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Chapter 2: South Wind

Baird, hearing Wren's cry for help, has only one word echo in his mind. Protect. Baird unfurls the scroll of fire breath and moves into a position in which Wren will not be hit by the blast.

((4d6 + 4 damage on both beasts, reflex save halves.))
 
No reflex saves made - so 18 and 11 damage respectively.

As you perform the gestures on the scroll, you can feel the power within you grow - the more the symbols fade away, the more can you feel the magical fire within you that only waits to be unleashed. Soon enough, the first burst of golden flames blaze away, surrounding the two beasts while leaving Wren completely untouched. Despite their rather high agility on four musclebound legs, there is no escape for the creatures this time - the smell of singed fur is clearly noticeable, as well as their rather unnatural howls of pain. Perhaps to your surprise, both creatures still stand as the fire goes out - once more, they prove to be more resilient than one might expect.

That does not mean that they remain to be a threat, however - they've shown some kind of intelligence before, and right now their minds appear to scream that flame-breathing humans are not the kind of prey they're after. Almost in unison, they fall back from Wren, and do their best to get their smoldering pelts as far away from both of you as they possibly can. In lack of a decent escape route, they'll head towards the back of the cave.

With that, Dicer Dicer is up with Veskassdak.

Initiative Order:
20 Wren
16 Garry [-2]
11 Lenorei [delayed]
10 Baird
10 Beasts 1-2 (on the run) [-27,-17]
--> 8 Veskassdak [-19]
6 Beasts 3-4 (further back)
6 Ratlings 1-6
6 Goblin Shaman
5 Armored Ogre [-9]
4 Renna
1 Lya
 
Feeling the pain from the blows the ogre gave him only further fueled Veskassdak's rage. Looking through a red haze, he felt the healing energies the healer mammal blessed him with burn through him while they closed his wounds. His attention, however, remained focused on the ogre and there he only saw lunch. Jumping onto the large creature, he tore into it with his claws and bit at it to tear bloody, meaty chunks from its hide.

Rage adjustments: AC 15, HP 34, DR 2/-, Fort save +9, Speed 45 ft., Attack bonus +10, bite damage 1d3+6, 2 claws damage 1d4+6, 6 of 13 rage rounds used.
 
To hit: Claws: 1+10, 5+10 Bite: 10+10. Wow - that's just awful. Damage taken: Veskassdak 19, Baird 4, Wren 2.

The lizard man unleashes a series of brutal blows against the ogre, and throws in a few bites for good measure as well. And yet, the ogre remains unimpressed, holding its position with more skillfulness than its kind usually tend to show. Always keeping the giant shield between itself and the raging berserker, it avoids most attempts to break through its defense. And those attacks that manage to hit it either get stopped by the armor, or barely scratch the leathery skin underneath.

In response, the hammer hits once more - causing another bloody wound as the mithril alone cannot deflect the pure strength of the blow.
Further back, the other two beasts see how badly their fellow creatures are doing, and take tht as an indicator to stay further back as well. Meanwhile, the shaman seems to give orders to his ratlike guards to take care of the flanking rogue and the sorcerer - a few arrows fly your way and manage to hit their targets, causing minor amounts of damage. The shaman himself does not stand around idly - instead, he drags the person to his feet closer to the portal, and you can see how he takes his dagger to cut deep into the person's skin once more. As he murmurs words in an unknown language, he is answered by a shrieking sound on the other side of the portal. Soon enough, dozens and dozens of bloody red, bat-like creatures can be seen on the other side before passing through the light in the arc's center, filling the cave with their screams.

Initiative Order:
20 Wren [-2]
19 Summoned Bats
16 Garry [-2]
11 Lenorei [delayed]
10 Baird [-4]
10 Beasts 1-2 (on the run) [-27,-17]
8 Veskassdak [-38]
6 Beasts 3-4 (further back)
6 Ratlings 1-6
6 Goblin Shaman
5 Armored Ogre [-9]
--> 4 Renna
1 Lya
 
Renna continues to advance on the ogre, and as she does so, she calls out, "Iomeade! Your loyal servant calls out to you for your blessing and aid in her righteous struggle against evil! I beseech you, protect us and guide our hands!" As she speaks, a faint blue glow surrounds Renna, lighting up an area 30' around her with divine energy. Now bolstered by the loving touch of her Goddess, the paladin raises up her sword and levels a blistering strike against the ogre, hoping that the hand of her deity will help guide her hand.
Lay on Hands x3
Using on of my Lay on Hands to provide all allies within the 30' radius of her a +1 to AC, To Hit, Saving Throws, and to Damage. This effect lasts for one minute.
Attempting a strike against the ogre, Smite Evil still in effect, bypassing any DR the ogre has. +13 to hit, with damage of 2d6+17 if successful. Her AC against the ogre is 24, 19 vs all other opponents in the area.
 
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To Hit: 17+13, damage: 6+6+17=29

As the paladin charges forward, there are a number of indications that hint what is about to happen. At first, it's only her determination as she makes the first few steps of her charge - if there was any doubt in her mind, that clearly fades away as she feels the immediate presence of her Goddess. Then, there is that faint light around her - surrounding her, as if to herald that she and all of her companions are under Iomadae's protection. Your friends are, of course, not the only ones to notice - the ratlings step backwards as you get closer, and even the shaman, thus far almost disinterested, suddenly turns his old eyes towards you to muster your approach with both surprise and concern. And something else - fear.

The last one to notice is the ogre - busy with keeping the raging lizardman in check, the creature barely turns around in time to see you raise your sword - and even though it makes the best efforts to somehow get the heavy shield in position in time, you can see the realization in its eyes split-seconds before your steel tastes its blood - the realization that, at least in this very moment, even this giant creature is no match to you, and that even the most graceful reflexes could not have prevented this hit.

The sharp-edged sword cuts through skin, flesh and muscles, and ins answered by a thundering roar of pain - the left arm, suddenly strengthless, drops the shield with a crashing sound. The mighty hammer hits the ground twice, not even close to your actual positions as the creature only reacts in blind rage for the moment. It is hard to estimate just how much pain a being like this one will endure before going down, but you are certainly one step closer.

Lya does her best to take advantage of the situation. One of her arrows hits the ogre - not as impactful as Renna's hit, but at least something. Almost unnoticed by everyone else, the last two members of the group - Io and Fox, who have been searching the other path - join the fight as well.

Sherwood Sherwood is up with Wren.

Initiative Order:
--> 20 Wren [-2]
19 Summoned Bats
18 Fox
16 Garry [-2]
14 Io
11 Lenorei [delayed]
10 Baird [-4]
10 Beasts 1-2 (on the run) [-27,-17]
8 Veskassdak [-38]
6 Beasts 3-4 (further back)
6 Ratlings 1-6
6 Goblin Shaman
5 Armored Ogre [-42]
4 Renna
1 Lya
 
Now that the beasts are pulling back, Wren once more turns her attention to the ratlings around the shaman. With a flourish of her blades and a wicked grin on her face, the young girl lunges out with her swords to strike. As she does so, she calls out to Renna, "Outstanding! I'm glad you are on our side!"

Assuming that I'm in the 30' range of the paladin, +9 to hit with her dual wield swords against one of the ratlings. Damage is 1d6+2 per blade, AC is 21.
 
8+9, 6+9. Damage: 6+2

The closest ratling, bow still in hand, is certainly no match for Wren - while he manages to dodge the first blade, the second one easily pierces through his armor and ends his miserable life. In response, the bats that just entered the cave through the portal are suddenly all around you, swarming Wren in an attempt to find a weakness in her armor. No damage is done by teeth and claws, however, they tend to be more of a distraction than a real threat for you.

Those further behind continue (or begin, in the case of Io and Fox) to fire at the ogre - with little impact, however, as most projectiles either miss completely or get stuck in his thick skin without doing any damage. The healer's magic manages to heal Veskassdak for another 10 points of health, hopefully keeping him alive until the ogre falls.

Clockwork Syringe Clockwork Syringe is up with Baird.

Initiative Order:
20 Wren [-2]
19 Summoned Bats
18 Fox
16 Garry [-2]
14 Io
11 Lenorei [delayed]
-->10 Baird [-4]
10 Beasts 1-2 (on the run) [-27,-17]
8 Veskassdak [-28]
6 Beasts 3-4 (further back)
6 Ratlings 2-6
6 Goblin Shaman
5 Armored Ogre [-42]
4 Renna
1 Lya
 
Seeing Wren head to attack the ratlings, Baird decides to help her defeat her immediate threat. Moving towards the Ratlings, while also moving to not include Wren, Baird unleashes the second wave of his fire breath attack.

((2d6 +2, reflex halves.)) ((also don't forget spell focus evocation adds +1 to all evocation spell saves.))

Silanon Silanon
 
2 Ratlings dodge - damage: 9, 7, 12; 7,4.

While ratlings might have decent reflexes, it is not enough to dodge the flames - the two closest ones get engulfed by the flames, and there is nothing on them that would not inflame as the surround them. A few loud screams of pain and a disgusting smell of burnt flesh later, they both go silent, not much left to recover. The other three, slightly more fortunate, manage to avoid death for now - scattering in all direction as fume follows every single one of their steps. You might not have killed them all in one volley, but the path towards the shaman is clear.

At the sight of more fire being thrown around, the beasts in the back stay where they are - Dicer Dicer is up with Veskassdak.

Initiative Order:
20 Wren [-2]
19 Summoned Bats
18 Fox
16 Garry [-2]
14 Io
11 Lenorei [delayed]
10 Baird [-4]
10 Beasts 1-2 (on the run) [-27,-17]
-->8 Veskassdak [-28]
6 Beasts 3-4 (further back)
6 Ratlings 4-6 (scattered) [-7,-7,-4]
6 Goblin Shaman
5 Armored Ogre [-42]
4 Renna
1 Lya
 
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With the restored health he again received from the healer mammal, Veskassdak took a deep breath and flexed his muscles. Undeterred by the damage the ogre has again dished onto him, Veskassdak attacks with both claws and his bite. He will taste the blood of his foe as he rips the flesh for its hide.

Rage and holy aura adjustments: AC 16, HP 25, DR 2/-, Fort save +9, Speed 45 ft., Attack bonus +11, bite damage 1d3+7, 2 claws damage 1d4+7, 7 of 13 rage rounds used.
 
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Dicer Dicer , did you remember to add the +1 to your To Hit, AC, and Damage from the paladin's Holy effect around her? It affects everyone in the 30' around her.
 
Nope. Completely forgot about them. I've editted my spoiler to add these bonuses in.
 
Bite: 12+11, Claws:1, 12+11. Damage: 1+7, 2+7

Without its shield and already wounded, the ogre is certainly an easier target than before - in a flurry of blows, both teeth and claws tear through its thick skin, and cut through flesh and muscles underneath. Its movements get slower, its strikes even less precise than before - it might not fall immediately, but Veskassdaks instincts can certainly tell that the giant foe is about to fall.

Not without another round of wild attacks, however: Spalls of stone fly in all directions as the hammer tortures the ground around you, leaving fissures and cracks behind wherever brutal strength and stony resilience meet. Luckily, neither of you gets hit in the process; perhaps it's pure luck, or the protective hand of Iomadae.

With how things look, neither ratlings nor beasts show interest in grouping up once more; instead they do the best they can to stay away from everyone. Only the shaman shows initiative - doing his best to pull the weakened body to his feet with him, he slowly retreats towards the portal; his dagger pointing at the throat of the defenseless person, ready to spill more of her blood. He shouts a few words in his language; not a spell, more likely a warning. It is on you to decide whether you wish to stop him right now, perhaps at the cost of his victim, or if you let him escape for now. Either way, you'll have to be quick if you wish to stop him, and there is still a raging ogre that needs to be stopped.

Initiative Order:
20 Wren [-2]
19 Summoned Bats
18 Fox
16 Garry [-2]
14 Io
11 Lenorei [delayed]
10 Baird [-4]
10 Beasts 1-2 (on the run) [-27,-17]
8 Veskassdak [-28]
6 Beasts 3-4 (further back)
6 Ratlings 4-6 (scattered) [-7,-7,-4]
6 Goblin Shaman
5 Armored Ogre [-59]
--> 4 Renna
1 Lya
 
With Iomeade's blessing, Renna continues to face off against the ogre. "If I were facing you by myself, you might be a threat. But, I am never alone! I stand ready with my Goddess at my side at all times! Have at you, beast!" With that, she levels another wicked strike with her greatsword against the ogre.
Lay on Hands x3
Attempting a strike against the ogre, Smite Evil still in effect, bypassing any DR the ogre has. +13 to hit, with damage of 2d6+17 if successful. Her AC against the ogre is 24, 19 vs all other opponents in the area.
 
19+13, 4+13 - Critical. Damage: 51.

Indeed, the paladin is not on her own - supported by her raging companion and strengthened by Iomadae's presence, there is nothing that could stop her right now, and she can certainly feel that. As Renna rushes forward to land another hit, neither hand nor hammer are able to touch her; it is as if pure conviction and determination alone would protect her from any possible harm, moreso than that she would put too much effort into dodging the strikes. Instead, she almost incidentally hits the creature's hand with a first strike of her sword, cutting through skin, flesh and bones as she moves further forward. The ogre wildly hits the ground next to her, the earth shakes from the impact; but that is not enough to stop the blessed fighter. The creature roars, and drops of spittle rain down on the human as she gets close enough to smell its foul scent and see the snot that runs out of its ugly nose - and more importantly, the exposed throat further down.

All of her speed and strength unloads as Renna rams her greatsword upwards, not hesitating to take the opportunity - and blessed steel easily pierces through the ogre's skin, cutting through flesh and jaws to find its way into the monster's skull. From one moment to the next, the roar abruptly ends; for just a split-second, you can see sudden realization in the formerly anger-filled eyes. One hand tries to grab the weapon, but never gets there in the end. Instead, the giant ogre stumbles, muscles twitch randomly as life leaves the body. You barely manage to pull out the sword, burrowed deep within its skull and now covered with blood and other, even more disgusting fluids; then, the mighty foe falls over, hitting the ground right in front of your feet.

Lya, ready to fire another arrow, stops as she watches your deed in surprise.

Sherwood Sherwood is up with Wren.

Initiative Order:
--> 20 Wren [-2]
19 Summoned Bats
18 Fox
16 Garry [-2]
14 Io
11 Lenorei [delayed]
10 Baird [-4]
10 Beasts 1-2 (on the run) [-27,-17]
8 Veskassdak [-28]
6 Beasts 3-4 (further back)
6 Ratlings 4-6 (scattered) [-7,-7,-4]
6 Goblin Shaman
4 Renna
1 Lya
 
Wren barely has a chance to register the phenomenal acts of the lizard man and the paladin working together to defeat the ogre as she turns her attention to the goblin shaman. He is the next biggest threat here. Only the Gods know what mischief he is up to. Time to eliminate him before its too late. She tries to maneuver around to get behind the shaman, hoping for a flanking shot against him from a position of surprise.
+9 to hit with her dual wield swords against the goblin. Damage is 1d6+2 per blade unless I can finesse a Flanking shot, then it is 3d6+2 per blade. AC is 21.
 
Stealth 7+12, Reflex: 12+9, Attacks: 12+9, 16+9; 5+2, 4+2 damage.

Using the distraction provided by the others - slaughtering the mightiest foe at hand certainly catches the shaman's worried look - Wren is able to cover half of the distance before the creature even realizes the upcoming danger. Weak muscles tense up as his hand grabs the dagger tighter, ready to end his prisoner's life by a quick cut through her throat; indeed, from this close, you can see dark skin, silvery hair, and feminine, slightly elfish features - not that it matters right now. What matters is that this goblin wants her life either for fun or for even worse reasons, and that Wren is the only one nearby.

Nearby, however, means still a few steps away as he shouts a few more words in his tongue - the second hand already forms a magical rune in the air, pointing right in the rogue's direction. But that's a mistake. You can see the realization in his old eyes; you're simply too quick for him to finish the spell. Before the defensive magic, whatever the creature had in mind, can stop you, both of your blades already swing at him. He is too slow to dodge the attack, and that as well as his attempt to escape your swords in itself is a success. The former means that cold steel cuts through his skin, drawing blood, the latter that he lets the woman fall down to the floor as he hastily jumps backwards.

Soon enough, the summoned bats swarm you, trying to protect their master - but at that point, you're already standing next to the unconcious body of someone who's life got just prolonged by at least a few moments.

The others make a couple of steps forward into the slightly safer cave - a few arrows end the life of two additional ratlings. With that, Clockwork Syringe Clockwork Syringe is up with Baird; and Danchou Tsubomi Danchou Tsubomi has another action open if she happens to return.

Initiative Order:
20 Wren [-2]
19 Summoned Bats
18 Fox
16 Garry [-2]
14 Io
--> 11 Lenorei [delayed]
--> 10 Baird [-4]
10 Beasts 1-2 (on the run) [-27,-17]
8 Veskassdak [-28]
6 Beasts 3-4 (further back)
6 Ratlings 6 (scattered - does that make sense for one?) [-7,-7,-4]
6 Goblin Shaman [-13]
4 Renna
1 Lya
 
Smiling at how he was able to protect Wren again, he watches as she takes the initiative to end this small conflict immediately by attacking the goblin commander. Seeing an opportunity, and being emboldened by both his usefulness and new power, Baird moves to within 25ft of the Goblin commander and casts Burning Arc

((4D6 +4 damage, reflex save of 17 halves))

Silanon Silanon
 
Wren flashes Baird a grin as he once more uses the flame power. "That's it! Toast him good!"
 
Was about to write: Reflex saves ain't gonna happen with his statline. Then I rolled a 20. Damage: 8.

Magical energies rush through the sorcerer's veins, and form an arc of burning fire that aims directly for the small creature - but somehow, despite his age and slowness, the shaman manages to escape the worst of it by a single, decisive step to the side. The flames still consume parts of his filthy robe, but the reaction is not a scream of pain, but manical laughter instead.

The beasts decide that this is not the moment to show any kind of loyalty - instead, they follow their basic instincts, making a run for the blood portal in the middle of the room. If you wish to stop them from escaping, there is still a round left to do so.

Dicer Dicer is up with Veskassdak.

Initiative Order:
20 Wren [-2]
19 Summoned Bats
18 Fox
16 Garry [-2]
14 Io
--> 11 Lenorei [delayed]
10 Baird [-4]
10 Beasts 1-2 (escaping) [-27,-17]
--> 8 Veskassdak [-28]
6 Beasts 3-4 (further back)
6 Ratlings 6 (scattered - does that make sense for one?) [-7,-7,-4]
6 Goblin Shaman [-21]
4 Renna
1 Lya
 
Veskassdak was glad the large mammal was dealt with. He turned his attention to his next foe. Spotting Wren approaching the small magic mammal to try flanking it, Veskassdak decided to draw its attention. Seeing Baird launch an arc of fire, Veskassdak used the opportunity to charge the small magic mammal.

Rage, charge, and holy aura adjustments: AC 14, HP 25, DR 2/-, Fort save +9, Speed 45 ft., Attack bonus +13, bite damage 1d3+7, 2 claws damage 1d4+7, 8 of 13 rage rounds used.
 
Attack: 5+13, Damage: 11.

As the raging berserker storms forward, there is no way for the foe to escape - and where swords and magic do not suffice, the lizardman's claws will do just fine. They easily tear through coat, skin and flesh, ending the manical laughter as it turns into cloudy burble before getting cut off completely. The bats around you release one last screech, and then split off in the entire cave, searching for shadowy fissures to hide in; by the looks of it, the death of their master has taken away their intention to fight. Similar behavior can be seen for the beasts - without delaying any further, all for of them make a run for the portal, trying to escape through the sparkling gateway. One of them gets stopped by arrows beforehand - the one that got the worst of Bairds magic - the other three make it through. You can see their silhouettes on the other side as they rush through the unfamiliar, mountainous landscape on the other side. The last remaining ratling is not as lucky, Bjarni's crossbow stops him on his tracks.

With that, the victory seems secured - those with you carefully split up to make sure that nothing else lingers around. Bjarni is one exception - running towards the ratling he shot, as the creature apparently is still alive; the other exception is Io, running forward to join up with you and kneel down next to the wounded woman. "Bloody hell, that was too close - Fyanne, can you hear me?" There is no reaction, by the looks of it.

We're moving out of combat time - let me know what you'd like to take a look at, or what you'd like to do. Points of interest might be the portal, the wounded woman and ratling or the fallen foes as well as the crates around you; or whatever else you might have in mind.
 

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