Defending the Spell Cannon G2
The Planar Disjunction Cannon, Alexandros
GAME: Simony casts Greater Angelic Aspect. Caster Level: 20 DC: 26
Word had quickly spread through Alexandria: Heth, the great threat that lurked in Dragonier, is coming. His undead, previously seen in probing attacks over the years as he spread like a malignant plague through the land, had begun moving en masse. Rumors already speak of battles already being waged on the Dranish border, of scores of undead appearing amongst the people of Rune, and other wilder rumors still.
But one thing is certain: the great dragon itself, flanked by the undead remnants of Dragonier and accompanied by winged shadows thought to be its spawn, is on its way. The butcher of Dragonier would visit slaughter on Alexandria at long last...
... but for one thing. The moment had been long prepared for.
They call it the Spell-Cannon. A work of artifice that laid dormant in the mountains east of Alexandria until it was discovered. Today, that great work has served as an ultimate deterrent, an artifact of Kulthian malice so powerful that even the great Charnish Empire has not dared attempt to take the crown jewel of Alexandria in light of its presence, fearing the use of it would ensure the move would simply be too costly...
...but Heth has no such mortal considerations. They fear not the works of man or god, Kulthian or Alexandrian. They seek only destruction and slaughter, so they say, and so now the cannon is being prepared, and it must at, all costs, be protected.
Today, groups of adventurers from the Guild of Explorers have been called to the structure that houses the spell-cannon. Some are defending the exterior, keeping it safe from incursion by otherworldly forces. Others are clustered inside of the structure, expecting resistance at any corner, from any turn, from anyone. Every able body, every hero, has been called in.
This is the story of the group by the doors that lead directly into the control room for the spell-cannon. The waiting is the worst part. There's an atmosphere that something is going to go wrong at any moment. Being _within_ the structure is unnerving. There are glowing lines along the floor that remind one that this whole place is engineered to house the Spell-Cannon, an object of immense power. It is unlike anything in Alexandria. And it's about to be used to take down a dragon. And this group is the absolute last defense before anything can get into the control room, where there's a group of adventurers also standing guard with the operators of the Spell-Cannon. There is no greater honor.
And there's also no greater feeling of dread.
This is, to put it mildly, not how Telamon wanted to spend the height of summer. He should be grilling outside. Fishing on the Tornmawr. Anything, really. But... man plans, and Coyote laughs. But even Tarien would think this is a lousy joke.
Heth. Damnable Heth. As if the last time wasn't enough. And to make it worse... Lana is defending another part of the spell-cannon's structure. Telamon wanted to stay with her, but archmages don't grow on trees, and the defenders need arcane might everywhere. And so Telamon is... well, he's not alone. Never alone, but still.
His eyes slide over the glowing lines, the arcano-artifice patterns. He just hopes this works. The sorcerer reaches over to clasp Zeke's shoulder, then Dirk's. "I'm glad you're here with me. It's good to have old friends to fight alongside."
These are unprecedented times, indeed. Not only for the rumored ruination of Rune, the deathless decending upon Dran, nor the hastening of Heth and its horde towards Alexandria. No. There is also their presence within and/or amongst the inner-workings of The Planar Dysjunction Device.
Verna occupies a portion of her thoughts and attention to the marvel that surrounds them all, her amateur affection for Artifice provides her enough knowledge to know what she does not know, and only serves to make the contruction all the more intriguing.
The impending threat is not ignored, but little is gained from speculation on what might arrive, what might come to pass, aside from wasteful over-analysis. Thus her attempts at self-redirection. For the moment, her musings are silent.
Zeke stands ready, his green eyes narrowed down the hall ready for the enemy to show themselves. He has a prayer already set upon his lips, his muscles are tense with expectation. Waiting. Waiting. Waiting.
"Sssaaa." He hisses out a breath of exasperation. "Thisss one doesss not like being ssso clossse to a thing of unknown magicsss." Still, this is what must be done. They must destroy Heth before the dragon can land in Alexandria and destroy everything in his path. "Sssaaa. Thissss one isss glad that you are here asss well Telamon. Thisss one knowssss that you can be relied upon, assss can thessse brave otherssss."
Here Zeke acknowledges the rest of the group with an inclined head.
A muscular and towering silver and gold-painted Sith-Makar stands stoically in the way of the doors to the control room. The glowing energy across the floor makes his silver scales twinkle, and the golden draconic runes of prayers of the Dragonfather sparkle. Skielstregar is at attention with his ominous halberd off to the side, the normally yappy weapon silent.
It was an honor to be here, and the fact he's wearing the ribbon awarded to him all those years ago for this very incursion means this is very important to him. He takes a deep breath. "Sssha..." he quietly growls, growing into a barking laugh. "With friendsss like thessse, even the Dragonfather would have a hard time getting passst!"
How has it come to this? Dirk has come such a long way from the simple hunter and woodsman he once was. And yet, that wasn't so long ago, when one considers the long lives of dwarves. Now, he's a hero in his own right. One of Alexandria's finest. He's had plushies made of him. He's featured in songs and in plays. He even appeared on the cover of a Crimson Pen novel (though he'd -never- admit that the rugged snowbeard on the cover was actually -him-). But even so... as far as his hero's journey has taken him, in so many ways he's a simple son of the wood. A protector of the green growing things, who finds solace in cool shade and sweet water. But here he is now. The last line between Alexandria's future and Heth's apocalyptic fury. Him. The others looked to -him- for this most solemn, most honorable duty.
He's trying his damndedst to keep his knees from knocking together as he grips his thunderbelcher in a white-knuckled grip. A couple deep swigs off his whiskey flask has helped calm him somewhat. But what helps even more is knowing that he's not alone. He looks up at Telamon as the half-sil claps his shoulder, and manages a smile. He reaches up to return the shoulder-clap. "Aye, that it is," he says. "An' when this is all finished an' Heth is a smokin' pile o' rotten meat on the ground, then I'm buyin' the first round."
He looks over to the rest of his friends. Zeke, who freed him from Demontry Kol's enthrallment. Skielstregar, whom he's stood shoulder to shoulder with in battle. Verna, who came to his rescue when Zalgiman Joaki's hounds were tearing at the walls of his cabin. Simony, his fellow shortstack, who has faced down countless dangers alongside him. "We're goin' tae make it through this," he says with a firm nod of his head. "I -know- we will. Yer all me dearest friends. I love the lot of ye, wi' all me heart." He turns his gaze out towards where, even now, Heth approaches, bringing death in his wake. "That's somethin' that rottin' shitbird can -never- take from us," he growls softly.
He squares his shoulders and puffs up his burly chest, racking the slide on his thunderbelcher. CHK-CHAK! "I'm -ready-. Let 'em come!"
THe rough red scales spiraling her off-arm are tingling again. Well, more accurately, they're more insistant, in that.... way of theirs.
Something big was coming, the Great Battle she'd postulated years ago, Brae supposed. In any case, the Korite could no more ignore the brewing storm than she could the quiet nagging of her Mark.
With Heth's ascendence,, and thee measures raised to counter, War had called, and the Stormgardian answered.
Her eyes glitter with a certain energy as battle draws close, and there are nods and 'ey luvs' to those of her acquaintance. Her lips draw back from her teeth in a feral grin as a bar tab is invoked and she thumps the butt of her scythe by her feet, "Aye, that, luvvie!"
For a brief moment, all time stops. And just before the assembled heroes, a door opens. A rectangular blue outline surrounding a starry blackness, an impossibly vast blackness... and from this starry backdrop, a small form steps forward.
Her robes seem as they have always been, deep copper with blue trim, and a small hourglass hangs from a silver chain 'round her neck. Her white hair, now grown to hang down her back and hover just an inch from touching the ground. Spidermasher glows faintly with a blue-white aura, hanging from the loop in her belt. The whole Goblin glows, and she stretches lightly, a pair of angelic wings popping out of her back. There's a visible pulse, and several layers of protection engulf the group in a faintly shimmering sphere.
Simony gestures with a hand behind her, and the door disappears with a pop. She turns to face you all, and smile beatifically.
"I have come to defend the spell cannon by your side. This is yours, and Alexandria's, hour of greatest need, and I am here with the Raven's blessing."
She lets out a little sigh. "Once more into the breach, dear friends, once more; or fill up the wall with our valiant dead. In death there's nothing so becomes one, as modest stillness and humility."
GAME: Telamon rolls perception: (4)+35: 39 GAME: Braelnoir rolls perception: (6)+15: 21 GAME: Zeke rolls Perception: (4)+9: 13 GAME: Skielstregar rolls perception: (4)+16: 20 GAME: Simony rolls perception: (8)+30: 38 GAME: Verna rolls perception: (2)+31: 33 GAME: Dirk rolls Perception: (12)+21: 33
Telamon's eyes widen as the door opens, and Simony steps out. For a long moment, he's silent, before kneeling down to embrace his friend. "I'm glad you're here too, Simony. Lana's helping defend another section -- she sends her love, and I think she's glad you're around to keep me out of trouble." He reaches up to wipe his eyes, before straightening his tunic, giving his garments a tiny twitch to make sure he looks proper. Like a gentleman.
He takes a deep breath. "The waiting is the worst part. I don't want to miss anything, but... I almost feel like I should've brought a good book." He rubs the back of his neck. "Still, no news is good news--" He breaks off. "Hey," he gestures for the others to listen. "Do you hear that? Footsteps?"
"All shall be judged justly for their actions here," Verna now speaks up as her hood turns from a device upon the wall to pan across those gathered, "whether The Harpist's Judgement occurs this day or another." An assurance, in her mind, if perhaps far less eloquent or rousing as others'. Her hood dips to individuals in acknowledge, pausing briefly upon Telamon. "I brought several volumes of -" her words halt and her attention traverses to the entrance. "I suspect that more information shall be forthcoming momentarily."
Zeke glances toward Telamon when the mage mentions hearing footsteps. He hears nothing, but that doesn't necessarily mean anything. "There ssshould be no one coming yesss?" He asks, trying to remember if there was anyone last-minute who might be arriving for one reason or another. He can think of none, but he doesn't want to jump to conclusions. "Perhapsss it isss reinforcementssss."
Dirk perks up, his eyes narrowing as he turns his gaze on the doorway. He lifts his thunderbelcher to his shoulder. "Aye, I hear it," he growls. "On guard, friends. We dinnae ken who it is that's comin'. But we cannae let anyone get past us. If we fall, Alexandria falls with us. An' -that'll- only happen over my coolin' corpse!" He doesn't sight down the barrel -just- yet. But he's on tenderhooks, ready to unleash thunder at the drop of a hat. He gives Zeke a glance. "Och, let's hope that's all it is," he grumbles softly, before focusing his gaze with laser intensity on the door.
More poeticly spoken than she'd heard in a long time, for sure, but the pale gobber says good things.
Mostly.
She's seen beyond for her ilk, and stepping back then had torn open a wound that keens even now, coutered by a steely 'The job's not done' that has, since then, been her millstone.
WIth the note of impending footfalls, Brae shifts the grip on her grim weapon and looks around, "Guess we're playin' early then?" she speculates.
Skiel blinks as Simony appears out of a doorway that wasn't there. "Oh- hello Ssshaman Simony." He's a touch confused from Telamon's reaction, but he tables it for now. There's a muuuuuch bigger thing going on at the moment. "Glad you can join usss for...-"
He silences himself, craning his head to the side to try and listen better. Skiel doesn't hear anything, but... He moves Malefic to both hands. "Don't like. Too many thingssss to go wrong. Big machine powering, anyone coming musst wisssh for death or beg for forgivenesssss."
The Goblin sniffles at Telamon, and happily hugs her mentor and friend. She winks at him. "I did say I would be there in times of great need. And that I would pop in from time to time to say hello. The chances of those two things happening at the same time were apparently not zero."
Simony grins to Skiel then, "Skielstregar, you are as shiny and impressive as ever. It is good to see you, my statuesque friend." She looks to the others in turn, "As it is good to see you all."
The sounds of running footsteps have her looking over her shoulder and then turning around, a hand pulling Spidermasher free, and then tugging the shield from her back. "Once more unto the breach."
The footsteps some people had heard round around a corner, and then another corner, and then three people appear, coming to a respectable stop away from the group. They are dressed like mages, to put it bluntly. Robes with hoods drawn, impressive-looking staves, a generally wizardly air about them... They practically look like they just arrived from the Arcanists' Society in Alexandria. One of them drops his hood to reveal a sildanyari man who could practically pass as Telamon's cousin.
"Greetings. I am Archmage Wynair, a visiting dignitary from Marniar'nir in the Mythwood. I have come with my aides, Anum and Eran. I have clearance from the Council of Alexandria. May I enter the control room?" He smiles wanly.
GAME: Telamon rolls knowledge/local+5: (5)+13+5: 23
Zeke steps forward then, offering his hand - the crystal one - to the mages. "Ssssa. Peasce upon your nesssst." He notices that the mage seems a little... nervous as he approaches and he offers his hand to the other male in greeting as he's seen Telamon do a thousand times. "Will you not greet thissss one?" He tilts his head to the side innocently.
Telamon raises his hand, regarding the approaching mages sternly. "You are known to me, Archmage Wynair. However, the council was very specific about who would be allowed into the control room." He pauses, as Zeke approaches them, before he smiles suddenly. "Indeed. Step forth and be known to my comrades, Archmage."
Skielstregar gives a horribly toothy and fanged grin to Simony, but it drops to a snarl as the trio makes themselves known. "Sssa... very ssspecific..." he rumbles, stepping up closer towards the Sunguard and stopping wide with his polearm held off to the side. Blocking with his mass and aura. "Forgive the unpleassantriesss...
Verna reserves judgement of the sildanyari, aside from the stereotypical apparel, until after Telamon's acknowledgement. "Your presence is fortuitous, and welcome."
The Korite's brow arches a bit as the spell-to-do round the corner, even as her other hand, the spikey one, clatters shut around the haft of the scythe.
"Oh, hiiIIIiii...!" Brae singsongs irreverently, but glances to either of the others as they bring their own take on challenge-counter-challenge.
For her part, she stands firm so as not to create an opening, should the conversation go awry.
Dirk steps up alongside Telamon, his bushy white brows furrowed dourly over his eyes. He's content to let Telamon take the lead on this one--and so far, his friend hasn't seen the need for violence. Doesn't change the fact that the burly old snowbeard is wound up tighter than a watchspring, ready to jump at the slightest hint of trouble. "They dinnae tell -us- ye were comin'," he grumbles quietly under his breath.
The Goblin remains quiet as the leader of the trio of 'Mages' speaks and requests entry to the control room. She remains quiet as people begin to take positions between the door and the fresh company.
The Goblin takes a few steps forward, standing beside the silvery Skielstregar and crossing her arms.
"No, you may not."
Wynair's lips pout a little, taking a step back at Zeke's words that are a subtle challenge. "I beg forgiveness. I have a phobia of being touched, and I have taken extensive steps to ward myself and my companions against the troubles that might be present here--"
As he says that, though, one of his companions taps his staff, as does the other, and a blink of the eyes leads to their eyes rolling back in their heads briefly before they open again. In unison, they cry, "THE MASTER DEMANDS IT. NOW IS THE HOUR."
"Oh, very well, then," Wynair says with a little chuckle. He snaps his fingers, and portals open. "The Hour is upon us!" he cries out in glee.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Riptide has dropped a TIMESTOP!
Please +init, then cease all roleplay and actions immediately and wait for Riptide to instruct you further. You may earn RPP by logging a scene for a GM.
For in-combat commands, type: +thelp.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-
GAME: Riptide advances the initiative order. Round One - Init 34. It is now SEEDS OF THE VOID's turn! Telamon is next! GAME: Zeke rolls Will: (6)+26: 32 GAME: Skielstregar rolls will: (9)+11: 20 GAME: Telamon rolls Will+5: (7)+25+5: 37 GAME: Braelnoir rolls will: (4)+7: 11 GAME: Simony rolls will: (4)+24: 28 GAME: Verna rolls will+2: (7)+26+2: 35 GAME: Dirk rolls Will: (4)+12: 16 GAME: Dirk rolls Will: (2)+12: 14 GAME: Braelnoir rolls will: (6)+7: 13 GAME: Simony rolls will: (2)+24: 26
GAME: Riptide rolls 1d20+23: (20)+23: 43 GAME: Riptide rolls 1d20+23: (15)+23: 38 GAME: Riptide rolls 2d6+12: (5)+12: 17 GAME: Zeke rolls Fortitude: (13)+20: 33 GAME: Riptide rolls 1d20+23: (1)+23: 24 (EPIC FAIL) GAME: Riptide rolls 1d20+23: (13)+23: 36 GAME: Riptide rolls 1d20+23: (12)+23: 35 GAME: Riptide rolls 1d20+23: (20)+23: 43 GAME: Riptide rolls 1d20+23: (12)+23: 35 GAME: Riptide rolls 1d6+6: (5)+6: 11 GAME: Riptide rolls 1d6+6: (6)+6: 12 GAME: Riptide rolls 1d6+6: (1)+6: 7 GAME: Riptide rolls 1d4: (3): 3 GAME: Riptide rolls 1d20+23: (15)+23: 38 GAME: Riptide rolls 1d20+23: (1)+23: 24 (EPIC FAIL) GAME: Riptide rolls 1d20+23: (4)+23: 27 GAME: Riptide rolls 1d20+23: (3)+23: 26 GAME: Riptide rolls 1d20+23: (15)+23: 38 GAME: Riptide rolls 1d20+23: (17)+23: 40 GAME: Riptide rolls 1d20+23: (20)+23: 43 GAME: Riptide rolls 1d20+23: (20)+23: 43
GAME: Zeke casts Dimensional Lock. Caster Level: 20 DC: 27 GAME: Riptide rolls 1d20+23-8: (20)+23+-8: 35 GAME: Riptide rolls 1d20+23-8: (15)+23+-8: 30 GAME: Riptide rolls 1d6+6: (2)+6: 8 GAME: Riptide rolls 1d6+6: (5)+6: 11 GAME: Simony rolls fortitude: (20)+21: 41 (CRITICAL SUCCESS)
Horrible creatures come through the portals, the stuff of nightmares, sleek and pale like the stars between the void of night. Their tentacle-clad faces are eldritch things, clinging to infernal pipes. Two of them raise the pipes up to mouths that do not resemble mouths, and the eldritch song is an ethereal thing. It compels one... to dance. To revel. The end of all they know is nigh. They will not have to worry anymore about the drudgeries of their existence.
Braelnoir, Skielstregar, and Dirk are dancing then, taken over by the music.
Two of the other strange beings lash out with their tentacles. One buffets Zeke, and the other assaults Simony, battering with the cruel sting of their limbs. There is a sensation of poison that is quickly rebuffed, the venom defeated by the bodies of heroes that will not fall here today.
GAME: Riptide advances the initiative order. Round One - Init 20. It is now Telamon's turn! Dirk is next!
GAME: Telamon casts Haste/Quicken. Caster Level: 20 DC: 28
Not unexpected, but still a bad situation. Still... they have options. Telamon's first move is to swiftly cast his quickening magic, letting the spell leap from friend to friend, making their movements swifter. "There, that should..." He realizes half of the party is now engaged in compulsory waltz. "...Shit."
"Verna! See if you can break the spell! I'm going to give these bastards something to listen to!" His hand dips down into a small pouch at his belt, one marked with the crescent and moon of Eluna. It comes out holding a silver horn with delicate filigree, and he raises it to his lips, and blows it--
What comes out isn't really music. The sound is... alien. Strange. Alarming. But it washes over the heroes without incident. The ghastly tentacled things, and their mage allies, on the other hand... the sound -echoes-, rippling back and forth, like a bell struck in their damaged souls, causing distortion in their movements.
GAME: Riptide advances the initiative order. Round One - Init 19. It is now Dirk's turn! Sus Wizards is next!
GAME: Riptide rolls 1d4+1: (1)+1: 2
Dirk's eyes get wide as those -things- are loosed upon the spell-cannon facility. "Beards o' me fa--" But he can't finish the exclamation. As those haunting pipes begin to play, his eyes get wide. His beard quivers. He shakes all over as his foot starts to tap. "Oh no, gods, no -please- not now," he moans. But he's helpless to resist. He starts step-dancing in place, his feet moving in a brisk tempo. "Lads, I hope ye can do summat about this -quick-!" he cries in a strangled tone.
GAME: Riptide advances the initiative order. Round One - Init 15. It is now Sus Wizards' turn! Simony is next!
GAME: Telamon rolls Reflex: (3)+18: 21 GAME: Zeke rolls Reflex: (19)+14: 33 GAME: Dirk rolls reflex-10+2: (7)+17+-10+2: 16 GAME: Telamon rolls Reflex: (3)+18: 21 GAME: Riptide rolls 20d6: (77): 77
GAME: Telamon rolls Will+5: (7)+25+5: 37 GAME: Verna rolls will+2: (10)+26+2: 38 GAME: Telamon rolls spellcraft: (14)+26: 40 GAME: Verna rolls spellcraft+4: (3)+38+4: 45
The three mages work in concert. One of Wynair's aides--either Anum or Eran, as it was never really indicated who is who--fires a noxious bolt of lightning off at Zeke that then arcs to Telamon and Dirk. However, at the last moment, Zeke sheds some divinity, and the electricity is rerouted back to him before it ever reaches the dancing khazad.
"Rejoice in the hour of the end! Join us!" Wynair cries out as he points a finger at Telamon, but the archmage is unaffected. His aide does something similar to Verna, but the sole wizard of the Lupecyll-Atlon family is able to shrug it off.
GAME: Riptide advances the initiative order. Round One - Init 13. It is now Simony's turn! Skielstregar is next!
GAME: Simony casts S8: Blessing of Fervor. Caster Level: 20 DC: 26 GAME: Riptide rolls 15d6: (47): 47 GAME: Simony casts Blade Barrier. Caster Level: 20 DC: 24 GAME: Riptide rolls 1d20+13: (2)+13: 15 GAME: Riptide rolls 1d20+13: (15)+13: 28 GAME: Riptide rolls 1d20+13: (18)+13: 31
The wee Goblin, like Zeke, weathers a storm of tentacle attacks, but unlike previous times, she seems more insulted than injured. She glances around at the others, and nods slowly. A snap of her fingers brings a familiar (to most) feeling of confidence and the presence of a greater being keeping an eye on on things, and encouragement to do all you can to win this fight.
"Ah, I see you went to the magic school of impressively standing in line while casting spells. Allow me to DISABUSE YOU OF THIS HABIT." The prayer is somewhat hurried, but the wording is precise and almost martial sounding. It ends as she gestures with a hand, encompassing the entirety of the back wall. A horrifying noise begins, the sound of steel on steel, and something shimmers along that back wall. The wizards all begin to exhihibit wounds, with one screaming in agony and tears appear all over his clothing, and blood flows freely.
GAME: Riptide advances the initiative order. Round One - Init 13. It is now Skielstregar's turn! Verna is next!
GAME: Riptide rolls 1d20+23: (17)+23: 40 GAME: Riptide rolls 1d20+23: (12)+23: 35 GAME: Riptide rolls 1d6+6: (4)+6: 10 GAME: Skielstregar rolls fortitude+1: (6)+16+1: 23 GAME: Riptide rolls 1d4: (4): 4 GAME: Riptide rolls 1d4: (1): 1
GAME: Skielstregar rolls will+2+1: (11)+11+2+1: 25
Before Skielstregar even has the moment to draw breath and let rip a battlecry, he's finding himself holding up Malefic and hopping from one foot to another, jumping in a tight circle. "Celesstial mother blesss us with rainsss for- wait wait why isss legsss-"
"This IS NOT the TIME for RAIN DANCING! Especially with ME as the RAIN ROD!" the halberd complains in a metallic bark. The clear opening gets the silverscale stabbed in the side, his dance stuttering as limbs lock up. "Oh by the Dragonfathers GRACIOUS LIGHT do I have to DO EVERYTHING MYSELF?!
Malefic turns in the grip, glows a white light, then BITES down on Skiel's arm. He legs ceasing trying to bring the rains down in Am'shere. "OWWWWwwww- oh, wow, thanksss Malefic!"
"THAT'S RIGHT."
GAME: Riptide advances the initiative order. Round One - Init 11. It is now Verna's turn! Zeke is next! GAME: Verna casts Holy Aura. Caster Level: 19 DC: 27 GAME: Riptide rolls 1d20+23: (1)+23: 24 (EPIC FAIL) GAME: Dirk rolls Will+2: (1)+12+2: 15 (EPIC FAIL) GAME: Braelnoir rolls will+2: (10)+7+2: 19 GAME: Dirk rolls Will+2: (11)+12+2: 25
Verna shakes off the magical influence and her eyes narrow. She has been entrnanced by a vampire, contracted lycanthropy, and had a demon duke take up residence in her head, to name a few. She has ... opinions concerning mental influence. "They seek to take control. Gird your minds!" She then takes it a step further as she physically steps from the wall.
"Harpist, bring your Watchful Eye upon the worthy, and Your ire upon those not!" A bolt of silvery light strikes her akin to a bolt of lightning and then spreads out from her to encompass all around.
GAME: Riptide advances the initiative order. Round One - Init 9. It is now Zeke's turn! Braelnoir is next!
GAME: Zeke casts Heal. Caster Level: 20 DC: 25 GAME: Zeke rolls 1d20+29+1+2+1: (15)+29+1+2+1: 48 GAME: Zeke rolls 1d8+11+2d6: (6)+11+(7): 24
Zeke quickly recites a prayer to repair the damage done to his body by the lightning and the void creature, his voice raising above that of the void cultist mages. "Thissss one will allow no harm to fall upon thisss onesss alliesss." He intones, his sword glittering where his hand had once been and it cuts deeply into the void creature leaving a holy light where his weapon had passed through. "Sssa only you ssshall fall."
Something they do not seem to fear. Which would be more unsettling if Zeke did not know that they were suffused with void taint.
GAME: Riptide advances the initiative order. Round One - Init 4. It is now Braelnoir's turn! SEEDS OF THE VOID is next!
Well, the soiree took a bit of an unexpected turn, didn't it?
Braelnoir's been too far flung from the wierd, at least the bipedal kind, and clearly thwarting Ghisha's revenge tour has let her get soft when it comes to casters.
Her will is compromised by eldritch forces once again, and even as she knows things are bad, that the Bloodletter's Entertainment is called for, the Stormgardian finds her limbs instead flexing and twitching in an asychronous and unusually rapid way, even if constrained by the beat.
She always danced better with hooves.
Don't ask.
Despite the counteractive castings of her cohorts, Braelnoir remains a slave to the rythm inwardly screaming at the violation, though she is currently affforded no physical woundings.
GAME: NEW ROUND! Riptide advances the initiative order. Round Two - Init 34. It is now SEEDS OF THE VOID's turn! Telamon is next!
GAME: Riptide rolls 1d20+15: (14)+15: 29 GAME: Riptide rolls 1d20+15: (19)+15: 34 GAME: Riptide rolls 1d20+15: (14)+15: 29 GAME: Riptide rolls 1d20+24: (10)+24: 34 GAME: Riptide rolls 1d20+24: (6)+24: 30 GAME: Riptide rolls 1d20+24: (1)+24: 25 (EPIC FAIL) GAME: Riptide rolls 3d10: (10): 10 GAME: Riptide rolls 1d6: (6): 6
GAME: Riptide rolls 1d4: (4): 4 GAME: Riptide rolls 1d20+23: (9)+23: 32 GAME: Riptide rolls 1d20+23: (10)+23: 33 GAME: Riptide rolls 1d20+23: (9)+23: 32 GAME: Riptide rolls 1d20+23: (12)+23: 35 GAME: Riptide rolls 1d20+23: (8)+23: 31 GAME: Riptide rolls 1d20+23: (7)+23: 30 GAME: Riptide rolls 1d20+23: (3)+23: 26 GAME: Riptide rolls 1d20+23: (3)+23: 26 GAME: Riptide rolls 1d20+23: (14)+23: 37 GAME: Riptide rolls 1d20+23: (6)+23: 29 GAME: Riptide rolls 1d20+23: (13)+23: 36 GAME: Riptide rolls 1d20+23: (12)+23: 35 GAME: Riptide rolls 1d20+23: (2)+23: 25 GAME: Riptide rolls 1d20+23: (9)+23: 32 GAME: Riptide rolls 1d20+23: (12)+23: 35 GAME: Riptide rolls 1d20+23: (11)+23: 34
These aberrations are hampered by Telamon's dream-shaped magic, and they suffer for it. One of them continues to play their song. Yet another targets Dirk, Telamon, and Zeke with a sharper bellow of their instrument--not succeeding on Zeke, but robbing Telamon and Dirk of their hearing. Finally, one goes to buffet Zeke.
The last one?
((VOID. HERALD. SIGN. STAR. DEVOUR. DEVOID.)) It's a horrible string of words from a mouth that isn't moving. ((GIVE UP. RELEASE JOY. DISAPPEAR. BECOME ONE.))
GAME: Riptide advances the initiative order. Round Two - Init 20. It is now Telamon's turn! Dirk is next!
GAME: Telamon casts Meteor Swarm. Caster Level: 20 DC: 30 GAME: Telamon rolls ranged+2+1+1: (10)+17+2+1+1: 31 GAME: Telamon rolls ranged+2+1+1: (6)+17+2+1+1: 27 GAME: Telamon rolls ranged+2+1+1: (15)+17+2+1+1: 36 GAME: Telamon rolls ranged+2+1+1: (19)+17+2+1+1: 40 GAME: Riptide rolls 1d20+13-4: (15)+13+-4: 24 GAME: Riptide rolls 1d20+13-4: (20)+13+-4: 29 GAME: Riptide rolls 1d20+13-4: (16)+13+-4: 25 GAME: Riptide rolls 1d20+13-4: (2)+13+-4: 11 GAME: Riptide rolls 1d20+13-4: (19)+13+-4: 28 GAME: Riptide rolls 1d20+13-4: (11)+13+-4: 20 GAME: Riptide rolls 1d20+13-4: (11)+13+-4: 20 GAME: Riptide rolls 1d20+13-4: (8)+13+-4: 17 GAME: Riptide rolls 1d20+13-4: (17)+13+-4: 26 GAME: Riptide rolls 1d20+13-4: (18)+13+-4: 27 GAME: Riptide rolls 1d20+13-4: (5)+13+-4: 14 GAME: Riptide rolls 1d20+13-4: (15)+13+-4: 24 GAME: Telamon rolls 2d6: (6): 6 GAME: Telamon rolls 2d6: (5): 5 GAME: Telamon rolls 2d6+2d6: (9)+(5): 14 GAME: Telamon rolls 6d6: (10): 10 GAME: Telamon rolls 6d6: (26): 26 GAME: Telamon rolls 6d6: (20): 20 GAME: Telamon rolls 6d6: (18): 18 GAME: Telamon casts Fireball/Quicken. Caster Level: 20 DC: 28 GAME: Riptide rolls 1d20+13: (20)+13: 33 GAME: Telamon rolls 10d6: (41): 41
That was rough. First the lash of lightning that draws a scream of pain from Telamon's throat, causing him to cough. Then the insidious domination magic -- well, thankfully his wife has taught him a few things about resisting compulsions. And -then- the screech of sonic energy that leaves his ears ringing and bleeding, a dull silence in their wake. The only thing he can hear is Lana's mental voice asking if he's all right.
(I'm fine, love. Give me a minute, I'm going to have to fucking kill someone.) Telamon pushes himself up from where he had fallen to one knee, his eyes blazing with celestial energies. His hand goes into his haversack, pulling out a different metamagic rod, and he floats a few inches into the air, his hair floating around his face. Energy builds up around him, the raw mana gathering into four blazing spheres floating around the sorcerer. He points the rod at the sorcerers cut and slashed by Simony's blade barrier. Nowhere to hide. Nowhere to run. "Die," he says flatly.
And the spheres streak across the room, and explode in a blaze of golden fire. One, two, three, four explosions that fill the end of the hall. When the fire dissipates, two of the mages are dead, with a third still standing, charred and barely alive.
Telamon's lip curls in contempt, and he flicks the metamagic rod. A smaller globe of fire forms at the tip, soaring across, and strikes the last surviving mage, leaving him a smoldering ruin.
GAME: Riptide advances the initiative order. Round Two - Init 19. It is now Dirk's turn! Simony is next!
GAME: Dirk rolls Shoot+2: aliased to Ranged+2-4+2: (20)+18+2+-4+2: 38 (THREAT) GAME: Dirk rolls Shoot+2: aliased to Ranged+2-4+2: (12)+18+2+-4+2: 30 GAME: Dirk rolls Shoot+2: aliased to Ranged+2-4+2: (18)+18+2+-4+2: 36 GAME: Dirk rolls Shoot+2-5: aliased to Ranged+2-4+2-5: (20)+18+2+-4+2+-5: 33 (THREAT) GAME: Dirk rolls Shoot+2-5: aliased to Ranged+2-4+2-5: (8)+18+2+-4+2+-5: 21 GAME: Dirk rolls Shoot+2-10: aliased to Ranged+2-4+2-10: (14)+18+2+-4+2+-10: 22 GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+8+2d6+2: (7)+2+8+(6)+2: 25 GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+8+2d6+2: (6)+2+8+(5)+2: 23 GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+8+2d6+2: (9)+2+8+(9)+2: 30 GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+8+2d6+2: (11)+2+8+(4)+2: 27 GAME: Dirk rolls 6d12: (42): 42
Dirk staggers and grunts as he's released from the compulsion. "Gah!" He gives himself a shake, getting his head back in the game. Just in time for Telamon to rain literal fire from the heavens. "HEEK!" He claps his hand over his tricorne and hunkers away, -just- in case that fire gets any pesky ideas about singing his beard. "Beards o' me fathers," he whispers quietly. No matter how many times he sees his friend unleash the fullness of his power, it never ceases to astound the old dwarf.
But he has power of his own to unleash. He is Gilead's hunter. He guards the borders of the world from the things beyond it. He snaps up his thunderbelcher and sights down the barrel. "Gilead, guide my hand," he whispers softly. Aided by hastening magicks, he becomes a blur. CHK-BOOM BOOM BOOM BOOM! Four blasts of clear, pure sunlight explode from the muzzle of his rifle. Four craters appear in the void larva's form. The blessed bullets do their work well, tearing at the thing's substance. -Two- of those are headshots. And yet, the thing remains. "Oh, piss up my -arse-!" Dirk growls, racking a fresh brace of rounds into the chamber.
GAME: Riptide advances the initiative order. Round Two - Init 13. It is now Simony's turn! Skielstregar is next!
GAME: Riptide rolls 1d20+23: (17)+23: 40 GAME: Simony casts Stormbolts. Caster Level: 20 DC: 26 GAME: Simony rolls cleric+8: (12)+20+8: 40 GAME: Simony rolls cleric+8: (2)+20+8: 30 GAME: Simony rolls cleric+8: (10)+20+8: 38 GAME: Simony rolls 20d8: (89): 89 GAME: Riptide rolls 1d20+18: (9)+18: 27 GAME: Riptide rolls 1d20+18: (15)+18: 33 GAME: Riptide rolls 1d20+18: (20)+18: 38
Simony starts to get excited as she notices Telamon winding up for a spell, yelling out "Fuck those guys up!" She cheers as Telamon does just that, the Goblin (like many of her kind) enjoying impressive (read explosive) displays of pure magical power. The fireball is the cherry on top. Cackling, she looks around at the void creatures. "Become one? Okay!"
Hopping a few steps forward and to the side, she inhales deeply, her hands making a few gestures while she mutters a prayer under her breath. "I AM THE STORM!", she screams, letting loose a crackling shower of lightning that touches and licks at everything around the Goblin. But only the void beings feel the 'blessing' of her stormbolts. "HOW'S THAT YOU SOULSUCKING BRAINLESS DROOLING CRETINS?!"
GAME: Riptide advances the initiative order. Round Two - Init 13. It is now Skielstregar's turn! Verna is next!
GAME: Skielstregar rolls fortitude+1: (2)+16+1: 19 GAME: Skielstregar rolls fortitude+1: (15)+16+1: 32 GAME: Skielstregar RAGES!, gaining +3 to melee attack/damage/Will saves and 36 temporary HP GAME: Skielstregar casts Enlarge Person. Caster Level: 12 DC: 15 GAME: Skielstregar rolls weapon23+2+1+1: (7)+20+2+1+1: 31 GAME: Skielstregar rolls weapon23+2+1+1-4: (19)+20+2+1+1+-4: 39 GAME: Skielstregar rolls weapon23+2+1+1-4-5: (15)+20+2+1+1+-4+-5: 30 GAME: Skielstregar rolls weapon23+2+1+1-4-10: (1)+20+2+1+1+-4+-10: 11 (EPIC FAIL) GAME: Skielstregar rolls damage23+3+12+1: aliased to 2d8+13+3+12+1: (8)+13+3+12+1: 37 GAME: Skielstregar rolls intimidate+1: (2)+19+1: 22
Skielstregar manages to get a hold of himself as his friends unleash hellfire, stormfire, and holy slugs in concussive blasts. It echoes in the halls, making his head ring. Then the creature in front of him is nearly laid low. "FOCUS HATCHLING!" Maelifc barks.
The sunblade snaps out of it. "Ah! Yesss! SSShaman Zeke!" he shouts over to the sunguard. "Thisss one will be sscary! Do not be ssscardied!" He deeply inhales, holding up Malefic as black ichor drips horridly off of him. Covering him in a deluge before his inky form swells into a towering story and a half in height. The ink pops, and a huge, half-Forgotten makari lets out a billowing battle roar. Charging in after the bolts of lightning from the heavens, an enlarged Malefic comes down like an executioner's axe, slamming the void creature into the ground in an unnatural fold. He keeps axing them over and over in a horrid display. "DRAGONFATHER PURGE THISSS VILE SSSTAIN!" the bassy voice shakes the room.
GAME: Riptide advances the initiative order. Round Two - Init 11. It is now Verna's turn! Zeke is next! GAME: Verna rolls 1d20+24: (11)+24: 35 GAME: Verna rolls ranged+2: (3)+12+2: 17 GAME: Verna rolls ranged+2: (4)+12+2: 18 GAME: Verna casts Disintegrate. Caster Level: 19 DC: 25 GAME: Riptide rolls 1d20+18: (16)+18: 34 GAME: Riptide rolls 1d20+18: (9)+18: 27 GAME: Verna rolls 5d6: (20): 20
"You do not belong in this realm!" Verna firmly informs the Void-entity in the corner of the room. Taking a step towards, she points a finger at it to loose a green ray at the same. Unfortunately, the numerous appendages and writhing form cause the beam to make a glancing blow that only sublimates a small portion.
GAME: Riptide advances the initiative order. Round Two - Init 9. It is now Zeke's turn! Braelnoir is next!
GAME: Riptide rolls 1d20+22: (7)+22: 29 GAME: Riptide rolls 1d20+22: (4)+22: 26 GAME: Riptide rolls 1d20+22: (10)+22: 32 GAME: Riptide rolls 1d20+22: (20)+22: 42 GAME: Zeke rolls 1d10: (10): 10 GAME: Zeke rolls 1d4: (1): 1 GAME: Zeke rolls 1d4: (1): 1 GAME: Zeke rolls 1d4: (3): 3
Zeke moves to stand with his friends, knowing that this combat is nearly over he knows now that his best course of action is to support them in their endeavors. As such he stretches forth his wings and roars. "DRAGONFATHER! SHINE THY LIGHT UPON THISSSS ONE!" And he glows in response. His wings, his arm, his leg. They illuminate and blast the enemy with their radiance. Consume them with the glory of the Dragonfather. He nods to Telamon. "Are you well kin?"
GAME: Riptide advances the initiative order. Round Two - Init 4. It is now Braelnoir's turn! SEEDS OF THE VOID is next! GAME: NEW ROUND! Riptide advances the initiative order. Round Three - Init 34. It is now SEEDS OF THE VOID's turn! Telamon is next!
The creatures of the Void seem utterly bespelled by Zeke, even though one of them seems a little less affected. It is still able to move.
((LIGHT. MAJESTY. FOOD TO BE CONSUMED. VOID CALLS. VOID COVETS. SWALLOW THE LIGHT.)) The horrible eldritch whispering continues.
GAME: Riptide advances the initiative order. Round Three - Init 20. It is now Telamon's turn! Dirk is next!
GAME: Telamon casts Wish. Caster Level: 20 DC: 30
Telamon sees Zeke's lips move, but he can't hear -- so he holds up a hand in a 'wait a second' gesture. Grunting, he pulls a diamond from his haversack, carved into a prism, and concentrates, holding the rod as well. The diamond glows brightly, and then dissipates into motes of starlight that wrap around Telamon... mending his wounds. His hearing clears. He straightens up, taking a deep breath.
"I'm all right, Zeke," he says serenely. "Stand tall, my friends. They are not immortal. They can be fought. They can be beaten! Show them the folly of facing those who have chosen the path of a hero!" His voice rings out, strong and proud.
GAME: Riptide advances the initiative order. Round Three - Init 19. It is now Dirk's turn! Simony is next!
GAME: Dirk rolls shoot+2+2: aliased to Ranged+2-4+2+2: (11)+18+2+-4+2+2: 31 GAME: Dirk rolls shoot+2+2: aliased to Ranged+2-4+2+2: (2)+18+2+-4+2+2: 22 GAME: Dirk rolls shoot+2+2: aliased to Ranged+2-4+2+2: (14)+18+2+-4+2+2: 34 GAME: Dirk rolls shoot+2+2: aliased to Ranged+2-4+2+2: (10)+18+2+-4+2+2: 30 GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+8+2d6+2: (6)+2+8+(6)+2: 24 GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+8+2d6+2: (3)+2+8+(10)+2: 25 GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+8+2d6+2: (4)+2+8+(8)+2: 24 GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+8+2d6+2: (4)+2+8+(11)+2: 27
Dirk swings his thunderbelcher around to lock in on a new target. He sights down the barrel. Telamon's encouragement brings a savage grin to the old dwarf's face. "Aye, laddie," he says, pulling his thumb back on the hammer. "I'm a big damn -hero-." CHK-BOOM BOOM BOOM BOOM! Once again, the doughty ranger cracks off four shots. Again, four craters are blasted into one of the void larvae. And again, it's not quite enough to drop the thing in one go. "-Medium- damn hero," he grumbles, racking in a fresh brace of rounds. He's got -plenty- of ammo.
GAME: Riptide advances the initiative order. Round Three - Init 13. It is now Simony's turn! Skielstregar is next!
GAME: Simony casts Righteous Might. Caster Level: 20 DC: 23
As the amount of shininess increases, Simony laughs. "LET THERE BE LIGHT!", she yells, and her shield suddenly gives off the bright light of the Sun. Still giggling, she prays, calling upon Navos to imbue her with greater size.
The wee Goblin begins to double in size, and then, doubles again. "HAH! RELEASE JOY? I'M GONNA RELEASE A HAMMER ON YOUR BACKSIDE... if I can actually identify what part of you constitutes a backside... YOU ARE THE ONES WHO WILL DISAPPEAR THIS DAY!" She begins to walk forward.
GAME: Riptide advances the initiative order. Round Three - Init 13. It is now Skielstregar's turn! Verna is next!
GAME: Skielstregar rolls weapon23+2+1+2: (5)+20+2+1+2: 30 GAME: Skielstregar rolls weapon23+2+1+2: (1)+20+2+1+2: 26 (EPIC FAIL) GAME: Skielstregar rolls weapon23+2+1+2: (2)+20+2+1+2: 27
Às the light of the Dragonfather bathes the battlefield in radiance, there /must/ be a shadow cast. A massive blob of silver and dark blasts forward, footsteps making dents in the metal flooring. Twin streaks of crimson eyes arch through the air as a screaming halberd whistles down. "PATH OF HERO! PATH OF THE FATHER! DIE-"
CLANG.
"You missed!" Malefic muffles into the metal on the floor next to the creature.
"I THOUGHT IT WOULD MOVE!"
"Move your scaly ass and GET ME OUT OF THE FLOOR."
"TRYING..! AAAA-"
GAME: Riptide advances the initiative order. Round Three - Init 11. It is now Verna's turn! Zeke is next!
GAME: Verna casts Destruction. Caster Level: 19 DC: 26 GAME: Verna rolls 1d20+24: (3)+24: 27 GAME: Riptide rolls 1d20+18: (20)+18: 38 GAME: Verna rolls 10d6: (31): 31
Verna frowns as the creatures yet remain, though they are handily unbalanced by Zeke and the Dragonfather. Knowing that the others have the flanks covered, she continues to focus upon the one in the corner. Once more she directs her ire, and magic, upon it, this time striking with a silvery beam as a manifestation of The Harpist's Judgement. It yet remains, though not as completely as it did previously.
GAME: Riptide advances the initiative order. Round Three - Init 9. It is now Zeke's turn! Braelnoir is next!
GAME: Zeke rolls 1d20+29+1+1+2: (14)+29+1+1+2: 47 GAME: Zeke rolls 1d8+11+2d6: (1)+11+(8): 20
Zeke had intended to heal his shaman friend, but Telamon has it handily covered, and so he nods to Telamon and charges the enemy that seems most likely to rouse itself from the stupor that the Dragonfather has laid upon the others. He will stand as a bulwark against these creatures, will force them to go through him to reach any of the others. This is his duty, and he does it with his teeth bared and sword swinging. Cutting yet another swath through the creature before him.
GAME: Riptide advances the initiative order. Round Three - Init 4. It is now Braelnoir's turn! SEEDS OF THE VOID is next! GAME: NEW ROUND! Riptide advances the initiative order. Round Four - Init 34. It is now SEEDS OF THE VOID's turn! Telamon is next!
GAME: Riptide rolls 1d20+23: (6)+23: 29 GAME: Riptide rolls 1d20+23: (12)+23: 35 GAME: Riptide rolls 1d20+23: (19)+23: 42 GAME: Riptide rolls 1d20+23: (13)+23: 36 GAME: Riptide rolls 1d20+23: (12)+23: 35 GAME: Riptide rolls 1d20+23: (9)+23: 32 GAME: Riptide rolls 1d20+23: (15)+23: 38 GAME: Riptide rolls 1d20+23: (7)+23: 30 GAME: Riptide rolls 1d20+23: (20)+23: 43 GAME: Riptide rolls 1d20+23: (10)+23: 33 GAME: Riptide rolls 1d20+23: (18)+23: 41 GAME: Riptide rolls 1d20+23: (6)+23: 29 GAME: Riptide rolls 1d20+23: (19)+23: 42 GAME: Riptide rolls 1d20+23: (19)+23: 42 GAME: Riptide rolls 1d20+23: (6)+23: 29 GAME: Riptide rolls 1d20+23: (5)+23: 28 GAME: Riptide rolls 1d6+6: (5)+6: 11 GAME: Riptide rolls 1d6+6: (3)+6: 9 GAME: Riptide rolls 1d6+6: (1)+6: 7
Two of the void-creatures remain fascinated. They speak in a chorus of awful whispers.
((DARKNESS. ETERNAL JOY. WE ARE TOGETHER. IN NOTHING WE BECOME ONE.))
((DARKNESS. ETERNAL JOY. WE ARE TOGETHER. IN NOTHING WE BECOME ONE.))
((DARKNESS. ETERNAL JOY. WE ARE TOGETHER. IN NOTHING WE BECOME ONE.))
((DARKNESS. ETERNAL JOY. WE ARE TOGETHER. IN NOTHING WE BECOME ONE--))
And all the while, the remaining aberration wails on Zeke, finding a little purchase but otherwise not making much progress.
GAME: Riptide advances the initiative order. Round Four - Init 20. It is now Telamon's turn! Dirk is next!
GAME: Telamon casts Banishment. Caster Level: 20 DC: 27 GAME: Telamon rolls spellpen: aliased to 1d20+sorcerer+4: (12)+20+4: 36 GAME: Telamon rolls spellpen: aliased to 1d20+sorcerer+4: (17)+20+4: 41 GAME: Riptide rolls 1d20+22: (17)+22: 39 GAME: Riptide rolls 1d20+22: (7)+22: 29 GAME: Riptide rolls 1d20+22: (11)+22: 33 GAME: Riptide rolls 1d20+22: (12)+22: 34
"I'd be happy if they'd just shut up!" Telamon growls, momentarily regretting having cured his deafness. Putting away his expended metamagic rod, he forms a complex pattern with his fingers, chanting. "You have no place here, void-creatures. Begone. Zub nigak, asag gigam, gabazig!" A ripple of energy emanates outward from him, and although the creatures waver, their resolve to stay is stronger for the moment than Telamon's will to drive them out. "...Dammit."
He looks at Skielstregar, and touches the great makari's back. "Failure is never permanent, so long as you try again. Take up Malefic, Skielstregar... and -try again-."
GAME: Riptide advances the initiative order. Round Four - Init 19. It is now Dirk's turn! Simony is next!
GAME: Dirk rolls shoot+2+2: aliased to Ranged+2-4+2+2: (2)+18+2+-4+2+2: 22 GAME: Dirk rolls shoot+2+2: aliased to Ranged+2-4+2+2: (2)+18+2+-4+2+2: 22 GAME: Dirk rolls shoot+2+2-5: aliased to Ranged+2-4+2+2-5: (5)+18+2+-4+2+2+-5: 20 GAME: Dirk rolls shoot+2+2-10: aliased to Ranged+2-4+2+2-10: (20)+18+2+-4+2+2+-10: 30 (THREAT) GAME: Dirk rolls shoot+2+2-10: aliased to Ranged+2-4+2+2-10: (1)+18+2+-4+2+2+-10: 11 (EPIC FAIL) GAME: Dirk rolls shoot+2+2-10: aliased to Ranged+2-4+2+2-10: (16)+18+2+-4+2+2+-10: 26 GAME: Dirk rolls dmg+2d6: aliased to 1d12+2+8+2d6: (8)+2+8+(5): 23 GAME: Dirk rolls dmg+2d6: aliased to 1d12+2+8+2d6: (6)+2+8+(6): 22 GAME: Dirk rolls dmg+2: aliased to 1d12+2+8+2: (10)+2+8+2: 22 GAME: Dirk rolls dmg+2: aliased to 1d12+2+8+2: (1)+2+8+2: 13 GAME: Dirk rolls dmg+2: aliased to 1d12+2+8+2: (9)+2+8+2: 21 GAME: Dirk rolls dmg+2: aliased to 1d12+2+8+2: (12)+2+8+2: 24
Dirk slams his foot down to firm up his stance, swinging his thunderbelcher to acquire a new target. "HAVE SOME O' -THIS-!" he bellows. Once more, he fires a blazing golden barrage at the void larva. Once more, four craters blazing with holy light explode off the thing's otherworldly substance. Once -again-, he lands a flawless headshot. And once again... the thing stands. Dirk's jaw drops, then he looks down at his thunderbelcher. "What the fuck is -wrong- wi' you?" he growls, giving the breech a solid whack with the side of his hand. Hey, it works for goblin tinkers!
GAME: Riptide advances the initiative order. Round Four - Init 13. It is now Simony's turn! Skielstregar is next!
GAME: Simony rolls weapon16+1+2+1: (5)+25+1+2+1: 34 GAME: Simony rolls weapon16+1+2+1: (15)+25+1+2+1: 44 GAME: Simony rolls +damage16+2: aliased to +1d8+9+2: +(3)+9+2: 14 GAME: Simony rolls 2d6: (5): 5
The Goblin looks almost regretful as she strides forward, hefting her hammer up. "I find my eternal joy at the feet of the Holy Raven. And in friendships, good food and the simplicity of the written word."
The hammer comes down with a solid thud, but the chorus continues.
"Nothing if persistant."
GAME: Riptide advances the initiative order. Round Four - Init 13. It is now Skielstregar's turn! Verna is next!
GAME: Skielstregar rolls weapon23+2+2+1+1: (6)+20+2+2+1+1: 32 GAME: Skielstregar rolls weapon23+2+2+1+1-4: (3)+20+2+2+1+1+-4: 25 GAME: Skielstregar rolls weapon23+2+2+1+1-4-5: (2)+20+2+2+1+1+-4+-5: 19 GAME: Skielstregar rolls weapon23+2+2+1+1-4-10: (10)+20+2+2+1+1+-4+-10: 22 GAME: Skielstregar rolls weapon23+2+2+1+1: (1)+20+2+2+1+1: 27 (EPIC FAIL)
A metallic groan later, and Malefic is free. "Try- TRY AGAIN!" Forgotten Skielstregar roars as Telamon gives him a morale boost. The halberd whistles down, barely missing the creature, only for the two to go back and forth in a clash of weapons, sparks flying in all directions.
"Let ME BITE THEM- GET ME CLOSER. I WANT THEIR ANKLES."
"I AM TRYING LET THISS ONE FOCUSSS!"
GAME: Riptide advances the initiative order. Round Four - Init 11. It is now Verna's turn! Zeke is next! GAME: Riptide advances the initiative order. Round Four - Init 9. It is now Zeke's turn! Braelnoir is next!
GAME: Zeke rolls 1d20+29+1+1+2: (20)+29+1+1+2: 53 GAME: Zeke rolls 1d20+29+1+1+2: (5)+29+1+1+2: 38 GAME: Zeke rolls 1d20+29+1+1+2: (5)+29+1+1+2: 38 GAME: Zeke rolls 1d20+24+1+1+2: (19)+24+1+1+2: 47 GAME: Zeke rolls 1d20+24+1+1+2: (1)+24+1+1+2: 29 (EPIC FAIL) GAME: Zeke rolls 1d20+24+1+1+2: (9)+24+1+1+2: 37 GAME: Zeke rolls 1d20+17+1+1+2: (9)+17+1+1+2: 30 GAME: Zeke rolls 1d8+11+2d6+1d8+11: (6)+11+(7)+(2)+11: 37 GAME: Zeke rolls 1d8+11+2d6+1d8+11: (2)+11+(7)+(2)+11: 33 GAME: Zeke rolls 1d8+11+2d6: (5)+11+(6): 22 GAME: Zeke rolls 10d6: (29): 29
Zeke, becomes a blur of light and crystalline rainbows. His blue scales bend and weave as he sets Rai against the creature that dares to threaten his friends, his kin. His home. (Cuemoni) He burns with light and that light slams again, again, again into the center of the creature until it explodes in a rapturous explosion of dazzling glory. It's bits and pieces do not even remain, so consumed by the holy light is it. It is dead. Returned to the void from whence it came. One down, and few remain.
The group fights valiantly. The remaining two Void-touched aberrations are banished and cleansed on the weapons and spellwork of the valiant party. No one is dying here today. No one is stopping the cannon. No one is stopping Alexandria from defending itself.
Outside the structure...
The great shadow of the dragon spans the horizon, great wings outstretched as if they could blot out the sun itself. So great in size and scale, this monstrosity that it's visible in detail even from this far away from it. A flock of others accompany it, smaller, but no less fearsome. Dragons so black as to be living shadows.
Each of them are stricken. Voices in their minds, calling out.
"ALL FOR HETH! ALL FOR HETH! THE FIRST BORN! HAIL THE FIRST BORN"
Thousands of voices. The fallen of Dragonier, forced to worship their murderer's divine birth right.
And then a great thrumming. The hair on the back of the neck stands up. Energy. Building up. The great complex of the Spell Cannon opens wide and the barrel of the gun itself arises from the mountain, glowing with brilliant white light that seems to distort everything around it.
... and then it fires.