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Chapter 3: Beyond the Portal

Renna continues to move forward, and calls out, "Wren! Beware of the statues! One is definitely evil; the one to the right. We are coming to render aid."
Hit Points: 34
Lay on Hands: x8
Smite Evil: x2

Armor Class: 20 - Armor of Light Fortification
CMD 17
Fort Save: +9
Reflex Save: +6
Will Save: +9
Perception: -2
 
Cairnall shrugs and readies his bombs. "...Somewhat of a shame... To ruin the place.." it didn'[t take long for him to have them ready, but the gods know that this was going to be a tricky fight... If... the big sword didn't solve it first, along with the armored beauty wielding it.

The lizard could probably take down....Whatever those were... As well.
 
Just shy of firing off her tile, Keiyanna is overcome with a sense of dread and a need to not foul this place at all. Even still, she fights through this strange feeling and throws off her tile though she does have to get close before doing so.
 
Given the feeling of evil from the one figure, Renna charges forward with her greatsword in hand, planning on leveling a powerful blow against the figure.
EDIT I don't know if I hit or even made my Will save, but I included my damage roll, just in case.

Hit Points: 34
Lay on Hands: x8
Smite Evil: x2

Base Attack Bonus: +4
Melee Strike: +7
Ranged Strike: +4
Initiative: +2
Armor Class: 20 - Armor of Light Fortification
CMD 17
Fort Save: +9
Reflex Save: +6
Will Save: +9
Perception: -2
 
Veskassdak decided the time for waiting was over since those he came with began the fight. He felt the strange feeling that starting combat here was wrong, but he knew striking first was striking best. He girded his inner strength and attempted to draw his bowstring back to fire his arrow at the left one that Renna stated was evil.
Able to brush off the strange feeling, he fired his bow.
 
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Seeing that everyone is now on the offensive, Wren tries to fight off the lassitude that is keeping her from trying to attack.
Hit Points: 32
Melee Strike: +4 (+8 with lightweight weapons)
Ranged Strike: +8
Initiative: +6

Armor Class: 20 +1 vs Trap Attacks
Fort Save: +3
Reflex Save: +9 +1 vs Traps
Will Save: +3
Perception: +13 (+15 to Locate Traps)
Stealth: +12
 
Shnarf Shnarf You grab the first domino tile with the clear intention to help out those storming forward - but as you ready yourself for the throw, you suddenly realize that this is foolish - and in this very short moment of doubt, you somehow manage to drop your projectile, and it falls harmlessly to the ground. Some part of you knows that it's for the better - the other one probably just observes that not firing off your powers here is plain stupid, given that the fight seems to take place no matter what you do individually.

Psychie Psychie As you storm forward, you are somewhat torn between finishing off the evil threat and keeping this place's peace intact. And while your will to stop the minotaur-statue before it can cause any harm prevails, the uncertainty can clearly be seen in your strike. While you do swing with your sword, you would not have caused much damage even if that thing stayed in place - since it does, instead, suddenly move, just as if it'd be made of flesh, you miss completely, hitting thin air instead of stone or flesh. You won't have to make further will saves, though.

Dicer Dicer The shot you're attempting to land is not an easy one, especially since Renna's attack causes the being on the left to move. Your abilities as an archer, however, are still good enough to hit the mark - from what you can see, though, the damage is minimal at best. In fact, the creature seems to simply shrug off the hit as if it was of no importance.

Sherwood Sherwood Being the one closest to the beings, you're probably more in danger than anyone else - and yet, you just cannot feel the need to ready your swords and be the first one to strike. Of course, you notice how they suddenly move, reacting to Renna's indecisive attack; and part of you knows that it's plain stupid to not act at all. But some inner part of you actually knows that it's just the right thing to do - nothing.
 
Carinall follows suit with the others, readying a freeze bomb he gauges his target, the bomb quickly began to glow a mysterious blue color, causing the air around Cairnall smell greatly of mint, possibly a hint of blue raspberry, and then sends the bomb sailing through the air on a angle. The bomb would be angled just right to prevent splash damage to anyone around, having discovered a technique for preventing issues of that kind some time ago.

Plus, it saved him from doing extra work.

(Damage from a freeze bomb procts a dc 16 fort save or the target(s) hit are staggered for 1 round. Precise bombs allows the alchemist to prevent splash damage to certain squares up to their int mod(+4).

(Will save +4 normally +2 but elves have a bonus against enchantment(charm compulsion dominate et. Effects))
 
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Baird follows suit and casts burning Arc on the statues while simultaneously keeping his distance as far away as he can without endangering himself.
(ignore the second dice for initiative, was trying to throw another dice and hit that by accident.)
 
Initiative roll for Wren
Hit Points: 32
Melee Strike: +4 (+8 with lightweight weapons)
Ranged Strike: +8
Initiative: +6

Armor Class: 20 +1 vs Trap Attacks
Fort Save: +3
Reflex Save: +9 +1 vs Traps
Will Save: +3
Perception: +13 (+15 to Locate Traps)
Stealth: +12
 
Initiative for Renna
Hit Points: 34
Lay on Hands: x8
Smite Evil: x2

Base Attack Bonus: +4
Melee Strike: +7
Ranged Strike: +4
Initiative: +2
Armor Class: 20 - Armor of Light Fortification
CMD 17
Fort Save: +9
Reflex Save: +6
Will Save: +9
Perception: -2
 
Orikanyo Orikanyo Without too much hesitation, you throw the frost bomb rather well - catching the minotaur statue right in the middle of the blast without hurting any of your new allies in the process. The icy explosion seems to do work - while you can't see any major damage, the fighter seems to be somehow lethargic as he readies his two-handed sword.

Clockwork Syringe Clockwork Syringe The arc of fire hits the first statue, lighting up the tunnel around it - you see a pair of gleaming red eyes right before the fire surrounds it. From what you can tell, the damage seems to be minimal at best, though - no real damage can be noticed. At least, the flames spread to the second statue, hitting the wings of the harpy creature - and while they seem to be made of stone, those close to it can still smell the scent of smouldering feathers.

Initiative order thus far (I'll edit in Keiyanne):
21 Veskassdak
19 Harpy
18 Carinall
17 Renna
16 Wren
15 Baird
5 Minotaur
 
-> 24 Keiyanna
21 Veskassdak
19 Harpy
18 Carinall
17 Renna
16 Wren
15 Baird
5 Minotaur

Shnarf Shnarf is up first with Keiyanna
 
Having dropped the initial domino, Keiyanna pick it back up with her telekinesis and attempts to throw it again.
 
As it seems, the inner struggle continues - torn between rational thoughts and mental influences, you manage to pick up the projectile, but can't quite find enough will to use it as a tool of death and destruction in this calm and tidy place.

Thus, Dicer Dicer 's Veskassdak will be the first one to act.

24 Keiyanna
-> 21 Veskassdak
19 Harpy
18 Carinall
17 Renna
16 Wren
15 Baird
5 Minotaur
 
Seeing how little damage his arrow did, Veskassdak slung his bow over his back and haversack with the bowstring crossing his chest to keep it out of the way and pulled out a "Make Big" drink vial (enlarge person potion). After downing the drink, he bellowed, "Shurigrem heem korlas kles!" thus beginning his rage. As he grew to twice his normal stature, his yellow eyes turned to a scary blood red while his breathing increased. His muscles flooded with blood to bulge massively, almost seeming ready to burst apart the straps of his mithral breastplate armor, which held strong as if in defiant protest of the stress brought by the increased musculature. The coloration of his back frill deepened in shade to the dark green his rage always took them. His dorsal spike tips elongated and darkened to the same blood red color as his eyes. His combat rage fully on, he readied to strike those who would oppose him. Before the foes stood a menacing, nightmarish creature that looked like it hungered to consume their very souls.

Move action used to put away the bow, Standard action used to drink potion. Rage adjustments: AC 15, HP 69, DR 2/-, Fort save +9, Ref save +1, Will save +4, Speed 45 ft., Melee Attack bonus +12, bite damage 1d4+9, 2 claws damage 1d6+9, Ranged Attack bonus Adaptive Composite Longbow +1 +4, common arrow damage 1d8+8, flight arrow damage 1d6+8, enlarge person duration remaining: 10 of 10 rounds, rage duration remaining: 13 of 13 rounds.
 
The frightening appearance seems to already have an impact on the two foes you're dealing with, even from the distance - you can see how the stone harpy beats her wings to move further towards the cave entrance on the other side getting more distance between her and the monstrosity close to the portal. She muves with surprising agility at that, showing more grace than what you'd expect from some stony being. As she moves, you can already see little sparkles all around her body, illuminating every move of hers - when she then finally turns around towards you, the energy unloads in a thunderous lightning blast that suddenly lightens up the entire tunnel. A few of you get hit by the magic - namely Renna, Baird and Veskassdak - while the harpy clearly did her best to avoid those who did not strike yet; maybe it was the right decision to not cause any harm after all.

Those named will take 18 pts of damage, though a reflex save of 17+ might reduce it to half.

24 Keiyanna
21 Veskassdak
19 Harpy
-> 18 Carinall
17 Renna
16 Wren
15 Baird
5 Minotaur

With that, Orikanyo Orikanyo is up.
 
Reflex save for Renna
Made my roll for only 9 points of damage
Hit Points: 34 / 25
Lay on Hands: x8
Smite Evil: x2

Base Attack Bonus: +4
Melee Strike: +7
Ranged Strike: +4
Initiative: +2
Armor Class: 20 - Armor of Light Fortification
CMD 17
Fort Save: +9
Reflex Save: +6
Will Save: +9
Perception: -2
 
"Lightning... Powerful magics." Carinall muttered before surveying those of whom are hurt.The lizard took the brunt of the hit, but still seems to be standing tall.

The rest had quick feet, only got scathed by the strike.

He thought it best to try and deal with the statues first, focusing again on the minotaur statue, he took up another freezing bomb.
 
This time, your toss fails to connect - the tunnel floor gets covered in frost as the tossed phial is thrown a bit too far without causing any harm.

With that, Psychie Psychie is up next.

24 Keiyanna
21 Veskassdak (-18)
19 Harpy
18 Carinall
-> 17 Renna (-9)
16 Wren
15 Baird (-9)
5 Minotaur
 
Considering that the Harpy just nailed her with a lightning bolt, Renna will try to hit both it and the minotaur with a Cleave attack, assuming that they are close enough to each other for her to hit.

Sadly, it looks like she misses both targets. At least it is not a fumble.
Hit Points: 34 / 25
Lay on Hands: x8
Smite Evil: x2

Base Attack Bonus: +4
Melee Strike: +7
Ranged Strike: +4
Initiative: +2
Armor Class: 20 - Armor of Light Fortification
CMD 17
Fort Save: +9
Reflex Save: +6
Will Save: +9
Perception: -2
 
Wren will try once more to shake off the peaceful feeling as she maneuvers herself around to try and make a flanking Sneak Attack on the Minotaur figure.

Despite her best efforts, it seems unlikely that Wren is able to bring herself to make an aggressive action against the figure.
Hit Points: 32
Melee Strike: +4 (+8 with lightweight weapons)
Ranged Strike: +8
Initiative: +6

Armor Class: 20 +1 vs Trap Attacks
Fort Save: +3
Reflex Save: +9 +1 vs Traps
Will Save: +3
Perception: +13 (+15 to Locate Traps)
Stealth: +12
 

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