Mikal gathers you all around, and with a tap of his staff, he returns you to the Iron Fort. You feel disoriented from the time travel twice in such a short time, and when you regain your barrings, the older Mikal is gone. You are where you left, in the hospital, the younger Mikal still in a comma below you.
"Put personal goals aside, Alexis, or you will fail. Her master can be destroyed, and Rao knows where to find her. Her name is Sabrin, a succubus with her own goals, she too, fails, and no longer exists in this time. As for the Iron Fortress, it is already infiltrated. Other than this, I cannot tell you anymore. I have altered the future enough as it is. Are you ready to return?" Still waiting for Emul to respond to Rao Emul: Let me know if you are telling the truth to Rao or not, I don't know the full story behind you and Ioanna. If you are not telling him the truth let me know what the truth is so I can use it
Mikal turns to Alex, "It will not be that simple. I did not see the error in my ways until it was too late. Orcus is creeping into his mind. He is hearing Orcus's voice. That is what you must battle against, Orcus, consistently telling Mikal that the way Orcus is showing him is the correct way" Mikal then turns to Rao and Emul, "I was never told or shown where, but Ioanna found it in the Black Swamp," he points west, "and destroyed it. If you can find Orla before Ioanna does, you may be able to find the skull. You see, everything I accomplished in Orcus's name was made possible because the divine spark The Raven Queen placed into the Raven's Skull was destroyed when Ioanna destroyed the Skull." He continues, "I can return all of us back to your time, I will be stuck there until I can replenish my spells though. But you will not last in this time."
Mikal sighs, "It can be stopped, Mikal is they key. I have already killed the man who was coming to bring you to the North, so this future may yet be averted. But you must stop the young me, killing him will not be enough, it will only quicken the end. You cannot take him off the board that way. Perhaps you can hid him away, or save him from his own corruption. But by the time he wakes, he will agree with Orcus. Save him or secure him, but you cannot kill him." Mikal looks down at the undead marching beneath you. So many that they go as far as the eye can see. "Have you heard of The Raven's Skull?"
You stand on what seems to be the highest point of the Iron Fortress, only it is in ruin. Around you, you see armies marching South-West. Lava flows through the fort and in the surrounding landscape. The forest that once surrounded the Iron Fortress is nothing but a barren landscape. Mikal extends an arm toward the undead army. "They march for Carmia, that nation will no longer stand against Orcus" Emul: Something isn't right. There is something missing
Okay guys so welcome back to the outbreak. Until we finish Jacob's campaign we will play on here so that the story of Alesia. This thread here will be used for out of character discussion. If you have questions of comments that your character is not saying, or any other form of meta game talk, post it here unless it can be posted with an in character post in the game play thread. Here is a recap of what has happened so far:
Visions from the Caverns of Time:
Rao: Rao’s vision was when he discovers that he and Ot are the ones who cause the outbreak to begin in the first place, and that Rao died in the process.
Ausk: Ausk had a vision of him marching on Hrothgar with an army of orcs. Emul: Emul had a vision of him battling Ioanna over the body of a female deep in the Shadowfel Alex: Alex had a vision of the final battle. What you know about the Raven's Skull:
Questions for the Raven Queen: The following questions were asked to the Raven Queen by the party looking for the Raven’s Skull:
Does anyone in this fortress know where to skull is or how to locate it? Y
You also know that the Raven's Skull is a fail safe that the Raven Queen created in the past in case Orcus ever tried to destroy the mortal world again, which he has done in the past. It hold some of her divine spark, but you are not sure what it will do or how it will work.
Since we played last I did add some gods from the Pathfinder setting to Alesia, to fill gaps where we didn't have gods to fill certain roles.
I also changed Kord to Gorum, a straight up war god instead of a war/storm god. Rules for the campaign while we are using PbP: 1)Do your best to keep this thread for discussion, and the game play thread for in-game in-character talk and keeping the story going forward. 2)Try to post once a night, except for on nights we are playing Jacob's game, as I don't want to be taking the focus away from his game. 3)Create an alias for your character, and post in that so we can keep everything clean and easy. You don't need to have your stats on the alias page, just need to have an alias to post in. 4)No need to post die roles, I know you all and trust you, but you can post them if you want too. For encounters with a lots of enemies, I will not be posting the dice roles, as that is a lot of work. 5)try and learn the text formatting, which you can look at below a comment box, Bold for what your character is saying outloud, italics for your characters thoughts (which we won't meta game with, but can still be fun to use) and out of character when you do need to add out of character text to an game play post. 6)We have spoilers here, which are like the drop boxes used above, don't read them if your name isn't on them. You can use them too if you want to have a private conversation, but I do reserve the right to look at ones you post. More rules to follow as we need them, but these are all I could think of ATM.
Your attacks are enough to bring down one of the mongrelmen. Nossac lets an arrow fly, just as the mongrelman advance. The lizard moves toward you as well, but isn't fast enough to reach you. Nossac: 1d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 6
Don't know where Nossac is, players turn
crap I've been doing stuff and I thought i updated! So sorry! Two mongrelmen burst through the door to see their comrade with an arrow in his back. At the same time they come in, a lizard comes out of a door farther up the chamber. they all move into attack. Once you have leveled up (I'm sure you have found the time) take you action. The lizard is not within rage of any of you to reach in melee this round.
Nosaac's arrow flies into the back of the creature and pierces it's heart. The Mongrelmen makes to to the entry way though, and you hear two more screeching from in side the door way. You each gain 100 XP (I'll update that myself) and have one action to make or not make before more Mongrelmen show up.
Guys I screwed up! There is only two mongrels in this room. I'm just going to magically make two disappear being no damage was done to or by them Morgryms axe cuts through the legs of one mongrel while Foradass's tail finishes it off. The other Mongrel turns to run, heading for the wall on the southwest side of the room. He manages to run far enough to make it to the door way.
As you burst through the door the Mongrelmen on the other side pounce. The first swings at Morgrym club: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 3 ⇒ (4) + 3 = 7. Morgrym raises his shield and blocks the blow, but the weight of the of the blow knocks Morgrym off balance enough that he misses with his counter attack. Foradass has no luck with his attack either, and a second mongrel attempts to club Foradass club: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 3 ⇒ (2) + 3 = 5 but his scales are too thick for the club to do damage too. Andlat hurls a ball of acid at the beasts but it falls short. The third mongrel attempts to attack Morhrym from behind Club: 1d20 + 4 ⇒ (13) + 4 = 171d6 + 3 ⇒ (2) + 3 = 5 but again Morgrym manages to block it. Nossac fires an arrow that flies into the neck of a the last mongrel but Mitleid charges and slices deep into it. It still stands and tries to counter attack against Mitleid club: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 3 ⇒ (6) + 3 = 9 but the pain of the sword and the arrow is too much and he misses. Players turn! No damage was taken by the players. Mongrelman 1 (13/15) 2d4 ⇒ (1, 1) = 2
Morgrym charges through the opening into a large room (To be describe later} where four mongrelmen are preparing for battle. The raise their clubs and charge. Nossac: 1d20 + 3 ⇒ (7) + 3 = 10
Everyone may go and take the damage and effects according to the initiative roles. Also one note about the room before i get into the fluff of it after the fight:There are three doors other than the one you came in from.
How was everyone's weekend? I'm assuming Morgrym is going to cast and go then? Only thing is there is no door, just an opening for one ;) for those of you who got 15+ perception:
You can hear moment on the other side of the wall. People are getting ready for battle. Look through the opening in the door?: You can see four mongrelmen getting ready for battle in this large room.
Nossac's arrow drops the second mongrelmen which goes down with a screech. thats fine guys, it's just the first time in a while that everyone got bust but me :) anyway you each gain 200 XP which means your 10 XP away from leveling.....Also you can loot two clubs! YAY!...3 rounds left With the guards out of the way it is a clear shot to the only door in sight.
Foradass cannot get close enough to attack, and neither can the second mongrelmen. A one-on-one battle begins between Morgrym and the first mongrelmen, as the barricades are too close together. club: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 3 ⇒ (6) + 3 = 9 Morgrym parries the attack and brings his ax down on the mongrelmen. Suddenly, an arrow cuts into the creature, and Mitlied switches out with morgrym. Between the three of them, one mongrelmen dies. The second one back away from the heroes slightly. one down one to go. You may act again. Morgrym:
only two enemies so i didn't put it up but thanks for the heads up. Also, yes, you can use the rune power as a favored class option. I don't remeber if you asked this or not but it is fine either way. 4 rounds remain
As you move on you are quickly glad that Lann came with you. He knows the twisting of the tunnels and never falters on his march toward the traitors. He knowledge of the caves impresses even the dwarf."Here we are," Lann motions to a single tunnel, "I am not a warrior. I will wait here for you to take you back. Good luck!" The tunnel he sends you down is only five feet wide, so the five of you must walk in a strait line. Eventually it opens up to barricades made of heaped loose rocks and wooden boards bisect this cavern. Beyond the barricades, a wooden screen covers the lower half of a tunnel mouth. Two mongrelmen stand guard. One of them points and howls. The other one joins in and they take offensive stances. Nossac: 1d20 + 3 ⇒ (10) + 3 = 13
go ahead and take your turns all at once, and I'll organize them after they have been made.
Lann emerges from behind a rock, where he dove when Mitleid appeared, "Very well but we should hurry." explanation for Mitleid. Going to save some time:
Lann is a elf with the exception of part of his face is reptilian with a goat horn coming out of that side of his head. He is a mongrelmen and is taking this group to a supposed path to the surface, through a tribe of mongrelmen traitors who have sided with cultists. I've got prom tomorrow and work on sunday, So i'd rather not start a combat, which is next, so have a good weekend everyone I'll be back to start combat then. |