხდი, მოკვდავო!" she shouts, her voice filled with anger and disdain. The other nereid is not so lucky, caught off-guard by the sudden attack. The fiery blast engulfs her, and for a moment, it seems as though she is consumed by the flames. If they were a mere human, they would have been incinerated, but as an otherworldly fey, they emerge from the flames with only light burns. The smell of singed hair and flesh lingers in the air as the nereid stumbles back, her body smoking and charred.
"You will pay for your arrogance, mortal!"
Hinagiku charges forward, her lithe form moving with lightning speed as Myrna's spell takes effect. Flames flicker around her, the remnants of Li'an's explosive spell that had been cast moments ago. However, the fire seems to have no impact on Hinagiku as she focuses her attention on the fight ahead. Her eyes lock onto the female nereid that had taken refuge among the smoldering trees, and without hesitation, and utterly unaffected by her bewitching beauty, Hinagiku sprints towards her.
With a quick swipe aimed at the nereid's legs, Hinagiku attempts to trip her. But the nereid is quick and agile, darting out of the way with an ease that is almost unnerving. Hinagiku does not falter and quickly redirects her focus to the second nereid. This one appears to be more injured, and Hinagiku seizes the opportunity to strike.
She lunges towards the nereid, delivering a swift blow that sends the fey creature tumbling into the water with a loud splash. As soon as the nereid's body makes contact with the water, their form becomes transparent, blending seamlessly with the surrounding water. Hinagiku watches as the nereid vanishes from sight, though she remains aware of her presence through the ley.
The natural ley energies surrounding her allow her to feel the slightest disturbances caused by the nereid's movements, and she is ready to act the moment the fey reveals themselves again.
Lohad then strides up to the water's edge alongside Ehren. Her imposing figure looms over the bloody battlefield, her crimson skin gleaming in the starlight. With a practiced ease, Lohad draws one of her guns, the metallic sheen of the weapon reflecting the light.
She tilts her head slightly, squinting with one eye closed as she takes careful aim. Her fingers twitch with anticipation as she lines up the shot, calculating the trajectory and the impact it will have. "Стійкий", she whispers to herself, steadying her breathing.
"Maintain stability."
Bam! The sound of the gunshot is deafening as it tears through the air, striking the nereid that Unafe had been grappling. Lohad's shot hits its mark with deadly precision, shattering something inside the fey creature and causing them to cry out in pain, struggling helplessly against Unafe's grasp. Blood oozes from the wound, staining the water in a gruesome display.
As Lohad watches the nereid, her expression remains stoic, her eyes unblinking and unfeeling. She knows that the creature will die slowly and painfully unless they receive immediate medical attention. She glances at Unafe, looking to see if she would show them mercy.
Nereid 2 reflex: 1d20 + 17 - 2 ⇒ (4) + 17 - 2 = 19
Nereid 3 reflex: 1d20 + 17 - 1 ⇒ (10) + 17 - 1 = 26
Lohad vs Nereid 5: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d8 + 12 ⇒ (5) + 12 = 17
Unafe deals 79 damage to Nereid #5, grappling them, battering them, intimidating them, and leaving them in critical condition. Li'an deals 37 damage to Nereid 2 and 18 damage to Nereid 3. Nereid 3 is now grazed. Hinagiku trips Nereid 2. She falls into the water and becomes invisible. Lohad deals 17 damage to Nereid #5, staggering them.
The river has melted and all that remains are large chunks of ice floating on water. You can still stand on the river, but there will be a chance that you will fall through at the end of a given round. The ice is now difficult terrain.
Ehren is up!
| Ehren Ferron |
Ehren frowns at the battlefield, displeased with how drastically the situation has escalated. The danger their foes represent aside, they are interceding in a conflict they know nothing about. But he was not about to let that stop him from helping someone in need. He glances at Lohad as she shoots at one of the nereids with her strange weapons, wondering what must be running through her mind.
"Killing them is not our aim here," Ehren replies to Hinagiku reassuringly, "But we need to find out more about what is going on before deciding how to proceed."
Heeding his betrothed's request, Ehren calls out to the man entrapped by Li'an's ring of fire. But, given his predicament, their rescue attempt might not appear so.
"Yerində qalın, hələlik təhlükəsizsiniz!" the druid calls out to him over the din of flames. Recalling who their foes ostensibly serve, he tries to clarify whose side they are on. "Acılı İmperatorun bu xidmətçilərinin yolda ola biləcək müttəfiqləri varmı?"
Diplomacy: 1d20 + 15 ⇒ (6) + 15 = 21
| GM Kiora |
The spirits within Ehren's buzz with increasing agitation. Ever since the recent Moot, they had become more verbal at certain times, albeit not much use for conversation. It is difficult to understand them at times, as they tend to talk all at once.
"An Chéad Domhan ..." one of the spirits murmurs, barely audible above the din. "...áit atá cosúil agus neamhchosúil lenár gceann féin. Ach tá sé ceangailte leis an bhFaiche, agus mar sin, ní mór dúinn é a chosaint."
Druidic: "The First World...A place that is both like and unlike our own. But it is connected to the Green, and so, we must protect it."
Another spirit speaks up, its tone urgent and insistent. "Kelizandri ... ceann de na Ceathair ... truaillithe an Foinse ... contúirt do chách."
Druidic: "Kelizandri... one of Four... corrupted the Source... danger for all..."
The crackling flames lick at the air, casting flickering shadows across the floating sheets of ice, but he does not cry out in pain or plead for help.
Hinagiku extends her senses through the ley, searching for any sign of life inside the wall of flames, but all she perceives is a void. As she turns her attention back to the unfolding chaos, her sharp eyes notice a key difference from before - the ice beneath the fiery barrier has completely melted away, causing the blazing wall to levitate above the river.
The tense atmosphere is broken by the sudden sound of the female nereid's voice, which echoes through the trees. She crosses her arms across her ample bosom, a smug look on her face despite her injuries.
"Bəli! Bəli, bizim çoxlu, çoxlu müttəfiqlərimiz var!" she taunts, her voice ringing with malicious glee. "İndi, onlar gəlməmişdən əvvəl təslim olmalısan, yoxsa peşman olacaqsan!"
"Yes! Yes, we have many, many allies!"
"You should surrender now, before they arrive, or you'll be sorry!"
Despite the woman's threatening words, Hinagiku remains calm and attuned to the ebb and flow of the ley. With a subtle shift in her focus, she senses the presence of the feminine nereid that had just fallen slipping away into the murky depths of the river. She can feel the subtle vibrations of the water, but the nereid's form quickly becomes invisible to her senses.
Hinagiku may AoO Nereid #2 as it leaves her threatened area.
Pagbean pants heavily as he wheezes to a stop beside of Lohad, his diminutive legs not built for such strenuous activity. His beady eyes dart around the area, taking in the bloodied river and tense atmosphere with a mixture of fear and apprehension. «Вони кажуть, що мають більше союзників», he wheezes, his voice trembling slightly as he looks up at Lohad, his more imposing companion.
"Their affirmation is that they possess additional comrades."
Lohad stands tall and unyielding, her steely gaze fixed on the treeline ahead, her hands gripping her pistols. «Тоді ми повинні прискорити наш відступ і рухатися до нашої наступної мети», she declares, her voice firm and unflinching.
"Subsequently, we are obliged to expedite our withdrawal and proceed towards our subsequent goal,"
Myrna is up!
| Myrna Riversoar |
Sense Motive: 1d20 + 20 ⇒ (11) + 20 = 31
Myrna is confused about these fey's behavior... why weren't they trying to escape or giving up? They clearly stood no chance against her group...
| GM Kiora |
Myrna's eyes follow the nereid's movements, watching how her body twitches with every slight noise or movement. The fey seems to be constantly on edge, as if expecting danger from all sides. Her gaze darts around frantically, scanning the area for any signs of escape or a signal from someone.
The overwhelming fear that emanates from the nereid is obvious, but her motivations are less easy to discern. She can tell that the fey is not just afraid of the group standing before her, but something or someone else entirely. What could terrify a creature as powerful as a nereid so deeply?
As a seasoned Crusader, Myrna has seen this kind of fear before. She's battled against cultists in the past, and she recognizes the signs of coercion and manipulation in the nereid's behavior. It's clear to Myrna that the fey is being forced to act against her will, perhaps by someone more powerful than herself.
| Hinagiku |
Feeling the nereid flee under her feet, Hinagiku gives a quick kick in the weather before whispering to her companions.
”I cannot feel the one you saved Li’an, I think they fled already.”
AoO fleeing one(precogn,Haste): 1d20 + 15 + 3 + 1 ⇒ (19) + 15 + 3 + 1 = 38
dg nl (precogn): 1d6 + 5 + 3 ⇒ (3) + 5 + 3 = 11 magic, cold iron, & silver
Contingency:
Use rolling dodge on first attack (see below)
Actions
Swift:
Move
Free:
Standard:
Full round action:
Defense
**+3 dodge AC vs first attack at her, she gets AoO if foe misses.
AC: +1+3(Haste,t.guard)
uncanny dodge
Touch: +1(Haste)
FF: +3(Haste,t.guard)
CMD: +3+4(Haste,t.guard,giant stance)
considered gargantuan
CMD-FF: +3+4(Haste,t.guard,giant stance)
175/175 hp
0/40 delayed damage pool (working the opposite way from HPs)
Offense
Reach: 5 (1o for AoO)
Precogniscient smite: +3 insight hit/dg
Points
8/19 ki (spell points)
9/11 mythic
1/1 m.foc.
3/4 AoO
Others
Senses: 35’ blindsight, blindfolded oracle, battlefield sense, .
Immaculate hands (2 essence) (mercy: fatigued)
-Hinagiku x1
| Myrna Riversoar |
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Unsure of what to do, not sure they were on the right side of things, and unwilling to smash someone in the face with an axe without being sure that they were supposed to die, Myrna turns around to her allies. "Can we stop for a second?" she asks. "We don't know who these people are... we should just let them go and be on our own way."
Knowing that she can't do her own agenda without being able to speak to these people, Myrna accesses the wisdom of her grandmothers, slowly casting one of the spells she had had extra trouble with in childhood. Though delayed, she wants to be able to comprehend and to speak.
5-foot step.
1 round action: Spell Kenning: tongues.
| GM Kiora |
As Myrna begins to back away and starts casting the spell, the nereid takes advantage of the momentary distraction and deftly slips into the nearby trees. The fey's movements are so swift and agile that it's almost as if she is a creature of pure water herself. She moves with the fluidity of a river and the grace of a swan, her lithe body weaving effortlessly between the trunks and branches of the trees.
As she reaches the water's edge, the nereid's body begins to shimmer and fade, blending seamlessly with the aquatic environment. Her form becomes translucent, her limbs elongating and stretching out into the water, until she becomes almost invisible to the naked eye. With a gentle splash, she disappears beneath the surface, leaving nothing behind but ripples in the water and the lingering memory of her.
The last remaining nereid trembles as they look up at Unafe, their face contorted in fear and desperation. Their once-beautiful features are now twisted with pain and exhaustion, their body torn, bleeding and bruised from the battle. They cling to Unafe's wrist with both hands, their fingers digging into the flesh as they try to resist, but their grip is weak and ineffective. Their breaths come in ragged gasps, but they lack the strength to inject their poison into Unafe once more.
Finally, with a defeated sigh, the nereid's grip slackens, and they go limp in Unafe's grasp. They know that they are at the mercy of these strange, powerful people, and they can do nothing to escape their fate.
Nereid 5 touch vs Unafe: 1d20 + 15 - 3 - 2 - 4 ⇒ (3) + 15 - 3 - 2 - 4 = 9
Nereid 3 withdraws (Hinagiku cannot AoO due to the trees). Nereid 5 takes 1 damage due to taking an action while staggered.
Round 3!
The Heroes Are Up!
| Li'an Va'ardalia |
Li'an drifts down next to Hinagiku and pulls off her Scholar's Ring. "Here, this will allow you to understand any languages. Do you think you could see what happened here before our arrival with your ability to see into the past, Daisy?" she asks the monk.
Looking into the river, she spots one of the nereids at the bottom of the river unconscious. "One of them is down there at the bottom unconscious. Could someone fish them out?" She points towards the nereid's body and looks towards the others.
| Hinagiku |
Hinagiku, eyes closed in her combat stance, is still on high alert when Li’an lands next to her. She barely reacts, her body and face facing away from her companion as she focuses on sensing their foes. Still, she nods and pawns the ring as soon as it is presented to her and, after a few seconds, she relaxes her stance. Her concerns for the life of their foes put at ease by Ehren's preparations to stabilize them, Hinagiku focuses on the task at hand.
”Mrs. Myrna, would you mind keeping guard on me? It will take only a minute, but I will be vulnerable while I am in this state. Don’t hesitate to move me if things become dangerous.”
Sitting in the lotus position, Hinagiku slips the ring on her fingers before letting her mind slowly dissolve into the greater essence of the universe. Time begins to lose its meaning, causality too; reality is, nothing more, nothing less.
Contingency:
Use rolling dodge on first attack (see below)
Actions
Swift:
Move
Free:
Standard:
Full round action:
Defense
**+3 dodge AC vs first attack at her, she gets AoO if foe misses.
AC: +1+3(Haste,t.guard)
uncanny dodge
Touch: +1(Haste)
FF: +3(Haste,t.guard)
CMD: +3+4(Haste,t.guard,giant stance)
considered gargantuan
CMD-FF: +3+4(Haste,t.guard,giant stance)
175/175 hp
0/40 delayed damage pool (working the opposite way from HPs)
Offense
Reach: 5 (1o for AoO)
Precogniscient smite: +3 insight hit/dg
Points
7/19 ki (spell points)
9/11 mythic
1/1 m.foc.
4/4 AoO
Others
Senses: 35’ blindsight, blindfolded oracle, battlefield sense, .
Immaculate hands (2 essence) (mercy: fatigued)
-Hinagiku x1
| Ehren Ferron |
Ehren perks up when he hears the familiar whispers - the will of the Green was not often comprehensible. With a nod, he murmurs a response, needless as it may be. "Tuigim."
"If he is gone, then we no longer need to fight," the druid replies to Hinagiku. Between the wall of fire and brief skirmish, it seems they had given the nereid ample opportunity to escape. Ceding to Myrna's wisdom, he merely watches as the rest of the fey retreat, contemplating the cause of this unrest.
"Unafe, could you bring them over here? I will see to their wounds," he asks the saurian, gesturing to a patch of dry ground along the shoreline. He reaches for his magical pouch of healing supplies, picking out a few herbs for staunching bleeding.
Heal: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36
"There is something terribly amiss here," he remarks, thinking on the insight he received from the Green. "Kelizandri's grip on this place must be strong for these fey to have acted so. This does not bode well for the city, either."
| Unafe Two-Hearted |
Unafe twists away from the nereid in her arms's poisonous touch. She's about to pound them unconscious when Myrna and Ehren ask her to pause.
"But...look around, they have murdered many people with their tridents."
Frowning, she reluctantly agrees. With Goryon's help, Unafe says to the nereid in her grip (in an awkward, broken aquan) "თქვენ თანამშრომლობთ და ცხოვრობთ. თორემ მოკვდები."
"Let us be quick though. Hinagiku says that the one we were protecting has fled, so we cannot learn from him...and time is still of the essence."
She glances toward the frozen city.
Grapple (to maintain, and move) +stance+haste+motif: 1d20 + 25 + 4 + 1 + 1 ⇒ (8) + 25 + 4 + 1 + 1 = 39
Move: maintain my hold, and move them to Ehren.
Stnd: ready to knock unconscious if they attempt to attack any of us
Tracking:
20 AC 24 -4 berserk (+2 vs evil outsiders)
37 CMD +4 stance
5 Tension (3 +1 rising +1 move)
5/5 Mythic Tension Pool
140/140 HP & Healthy
23 Nonlethal
23 THP (berserk)
6/9 MP
1/2 martial focus
6/9 SP
-/4 rounds - stance
1/4 rounds - Vital Tension
1/4 rounds - Enduring Crit
-/3 rounds - shout
DR 2/- vs evil outsiders.
.
BUFFS ON OTHERS:
* Allies within 20’ : +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws.
| GM Kiora |
The nereid remains silent as Unafe speaks to them in broken Aquan, but they cease their struggling. Their eyes are an unnaturally vivid shade of blue, and there are delicate pink lotus flowers dangling from their once carefully arranged hairpiece. Their eyes are locked onto Ehren as he approaches. With each careful touch of Ehren's healing herbs, their muscles twitch slightly, but they do not resist. They seem to be weighing their options, deciding whether to trust or attack this strange person who is mending their injuries.
Combat Ends!
Meanwhile, Hinagiku's breathing steadies, and she sinks into a deep meditative state. Her consciousness expands outward, enveloping the world around her, as she delves deeper into the mysteries of the universe. Time and space become irrelevant concepts as she merges with the magical forces that govern all life.
| Li'an Va'ardalia |
"I think the army of elementals was already a pretty clear indication something was amiss here," she says with a laugh. "But I think you're right that this doesn't bode well for finding help in the city. Hopefully Daisy can find out something useful."
Li'an drifts back up into the air and scans the surrounding area, looking for any signs of the supposed 'reinforcements'.
Perception (Heightened Awareness): 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41
| Myrna Riversoar |
Myrna shakes her head. "I will not jump into a frozen river to grab some random person to bring them up here for interrogation," she says. "I am not an inquisitor, I am a hero. No matter how many dead lie around us, we do not know the circumstances."
She sighs, putting her axe back on its loop to free up a hand. She hoped the next people they ran into would speak to them. Watching Unafe pound a pleading creature into the ground until it passed out had caused her to hesitate. "We should not have interfered in matters we know nothing about."
She turns to her warrior-sister. "Do you know the way forward, Unafe? Your second spirit is the one guiding us. Do we just go deeper into the city? Maybe we need to go underground, to find these tunnels you spoke of?"
She also approaches Lohad and Pagbean, her spell allowing her to speak to them in tongues now. "My friends tell me that you come from another world, and that you lost your way home. If you like, when we return to our own home, you can come with us. The city we live in is dangerous, but there is plenty of air. You would be fed and housed. There are many knowledgeable people who might be able to help you get back to your own home, in time."
| Hinagiku |
Hinagiku, silent, immobile and eyes transfixed by the mirror, appears to be daydreaming for the entirety of the hour. Yet, as Myrna finishes her ritual, Hinagiku’s gaze immediately becomes more natural as she takes in the details that appear in the mirror. Her brown creases slightly as she witness the state of her friend. Using her kind and gentle voice she whispers in hope that her words might reach Meridrand.
”Hello Meridrand, please don’t be too startled. I tried to visit you but noticed you were gone. So I asked a friend to…. Hummm…. Can you hear me?” she asks when the paladin remains completely impassive. Mrs. Myrna, is this not supposed to work like the spell that links us in battle? Or… am I supposed to speak closer to the mirror?” Hinagiku asks, slightly puzzled by the functioning of the new spell.
When it becomes clear that the mirror will not convey her words, Hinagikus asks Myrna whether it would be possible to retry, if not today, perhaps on the following one.
I have taken the liberty of rolling for Myrna’s message to go through the spell since I did not receive any news regarding this. It fails, so I rolled for a few more days in case Myrna is okay with recasting the spell either now, or on another day. Seems that it works next time that Meridrand fails his save.
Messsage success through scrying(45% success, high succeeds): 1d100 ⇒ 54
Messsage success through scrying(45% success, high succeeds): 1d100 ⇒ 62
Messsage success through scrying(45% success, high succeeds): 1d100 ⇒ 85
| Ehren Ferron |
"Perhaps, but now it seems we are contending with the forces of both earth and water," Ehren replies to Li'an as he finishes his treatment of the nereids' wounds. Yet, despite appearances to the contrary, he remains on his guard, aware that his act of kindness does not guarantee cooperation on their part. He looks to Myrna, unable to fully agree with her. "Our interference saved one life at the cost of none. As for what we interfered with... I will see what I can find out."
As Hinagiku peers into the past, Ehren focuses on the present, backing away and putting a few feet of space between himself and the nereids. When he speaks, his words resonate with an ancient power that touches the very core of the fey creatures' being.
"Ní hiad mo chairde agus mé féin na cineálacha daoine ar féidir leo seasamh go díomhaoin agus duine gan chúnamh á chur chun báis, fiú mura bhfuil an chúis thar ár n-aithne. Ach bhí ár n-idirghuí go tapa agus neamhthrócaireach. Nílim ag súil le do mhaithiúnas, ach tá brón orm mar sin féin," the archdruid says, bowing his head remorsefully. "Ar m'onóir, mar sheirbhíseach don Fhaiche, ní dhéanfaidh mé dochar a thuilleadh duit. Ach caithfidh a fhios a bheith agam, cén fáth a bhfuil do chineál ag troid idir tú féin? Cad iad na dearaí atá ag Kelizandri ar an áit seo? Cad atá déanta aige leis an bhFoinse?"
Diplomacy: 1d20 + 15 ⇒ (15) + 15 = 30 Surge if necessary.
| GM Kiora |
Myrna's fluent command of her language takes Lohad aback. She gazes at Myrna in surprise before saying, «Ви дуже вправно розмовляєте гунче. Ваша група, безсумнівно, грізна, але цього слід очікувати від мешканців Клітки».
"You speak Gunche with great skill. Your group is undoubtedly formidable, but that is to be expected from denizens of the Cage."
Gunche = Ukrainian
"Мене звати Лохад, а це мій супутник Пагбіан", she says. After a brief pause, Lohad asks, "Чи можу я запитати ваше ім'я?"
"My name is Lohad, and this is my companion Pagbean,"
"May I ask your name?"
"Дякуємо за вашу люб'язну пропозицію. Ми все ще сподіваємося, що зможемо знайти дорогу назад до Збеспро. Однак... якщо ми не зможемо, нам буде цікаво побачити, як виглядає життя в Клітці",Lohad then says.
"Thank you for your kind offer. We still hold hope that we can find our way back to Zbespro. However... if we cannot, we would be interested in seeing what life is like on the Cage,"
"Так, це точно була б пригода, га, Лохад?" Pagbean interjects with a bright smile, looking up at the tall, red-skinned woman. Then his expression turns more serious."Чи є ці фейри частиною групи, яка ув'язнила вашого друга?"he whispers, his eyes darting towards the androgynous fey in Unafe's grasp.
"Yes, it would certainly be an adventure, huh, Lohad?"
"Are these fey part of the group who imprisoned your friend?"
Ehren improves Nereid 5 from hostile to unfriendly.
Ehren Surge: 1d8 ⇒ 5
Ehren's presence is met with a suspicious gaze from the nereid, who narrows their eyes and sizes him up.
"Sən druidsən. Qolariondan, hə?" the fey says, their body language guarded.
"You are a druid. From Golarion, yes?"
"Liderimiz bizi məğlub etdiyi üçün döyüşürük" they continue, bitterness creeping into their voice. "İndi biz donmuş, qovulmuş və bu ölü, donmuş meşədə aclıqdan ölməyə məhkum edilmiş insanlardan başqa bir şey deyilik."
"We fight because our leader failed us,"
"Now we are little more than frozen outcasts, banished and doomed to starve to death in this dead, frozen forest."
After a brief pause, the nereid reluctantly responds to the rest of Ehren's questions."Kelizandri bu şəhəri çoxdan fəth etdi. Biz onun iddiasını müdafiə etmək üçün göndərildik."
"Kelizandri conquered this city long ago. We were sent to defend his claim."
"Mənbə Kelizandrinindir. Onun bütün su üzərində hökmranlığı var," they explain, a sense of resignation in their voice."Ancaq uzun müddətdir ki, belədir."
"The Source is Kelizandri's. He has dominion over all water."
"But it has been that way for a long time."
Need to know if Myrna would have cast Scrying for Hinagiku again that day or if they would have waited until the next day(s)
"Məni buraxacaqsan?"
"Are you going to let me go?"
| Unafe Two-Hearted |
As she realizes the fight is over, Unafe shrinks back to human size but stays in her half-saurian form, finding that it feels even more "right" with Goryon's heart within her.
She listens as Ehren relays what he learns from the nereid. "So Kelizandri conquered the city long ago and they're here to defend their claim...but from who? Did they say who rules it now? Who do the ones they were killing owe allegiance to? Do they know if the..." Unafe hesitates a moment, trying to recall the name that Goryon had given the local people, "...the Sarcesians live there still?"
Unafe then turns her attention inward. She asks aloud so that her friends can hear, "Doeth Goryon, mae'n ddrwg gen i glywed bod dinas eich cynghreiriaid wedi disgyn i'r Ymerawdwr Merch. A fyddai ei luoedd yn gysylltiedig â'r elfennau daearol a welsom? Neu yn eu gwrthwynebu?
"A yw'r wybodaeth hon yn newid eich awgrym? Os na, byddwn yn parhau i frysio at borth y ddinas...ond efallai bod angen i ni ddod o hyd i ffordd fwy cynnil i mewn, os yn bosibl?"
Hallit: "Wise Goryon, I am sorry to hear that the city of your allies has fallen to the Brackish Emperor. Would Kelizandri's forces be allied with the earth elementals we saw? Or opposed to them?
"Does this information change your suggestion? If not we will continue making haste to the city's gate...but perhaps we need to find a more subtle way in, if possible?"
Additionally:
- Depending on what, if anything, Ehren passes back to us from my questions, I'll ask Goryon about that as well.
- Kiora, am I already clear on the path to the city gates? If not, I'll ask Goryon for anything she knows about how to get in (including more subtle ways in)
- Then I'll reply to Myrna's question about where to next.
| Ehren Ferron |
After running everyone through the gist of what the nereid told him, Ehren hums in thought. It seemed that the danger the spirits warned him of was an ancient one; putting it to rest might well be as herculean a trial as shutting the Worldwound itself. He cannot help but to feel sorry for the fey, who believes they were brought here to die.
"Sea, tháinig mé ó Golarion. Agus nuair a bheidh ár gcuid oibre anseo críochnaithe, tá sé ar intinn agam filleadh," Ehren answers finally, "Nach é sin a bhfuil dúil ag do mhuintir chomh maith? Chun éalú ó magadh seo an dúlra?"
The druid continues, not wanting to promise something he could not deliver on. He is still uncertain of how he expects to get home. Instead, he relays Unafe's questions, knowing he is testing the nereid's patience.
"Cad iad na seirbhísigh de chuid Kelizandri atá i gceannas ar an gcathair seo anois, agus cad a tharla dóibh siúd a bhí i gceannas uirthi roimhe seo? Freagair é seo agus fágfaimid go bhfuil tú."
Once he has said his piece, Ehren looks to the others. "I told them that they can leave. We do not have the means to keep creatures such as them prisoner, nor can we afford the burden doing so would impose."
| Myrna Riversoar |
Golarion, spying on a friend: ** spoiler omitted **
"Tell you what," she adds, "When he comes back, I'll put in a word with his captain that he should be given some leave. That way you can spend some time looking in on him."
Myrna is willing to scry for Meridrand one more time, since each attempt takes an hour and she's got other more important things to do.
Myrna nods at the Archdruid's suggestion. "I agree, Archdruid. I would offer to let them come home with us as well, since as you say they are trapped here... but I worry about what effect their aura might have on bystanders when we return to Drezen. Perhaps it is best to let them decide their own fate."
She bows her head slightly. "Thank you for not killing them," she adds. "Demons I'll happy destroy to the last ash, and fair fights between challengers are worthy of violence, but in other cases I'm less certain on the necessity."
Didn't mention it before, but this time with the Large-size transformation I want to try out the Powerful Arms trait rather than the Powerful Legs trait -- that increases Myrna's axe damage dice to 3d6.
| GM Kiora |
What Unafe knows of this place has already been provided in previous discussions with Goryon.
"Melltith ar yr hen teyrn hwnnw," Goryon mutters, her voice laced with bitterness.
Hallit:"Curse that old tyrant."
"Nid yw ef a'i fath yn gynghreiriaid i ni, Unafe. Rhaid troedio'n ofalus wrth ddelio â phobl fel Kelizandri."
Hallit:
"He and his kind are no allies of ours, Unafe. We must tread carefully when dealing with the likes of Kelizandri."
"Mae'n anodd dweud a ydynt yn perthyn i elfennau'r ddaear. Mae'r gwahanol awyrennau elfennol wedi bod yn groes i'w gilydd erioed, ond nodwch fy ngeiriau, ein gelynion yw pob un o'r arglwyddi elfennol. ymddiried ynddynt."
Hallit: "It is hard to say whether they are allied with the earth elementals. The different elemental planes have always been at odds with each other, but mark my words, all of the elemental lords are our enemies. We cannot trust them."
Goryon heaves a great sigh. "Bydd angen i ni fwrw ymlaen yn ofalus," she advises. "Gobeithio mai cyd-ddigwyddiad truenus yn unig yw honiad Kelizandri ar y tir hwn, ond ni allwn gymryd y siawns honno. Rhaid inni archwilio pob llwybr posibl ... efallai y gallwn barhau i gael mynediad i'r twneli tanddaearol a gwneud ein ffordd ati hi. "
Hallit:"We will need to proceed with caution."
"Kelizandri's claim on this land is hopefully just a woeful coincidence, but we cannot take that chance. We must explore all possible paths... perhaps we can still access the underground tunnels and make our way to her."
"Byddwch yn ofalus, Unafe," Goryon warns, her voice filled with gravitas. "Ni fydd y daith o'n blaenau yn un hawdd, a bydd y peryglon a wynebwn yn ein profi bob tro."
Hallit:"Be careful, Unafe."
"The journey ahead will not be an easy one, and the dangers we face will test us at every turn."
The nereid takes a moment to gather their thoughts, their perfect, pearlescent skin shimmering in the dim starlight that illuminates the frozen forest. Their sapphire-blue eyes glint as they consider Ehren's question.
"Kelizandri Su Tanrısı üçün təbii olduğu kimi bir çox elementləri idarə edir" they finally respond, their voice carrying a note of hesitance. "Və o, həm də döyüş qolemlərindən, mərcandan hazırlanmış konstruksiyalardan istifadə edir ki, onlar nə qədər təhlükəli olsalar da. İndi şəhəri kimin idarə etdiyini bilmirəm. Bəlkə də adletlərdən biri? Onlar da sizin kimi ölümlüdürlər."
"Kelizandri rules over many elementals, as is natural for the Lord of Water."
"And he also uses war golems, constructs made of coral that are as dangerous as they are formidable. I don't know who rules over the city now. Perhaps one of the adlets? They are mortals, much like yourselves."
Their voice is cool and detached, as if they were an observer to the fate of the city, rather than a participant.
"Daha əvvəl burada olan canlılar?" they continue, their tone indifferent. "Mən onların hamısının öldürüldüyünə inanıram. Onsuz da çox deyildi. Bu yer sadəcə olaraq qədim xarabalıqdır, parazit kimi qayaya yapışan ölü qabıqdır."
"The creatures that were here before?"
"I believe they were all killed. There weren't many of them, anyway. This place is just an ancient ruin, a dead husk that clings to the rock like a parasite."
At this, the nereid seems to shudder slightly, as if thinking too deeply on the Brackish Emperor was too much for them to bear. "İndi məni buraxarsan?" they ask, a note of desperation creeping into their voice. "Bildiyim hər şeyi dedim. Xahiş edirəm, məni buraxın."
"Will you let me go now?"
"I have said all that I know. Please, just let me go."
"Adlets" knowledge checks.
Sarkorians tell tales of the Adlets - creatures that strike fear into the hearts of even the bravest warriors. These creatures are said to roam the harsh and unforgiving lands to the north of the Rimethirst mountains. With their wolf-like appearance and aggressive nature, they are truly a force to be reckoned with.
Legend has it that the Adlets are born warriors, bred to protect their frigid homes from outsiders. They are said to be cunning hunters, stalking their prey with the utmost skill and precision. Their razor-sharp claws and teeth, along with their mastery of weapons such as spears, make them formidable foes. But beware, for their unpredictable nature and ferocity make them a danger to all who cross their path.
Sarkorians, wise and experienced travelers of the north, know all too well the dangers of encountering an Adlet. These wolf-like humanoids are infamous for their aggression and their lack of social taboos - including cannibalism. It is said that the Adlets view themselves as the rightful heirs of their frozen domain and will stop at nothing to drive out any outsiders who dare to encroach upon their territory.
Adlets are not inherently evil, but they are known to be aggressive and warlike. They roam the frozen tundra of the far north, where they have no social taboo against cannibalism. Instead, they practice a custom of eating their dead, which has caused many to misunderstand their true nature.
Do not let their ferocity and appearance deceive you, for the adlets are deeply religious creatures. They worship the power and cruelty of nature, seeing divinity in the harshness of the arctic environment, the ferocity of the polar bear, and the immensity of the towering iceberg.
As for their physical appearance, the adlets are tall, sinewy, and incredibly quick. Their natural agility and strength make them excellent hunters and fighters, able to take down prey with ease. It is said that their wolf-like appearance is what strikes fear in the hearts of those who cross their path.
Adlets are not to be trifled with, for they possess great powers that make them deadly foes. It is said that they are immune to cold and can move swiftly through any kind of snowy terrain, thanks to their arctic stride ability, but they are vulnerable to fire. They are also known to have a supernatural breath that is colder than the frozen tundra, which freezes their foes with their bite. They can also exhale a frigid air that freezes the very blood in your veins, leaving you staggered with numbing cold.
But that's not all, for adlets possess many spell-like abilities that can wreak havoc on the unwary. They can conjure up spells such as pass without trace, ray of frost, fog cloud, sleet storm, ice storm, and wind walk.
Despite their reverence for nature, adlets are a very xenophobic race and do not easily form alliances or cooperate with other humanoids. They are deeply rooted in their warlike culture, which is based on their prowess as hunters and fighters. Some Sarkorian traders had managed to establish peaceful contact with adlet tribes living near well-traveled routes, but others had not been so lucky. Adlets will often respond to the presence of other intelligent beings with aggressive raids, and some have even been known to kidnap travelers and merchants passing through their territory, either to eat them or to sell them as slaves.
Adlet tribes are typically led by a shaman, who has advanced abilities and can summon greater ice elementals or several large ice elementals. The adlets are a fierce and dangerous people, not to be trifled with.
This is sufficient to know the information on the adlet statblock.
Coral Golem knowledge checks
The coral golem is a creature of immense size and daunting presence, striking terror into the hearts of its foes. Standing at an impressive height of nine feet and weighing in at a substantial 1,000 pounds, this construct is an imposing figure to behold. Its body is constructed from layers of coral and stone, with a coarse exterior adorned by clinging remnants of plant life. Its appendages are claw-like in nature, possessing the capacity to deliver a devastating blow to its opponents. In battle, the coral golem is a fierce adversary, effortlessly dispatching its enemies, nigh invincible but to the strongest of blades.
Its sharp claws possess the power to inflict a grievous wound that bleeds profusely, further debilitating its opponents. Its natural armor made up of layered coral and stone provides unparalleled protection against attacks, rendering it almost impervious to harm. Its massive fists are capable of delivering a devastating punch that can shatter the bones of even the most stalwart opponent. It is the embodiment of sheer power and physical might, making it a truly terrifying creature to face in battle.
The creation of a coral golem is a complex and delicate process that requires great skill and knowledge in both the magical and biological arts. The wizard or sorcerer must begin by selecting and preparing the right kind of living coral for the golem's body. This involves carefully shaping and manipulating the coral to fit the desired form, as well as infusing it with magical energy to give it life.
Once the coral has been prepared, the golem is animated through the use of powerful magic. This energy courses through the golem's body, giving it the ability to move and react to its surroundings. The golem's massive size and strength are a testament to the potency of this magic, and it can be used for a wide range of tasks, such as to collect delicate specimens of plant life from local beaches, spear and retrieve fish from the ocean for meals, and protect valuable locations such as their masters’ homes or veins of minerals and other potent resources.
Despite their fearsome appearance, coral golems are mindless creatures. They are fiercely loyal to their creators and will defend them with all their strength if threatened.
The coral golem is a creature of formidable power, possessing unique abilities that make it a fearsome foe on the battlefield. Its natural armor is incredibly resilient, able to withstand all but the strongest blows from weapons made of adamantine. However, what truly sets the coral golem apart from other constructs is its immunity to magic. The golem's body is infused with an arcane energy that renders it impervious to any spell or spell-like ability that allows spell resistance.
In addition to its magical immunity, the coral golem possesses the ability to rapidly regenerate when in contact with saltwater. This ability makes it incredibly difficult to defeat, as it can quickly recover from even the most grievous wounds.
The coral golem's immunity to magic also makes it a unique target for certain spells and effects. Spells with the water descriptor will actually heal the golem, while the spell transmute rock to mud can temporarily slow it down. The spell transmute mud to rock can increase the bleeding damage inflicted by its claws, and the spell soften earth and stone can temporarily remove its damage reduction.
This is sufficient to understand the contents of the coral golem statblock
Taking a deep breath, Hinagiku crosses her legs and slips the ring onto her fingers. She closes her eyes and begins to focus her thoughts inward, her breathing slow and measured. Gradually, her mind drifts away from her body and into the vast expanse of the universe. Time becomes meaningless, and reality fades away, leaving only the boundless essence of existence.
At first, the crystalline forest is empty and silent. The snow seems to hold its breath, waiting for something to happen. Suddenly, the silence is shattered by the thunderous sound of a group of nereids running through the trees. Their expressions are panicked as they flee from some unseen terror. One nereid gasps for air, pointing ahead to the transparent domed barrier that looms in the distance. "ჩვენ თითქმის მივაღწიეთ ბარიერს." he says. "მის მიღმა დევს სიკვდილის ცივი, უჰაერო ვაკუუმი. გასაქცევი არსად რჩება."
Aquan:"We are in close proximity to the barricade,"
"Transcending it, there is the frigid, spaceless void of demise. There are no remaining places to flee."
Desperation grips the group as they realize they are trapped in a frozen wasteland with dwindling resources. Accusations fly and fingers point as they argue about who is to blame for their dire situation. "ეს ყველაფერი შენი ბრალია," yells one nereid, turning on another. "არასდროს ბრმად არ უნდა გავყოლოდით ჟალეს ღალატში კელიზანდრის მიმართ. ახლა ჩვენ ცხოველებად გვდევნიან იმ ბოროტი მოკვდავი მგლის ხალხი!"
Aquan: "The culpability of this entire situation lies solely on YOUR shoulders!"
"It was unwise of us to obediently pursue Zhaleh's deceitful scheme against Kelizandri. Currently, we are being relentlessly pursued akin to beasts by those abhorrent humanoids who are mortal and resemble wolves!"
"მაგრამ ჩვენი ერთგულება არასოდეს ყოფილა ყელიზანდრის, არამედ ჟალეს მიმართ!" protests another nereid, attempting to talk the other down. "ის არის არზანიბის კანონიერი მმართველი, მარილიანი ტახტის მემკვიდრე!"
Aquan:"Nevertheless, our allegiance was never with Kelizandri, but with Zhaleh!"
"Zhaleh is the legitimate sovereign of Arzanib, the inheritor of the briny dominion!"
The tension in the group reaches a boiling point as one nereid suggests a violent solution. „იქნებ ამ წამქეზებლებს რომ მოვკლათ და მათი ცხედრები ქალაქში დავაბრუნოთ, ისინი დაგვიბრუნდებიან?“ While many of the nereids start to murmur in agreement, looking at each other and nodding, the others, loyal to Zhaleh to the end, look alarmed. "არა,"says one. "ჩვენ ვართ ძმები, დები, ზღვის ძმები. ასე არ უნდა ვიჩხუბოთ. თუ ერთად დავრჩებით, შეგვიძლია-" But his words are cut off abruptly as a trident pierces his heart. The sound of tridents being drawn fills the air as the nereids turn on each other, a great and terrible battle unfolding on the ice and snow. The battle is bloody but quick. Zhaleh's loyalists are hopelessly outnumbered by those who would turn against them at the last moment and soon there is only one survivor from amongst the loyalists.
Aquan: "Perchance, if we exterminate these provocateurs and return their corpses to the city, we will be received with open arms?"
"Negative."
"We are siblings of the sea, bound together by blood. It is not fitting for us to quarrel in such a manner. If we remain united, we can-"
Blood stains the once-pristine snow, and the bodies of humanoid creatures lay scattered around the clearing. The diaphanous shawls barely covering their nakedness are soaked through with blood, and their once-pearlescent skin has turned pallid and gray. Puncture wounds in their chests tell the story of a brutal and agonizing death.
Amidst the carnage, four trident-wielding nereids - one woman, one man, and two more androgynous individuals - stand over a lone survivor. The terrified male nereid pleads for mercy, his voice trembling and tears streaming down his face. "მე გავაკეთე ის, რაც გავაკეთე მხოლოდ იმიტომ, რომ მჯერა ჟალეს საქმის," he sobs. "კელიზანდრი არის ურჩხული, განადგურებისა და დაპყრობის ღმერთი. მას არაფერი აინტერესებს მათ სიცოცხლეზე, ვისაც ფეხქვეშ თელავს. ჟალე მის შეჩერებას ცდილობს. მე მხარს ვუჭერ ბოლო მარილიან პადიშას!"
Aquan: "I merely acted in the way I did because I have faith in the legitimacy of Zhaleh's motives,"
"Kelizandri is a fiend, a deity of annihilation and domination. He harbors no regard for the lives of those he subjugates. Zhaleh strives to prevent him. I back the ultimate monarch of saline!"
The trident-wielding beings surrounding him exchange glances, their expressions inscrutable. The one with the trident at the man's throat speaks up, their voice cold and sharp. "შენ იმაზე ლაპარაკობ, რაც არ გესმის, მოღალატეო" they say."კელიზანდრი არის ყველა წყლის უფალი და მისი ძალა აბსოლუტურია. ჟალე მოღალატეა და ახლა შენ ხარ მოღალატე მისი მხარდაჭერისთვის."
Aquan: "You make reference to matters that are beyond your comprehension, treacherous one,"
"Kelizandri is the Sovereign of all aquatic elements, and his supremacy is complete. Zhaleh is a turncoat, and by supporting her, you too are a traitor."
It is at that moment that Li'an emerges, surrounding the crying man with a wall of flame to protect him from his assailants. Shortly afterwards, Unafe comes bounding through the trees, and Hinagiku witnesses, again, the short but fierce battle between her allies and the nereids.
Meridrand Saving Throw: 1d20 + 17 - 10 ⇒ (19) + 17 - 10 = 26
With a deep breath, Myrna draws in the energy around her, feeling it course through her body and fill her with power. Her fingers deftly manipulate the intricate components of her scrying tools, each movement deliberate and precise. She begins the hour-long ritual, her movements fluid and graceful, like a dancer performing a complex routine.
Her mind is fixed on Meridrand, his face etched in her memory from the previous scrying ritual. She can feel his mind, a powerful force that she must overcome to connect with him. But Myrna is determined, her focus unrelenting as she channels her magic and reaches out to him.
As the ritual progresses, she feels the familiar pull of magic, the threads of the weave aligning to her will. But something is different this time. The connection between her and Meridrand is tenuous, like a fragile thread stretched to its limits. Myrna grits her teeth and concentrates harder, trying to maintain the link, but it's no use. Meridrand's will is too strong, like a solid barrier preventing her from getting too close.
Myrna opens her eyes. Her spell components are still in her hands, but their power is spent. She looks around, taking in her surroundings - the scent of freshly polished wood permeating her new den, the flickering candles casting long shadows on the walls. The room is bathed in a warm glow, imbued with the mystical energy that Myrna has summoned. She can feel the magic pulsing through the air, and it reminds her of her childhood spent with her grandmothers.
1d20 + 24 + 16 - 1 ⇒ (6) + 24 + 16 - 1 = 45
| Unafe Two-Hearted |
Lore(Demetae): 1d20 + 15 ⇒ (9) + 15 = 24
Unafe relays what Goryon explains to her companions about all the elemental lords being our enemies. She also says what she recalls Old Aye telling her of the adlets–walking wolves–who live in the ice and worship nature's most destructive forces, and how warriors who met them rarely returned. Check out all Adlet spoilers + statblock
The clan-liege listens as Ehren explains his conversation. "Arhoswch, os gwelwch yn dda, cyn i chi adael iddyn nhw fynd: beth maen nhw'n ei wybod am nodau'r ymerawdwr hallt yma yn gyffredinol, ac os yw'r ymerawdwr hallt yn gysylltiedig â'r elfennau elfennau daear neu'n ei wrthwynebu?
"Os yw'r gweision hyn o Kelizandri yn gysylltiedig â'r ddaear elfennol, rydyn ni mewn dyfroedd hyd yn oed yn fwy peryglus nag yr oeddem ni'n meddwl. Os oes ganddyn nhw ddibenion croes ... wel yna efallai y gallwn ni ddod o hyd i achos cyffredin gyda nhw."
Hallit: "Wait, please, before you let them go: What do they know of the Brackish Emperor's goals here in general, and if the Brackish Emperor is allied with or opposed to the earth elementals we saw?
"If these servants of Kelizandri are allied with the earth elementals, we're in even more dangerous waters than we thought. If they have cross purposes...well then perhaps we can find common cause with them."
| Hinagiku |
The current reality coalesces, the static hum of the universe separates into distinct sounds of the present and bodies resume motion as Hinagiku exits her meditation. Losing all sense of the present and self to peer into the timeless single reality that is existence was still a strange experience to Hinagiku. But, being allowed to peer at a singular point within this Oneness, what people called a moment, was amazing in its own way. Though, so far Hinagiku had only looked into murders and deaths. Not something she enjoyed. Taking a deep breath to clear her inner pool, the monk stands up and tells the others of her vision.
”... so it seems there are also wolf people here and that many of the nereids do not agree with the brackish emperor. But, they are not willing to die for those beliefs. I wonder if there is any way to make them safe…”
Having said that, she gives the ring back to Li’an.
While the conversation goes on, Hinagiku notices that no one fetched the first nereid that Unafe had brutally assaulted. And so, once they are about to leave, the monk dives into the frigid waters, relying on Ehren’s magic to protect her against the cold, and heals them just out of unconsciousness before coming back to the surface.
Can’t think of anything to add to the conversation.
| GM Kiora |
Ice Elemental Knowledge Checks
Elementals are magical beings that embody the primal forces of nature. These beings can be found in various forms, including fire, air, water, and earth. Ice elementals, also known as cryo-elementals, are a subtype of water elementals, and are associated with the forces of winter and cold weather.
Contrary to popular belief amongst common-folk, ice elementals are not inherently malevolent. Rather, they are simply creatures of the natural world, following the same rules and patterns as other elementals. However, their icy nature can make them dangerous to those who are unprepared for them.
In Sarkorian folklore, ice elementals were often associated with the goddess Alglenweis, who was said to have control over the forces of winter. These elementals were said to be both beautiful and terrible, with the power to create stunning ice formations, but also to bring deadly blizzards and freezing temperatures. Despite their fearsome reputation, ice elementals were often seen as part of the natural order, and respected for their power and beauty.
Ice elementals are a unique type of outsider, characterized by their icy composition and association with winter and cold weather. As magical beings representing the forces of nature, they possess a variety of special abilities, including darkvision and the ability to see clearly in snowy conditions. Their bodies are literally made of ice, granting them immunity to cold damage, but also rendering them vulnerable to fire.
In addition to their impressive physical composition, ice elementals also possess a deadly ability known as numbing cold. This chilling attack can stagger creatures who lack the fortitude to withstand it, making them all the more dangerous. As their icy composition makes them impervious to many types of attacks, only the most powerful of strikes can make a dent.
Despite their vulnerability to fire, ice elementals are incredibly powerful melee combatants. With their high Strength and powerful slams, they can easily overpower foes and deal devastating damage.
Ice elementals are a type of elemental that originates from the Plane of Water, particularly where it borders the Plane of Air. These magical beings are associated with winter and cold weather, and possess unique abilities that allow them to traverse their natural habitat with ease. Their ice glide ability enables them to move through snow and ice without leaving any trace, while their icewalking ability allows them to move across icy surfaces without any difficulty. In battle, the Ice Elemental is a formidable opponent, with high damage output, impressive durability, and strong defenses.
[ooc]This is sufficient to know the contents under the Ice Elemental template, as well as its subpages.