Ynthar Icerunner |
Ynthar continues to singing his ballad as he turns to retreat, his song not sung with quite the same gusto.
no more raging song.
Kardav Vincov |
Kardav scowls as the group retreats from the ooze. "Feel like a fool," He says, hiding the bone gnawing fatigue he's begin to feel under a layer of surly bravado. "Fleeing from a glorified animated pudding."
With a grumble he pulls out a small block of chocolate and breaks off a corner, nibbling on the treat. He offers the block around.
DireMerc |
Sorry for the delay had a bit of a car accident. Nobody was injured but I needed a new car and some paperwork was needed afterwards
You head the other way and put some distance between you and the creature and arrive in a large room marble slab on which lies and Aasimar knight in full armour and holding a magnificent longsword. The body is wrapped in a white light which you assume is what keep him safe and fresh all this time.
An inscription on the slab reads: Here sleeps Argos in eternal vigil until he is called upon once more to battle.
Kardav Vincov |
Kardav recoils, grasping his hand as he hisses. "Good gods that stings!" He exclaims, fumbling for his wand.
Healing: 1d8 + 1 ⇒ (8) + 1 = 9
Heal 13, back to full
"I am Kardav Vincov, warpriest of Desna. We have woken you up to help us stop the Great seal from being broken. The lesser ones have already been sabotaged and we're in need of all the help we can get." The warpreist says, showing his holy symbol before stashing his wand away.
Ynthar Icerunner |
Ynthar Smiles at the large night as he awake. Thrusting out his hand towards the knight.
"Ynthar Icerunner, We came because of whispering of the Whispering Tyrant is going to be set free. The wards are weakening and we intent to find out, I will be there to support and sing to our glories."
DireMerc |
Harika figures it must have something to do with the broken hourglass upstairs.
"The cleaner is loose? Avoid it. It's nearly indestructible and even if you manage to kill it it will simply reform later. It shouldn't be loose unless there was an intruder however, you must have tripped the alarm coming in. Be thankful you didn't encounter something worst my friend Kezlar was a very powerful mage with a sometimes sadistic mind and he designed the defences that would protect me and my brothers while we slept."
Merius Oprean |
"Indeed, which possibly has something to do with the broken hourglass... Sir, are you able to proceed? We must remove this threat quickly before the 'Cleaner' returns. Or we run into anything else..."
Ynthar Icerunner |
"Are yer friends good at killing Undead? We could use em to kill this thing and move forward. Mind ye I want to kill it me self since the ghosts it had messed with me pretty face."
Harika ir'Thul |
Harika shakes her head, reminding the others without words she hadn't wanted to hunt down the berbalang. But a united front was needed here. She nodded at the woken crusader. "Are there any secure rooms or out of the way corners of this facility that would lend themselves to an undead making a lair for itself?"
DireMerc |
"My companions and I are all survivors of the legion that trapped Tar-Baphon in gallowshpire the first time. We volunteered to be put in stasis to be here to stop him if it looked like he was about to escape..."
"An undead here? Hmm Kezlar the wizard who designed this place had a laboratory on the bottom level. It also acted as a vault of kinds were he store ancient knowledge and magical artifacts."
Ynthar Icerunner |
"We should yes"
Ynthar pats bug on the back, his smile never faltering.
"Time to rekill this thing, permanently"
Harika ir'Thul |
Harika follows the others but pauses before going through the door. "Are there any traps you know of on this path down to your wizard's laboratory?"
DireMerc |
A proud and hardworking race from the Plane of Fire, azers toil in their bronze and brass fortresses, always ready for their long, simmering war against the efreet. Azers live in a society where every member knows his place. Born into a particular duty, usually the trade of his father or mother, an azer continues this task his entire life. A caste system further keeps azer society in line. Nobles, ruling without question, wear decorated brass kilts as their symbol of caste, while merchants and business proprietors wear stout bronze. Copper kilts designate the working class, made up of servants, artisans, and laborers.
Able to channel heat through metal weapons and tools, azers almost never use nonmetallic weapons, and usually engage in close melee rather than using ranged attacks. Azers frequently take prisoners, bringing them back to their fortresses and forcing them to labor for a year and a day.
The legendary City of Brass boasts an azer population over half a million strong. Most of these unfortunate azers live a life of servitude to their efreet masters. Azers subjected to this slavery still perform their duties without question, preferring to wait out their contracts or hoping their masters die or get overthrown. A dedication to order burns strong in this race, to the extent that some enslaved azers act as taskmasters over their own kin. Beyond the City of Brass, azers are free to live their own lives, often in other planar metropolises crafting goods, selling wares, and running taverns.
Azers look strikingly similar to one another to the unfamiliar eye. They are 4 feet tall, but weigh 200 pounds.
Ynthar Icerunner |
Yanis will stay with Merius.
"More and more this feels like we are falling behind, but these guardians might prove in a fight against legions of undead."
DireMerc |
Argus enters first and looks around "Strange they should be here...Could they have been defeated?" He stops looking surprised "That is new...what could it be?"
The chamber is roughly square with a pair of bronze double doors in the south wall. Each door bears the image of a starburst bisected by a flaming sword. In the east and north walls are shallow alcoves each of which holds a small statuette — approximately waist high — of a maiden, head bowed in weeping. In the middle of the chamber is a short pedestal.
Whirling atop this pedestal and reaching nearly to the ceiling 10 feet overhead is a spinning vortex of red mist, like a small tornado fixed in
place. Forms are faintly visible in the mist, but whom or what they are is unclear. The room is unusually hot, and the smell of brimstone hangs strongly in the air.
Kardav Vincov |
Kardav moves to follow however a feeling of weakness washes over him, forcing him to halt and brace himself against a wall. "Sorry," He mutters mostly to himself, "The wraiths really took it out of me. I was waiting for later to deal with this but if we're going to have to fight again the I might as well do something now." He says, pulling a pair of scrolls of lesser restoration from his haversack.
Ability score healed: 2d4 ⇒ (4, 1) = 5
HP 72/72
As the healing magic flows into him he breaths a sigh of relief. "Better, not quite there but it's an improvement."
As he stretches, subtly positioning himself between the pretty necromancer and the paladin, he tries to identify the man's patron. Knowledge Religion: 1d20 + 7 ⇒ (18) + 7 = 25
Ynthar Icerunner |
"What is that? Looks like a blood mist or something."
The tall Skald moves in a step before stopping dead, not wanting to disturb the red tornado.
DireMerc |
Kardav spots the symbol of the Dawnflower the paladins back and guesses him to be a follower of Sarenrea.
Harika is unable to determine what this thing is but it seems to be moving. It splits into four smaller clouds and comes your way.
The clouds of red mist seem to be alive and when they come your way they have a burning gaze that makes your whole body seem rigid. (paralysing gaze) (make 4 dc 15 fort saves. If you fail one you cant move for 1d6 rounds)
The paladin is caught of guard and freezes in place unable to move.
The init.
enemy init: 1d20 + 5 ⇒ (9) + 5 = 14
paladin init: 1d20 + 4 ⇒ (20) + 4 = 24
If you beat the mist post your action.
Kardav Vincov |
Failing a fort save as a Pally, RIP paladin
Init: 1d20 + 3 ⇒ (17) + 3 = 20
Fort: 1d20 + 12 ⇒ (9) + 12 = 21
Fort: 1d20 + 12 ⇒ (13) + 12 = 25
Fort: 1d20 + 12 ⇒ (9) + 12 = 21
Fort: 1d20 + 12 ⇒ (20) + 12 = 32
Fort: 1d20 + 12 ⇒ (16) + 12 = 28
Brushing off the paralytic effects of the gazes, the Warpriest imbues his armor with divine power before charging the closest mist.
Sacred Armor, +2 bonus to AC for 1 minute. Rounds of Sacred Weapon 9/10 Minuets of Sacred Armor 9/10 Fervor 7/8 Blessings 7/8.
Attack: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 1d10 + 10 ⇒ (1) + 10 = 11
Holy Damage: 2d6 ⇒ (1, 6) = 7
Merius Oprean |
Init: 1d20 + 4 ⇒ (17) + 4 = 21
Fort Save DC 15: 1d20 + 17 ⇒ (9) + 17 = 26
Fort Save DC 15: 1d20 + 17 ⇒ (17) + 17 = 34
Fort Save DC 15: 1d20 + 17 ⇒ (9) + 17 = 26
Fort Save DC 15: 1d20 + 17 ⇒ (18) + 17 = 35
As Merius' gaze falls upon the red mists he feels his body begin to stiffen, but his elementally infused body resists the effect! He quickly gathers power from the plane of fire as flames wrap his body in a roaring rush and he sends a ball of angry fire towards the nearest red mist creature.
Flame Blast Attack (vs Touch AC): 1d20 + 15 ⇒ (11) + 15 = 26
Fire Damage: 5d6 + 18 ⇒ (2, 5, 3, 1, 3) + 18 = 32 *1.50 = 48
Burning Infusion Damage: 1d6 ⇒ 6
Base Attack:
-Flame Blast
Infusions:
-Burning Infusion +1 Burn
-Extended Range Infusion +1 Burn
Additional:
-Empower +1 Burn
Burn Reductions:
-Infusion Specialization -2 Burn
-Gather Power -1 Burn
Total Burn = 0 Burn
Actions: Move - Gather Power to reduce Burn cost by 1. Standard - Flame Blast w/ Extended Range and Burning Infusion (Ref DC 19 to avoid catching fire and taking the Burning Infusion damage above).
Ynthar Icerunner |
Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Fort save vs DC 15: 1d20 + 8 ⇒ (6) + 8 = 14 paralyzed: 1d6 ⇒ 4
Fort save vs DC 15: 1d20 + 8 ⇒ (12) + 8 = 20
Fort save vs DC 15: 1d20 + 8 ⇒ (18) + 8 = 26
Fort save vs DC 15: 1d20 + 8 ⇒ (5) + 8 = 13 paralyzed: 1d6 ⇒ 6
Ynthar levels his Glaive at the mist, backing up slowly to allow the front liners to move in.
Bug Eater |
init: 1d20 + 5 ⇒ (6) + 5 = 11
fort save: 1d20 + 11 ⇒ (13) + 11 = 24
fort save: 1d20 + 11 ⇒ (7) + 11 = 18
fort save: 1d20 + 11 ⇒ (10) + 11 = 21
fort save: 1d20 + 11 ⇒ (7) + 11 = 18