Prisoner Transfer - Part 2
Log Info
- Title: Prisoner Transfer - Part 2
- GM: Whirlpool
- Characters: Thoth, Eztli, Magpie, Aelwyn
- Location: The Felwoods
- Summary: Adventurers drag prisoners out of the Felwood - follow up to No Fun In the Woods.
... THOOM!
A tree is uprooted and goes spiralling ver onto its side in a shower of earth and spliter and root.
Something has arrived, all right, and you're at least better prepared on the account of Thoth's warning. It's here!
... but it's also not here. As the dust settles, the creature that has been stalled for can not be seen.
... until your eyes adjust, and you see the tiny, tiny nimbus of light at its center. A tiny, winged nimbus of light, growing with the balefire aura of the hells.
Power rolls off it and it begins to move forwrad, massive foot steps 'falling' beneath it. It charges towards you.
... it's fey bull rush time.
As the invisible fey-like thing approaches, Thoth's eyes get a pretty good look at it. Ra lands back on its shoulder and hoots, at which Thoth nods. "It appears to be a corrupted Fey. This one believes the intense telekinetic power we see is something we can blast through. After which, the Fey itself isn't so bad to deal with." It informs the crew.
"This one believes this is a most unfortunate end for this Fey, to have been infused with demonic wrath like this."
GAME: Whirlpool advances the initiative order.
Round Four - Init 10.
It is now One O'clock Vrock's turn! Eztli is next!
Above you, the badly injured Vrock takes himself even higher, seeking to 'enjoy the show' from a vantage point out of reach.
... it hopes.
GAME: Whirlpool advances the initiative order.
Round Four - Init 8.
It is now Eztli's turn! Aelwyn is next!
GAME: Whirlpool advances the initiative order.
Round Four - Init 5.
It is now Aelwyn's turn! The Adventurers is next!
GAME: Eztli casts Wall of Fire. Caster Level: 10 DC: 21
"Not sure what the hell is there, but well, ah, shit. "Once we're done with this one here I'm coming up there to rip you back down to the ground!" The small makari growls, more bark than bite as she wasn't entirely sure if she could even get airborn. Instead the weave a long flaming lash out of thin air, that snaps across the ground, erupting into a large barrier of fire right in the path of where the ground creature was trampling.
GAME: Aelwyn rolls intimidate: (17)+13: 30
GAME: Thoth refreshes spells.
GAME: Thoth casts Mage Armor. Caster Level: 5 DC: 16
GAME: Whirlpool advances the initiative order.
Round Four - Init 5.
It is now The Adventurers' turn! Magpie is next!
Aelwyn had to glare several times in the direction of the fey - but then his lips peel away from his sharp teeth, as the forest in front of him is set on fire. "Good." Striding aside, he swoops his flaming glaive down in huge swings by the very end of the hilt. Quickly he turns, sucking up the flames in a tornado around him and then slashes down. "This one has been waiting to watch this place and everything to burn." His ruddy scales glimmered with the fire.
Now there's fire.
The lot of them are shouting even more now which is really not helping the situation -- or their ability to hide. Being tied up this close to awfulness is really not their thing.
GAME: NEW ROUND!
Whirlpool advances the initiative order.
Round Five - Init 19.
It is now Magpie's turn! Dirk is next!
GAME: Whirlpool advances the initiative order.
Round Five - Init 12.
It is now Dirk's turn! Thoth is next!
GAME: Thoth casts Blindness-Deafness. Caster Level: 5 DC: 17
"Hey guys, since we have *helpless prisoners we need to protect,* maybe we should be somewhere where they won't *yell so much and ruin the disguise?!*" Magpie says over the roar of the crackling flames... Then snatches a mote of magic out of the air, rolls it around in her palms for a moment while muttering something to herself... Then hurls the magical fleck at the illusion, exercising just a bit of will over the image itself.
The statue's jaw drops open and closes, as if some artifice nightmare at a dwarven calzone restaurant, ostensibly for young'uns.
But what comes out of its mouth is *not* fit for family entertainment. Not even if it was in a language other than Sylvan.
Guesstimations on the pixie's heritage.
Besmirching the honor of its notional queen.
Speculations on *what* that queen favors, when she's besmirching.
And, for good measure, declarations on the vrock's preference for watching, and what that means for his ability to perform.
"Can we just, like, go?"
GAME: Whirlpool rolls 1d20+2: (4)+2: 6
"This one believes, this art fighting retreat. But this large angry Fey will keep up easily." Thoth is constantly moving with the prisoners, trying to keep the train moving. But the whole 'giant Fey force-projection' is something it is rather concerned with.
"This one will try something." It then remarks, motioning towards the little Fey at its center... black fog starting to settle within the zone...
"If this one can blind it, it shant find us no longer." It remarks. As the fog takes over the Fey... and permanently blinds the little thing within.
"Now, this one request thee halt thine ceaseless screaming and useless struggle, and march on to the checkpoint." It then demands of the prisoners with a neutral tone - as it begins to move... more stealthily.
GAME: Thoth rolls Stealth: (1)+9: 10 (EPIC FAIL)
GAME: Whirlpool advances the initiative order.
Round Five - Init 12.
It is now Thoth's turn! It's Time! is next!
GAME: Whirlpool advances the initiative order.
Round Five - Init 11.
It is now It's Time!'s turn! One O'clock Vrock is next!
GAME: Whirlpool advances the initiative order.
Round Five - Init 10.
It is now One O'clock Vrock's turn! Eztli is next!
Now in the sky above, the Vrock is looking on as the magic afflicts its Fey comrade.
The spirte, now struck blind by the weight of Thoth's judgment, whirls around towards the vulgarities directed at it. The enraged fey waves irs arms over his head before charging in that direction, smashing through the illusion and slamming into a tree, breaking it in half and sending a shower of dirt and splinters in all directions.
GAME: Aelwyn rolls weapon11-3: (17)+14+-3: 28
GAME: Whirlpool advances the initiative order.
Round Five - Init 8.
It is now Eztli's turn! Aelwyn is next!
GAME: Aelwyn rolls damage11+9+1d6: aliased to 1d10+5+9+1d6: (4)+5+9+(1): 19
GAME: Eztli rolls 10d6: (32): 32
GAME: Whirlpool rolls 1d20+7: (3)+7: 10
GAME: Whirlpool advances the initiative order.
Round Five - Init 5.
It is now Aelwyn's turn! The Adventurers is next!
Seeing that the creature seems to pay no mind to the flames, Eztli huffs and stumbles a bit after having to rebalance. "One's down, think if the other's gone more are on their way?" Eztli onders, conjuring another spell, though this time is crackles through the air, releasing in a sudden, bright bolt of lightning. "If we gotta get rid of it, so be it!"
GAME: Aelwyn rolls weapon11-3+2+1: (18)+14+-3+2+1: 32
GAME: Aelwyn rolls damage11+9+1d6: aliased to 1d10+5+9+1d6: (6)+5+9+(4): 24
GAME: Whirlpool advances the initiative order.
Round Five - Init 5.
It is now The Adventurers' turn! Magpie is next!
Aelwyn turns around on his step, briefly getting sight of the... statue? "... what...?" He lets out quietly, seeing it in all its might. Just before the splintered. Shaking off his confusion, he raises his glaive. "This one agrees, the longer we stay, the longer these woods have time to thrust their nightmares upon us!" The draconian calls out, moving to stand between the prisoners and the fey, smacking the creature along the way.
Tail sliding behind him, he glances. "This one shall cover the retreat, move quick!"
... really, between the fey and the demon vulture and the fire and the lightning and the illusion, those adventurers (former adventurers, really, they are SO losing their licenses for criminal ventures) are trying to move out of the way now, actively. They're tied up, chained up really, so it's harder for them, but they ARE trying.
There's really no time for them to try to make an escape, but they are not exactly being quiet about it. Can't be helped.
GAME: NEW ROUND!
Whirlpool advances the initiative order.
Round Six - Init 19.
It is now Magpie's turn! Dirk is next!
GAME: Magpie casts Fly. Caster Level: 7 DC: 18
GAME: Whirlpool advances the initiative order.
Round Six - Init 12.
It is now Dirk's turn! Thoth is next!
GAME: Whirlpool advances the initiative order.
Round Six - Init 12.
It is now Thoth's turn! It's Time! is next!
With an ear-twisting word, Magpie hurls herself from the ground, balancing on pillars of yellow-purple energy, streaming from her palms and boot-soles, as she darts after the fleing prisoners.
"Awesome idea!" she says from above their heads, grinning. "But don't get too far ahead; all the people we're leaving behind are the people whose job it is to keep you from getting eaten up by the forest you were happily pissing off, so... Miiiiight wanna make it a walk, cos that eye's still up there and he might want some more entertainment."
Look, Magpie has a job to do! Losing prisoners would be a fail condition, and she did *not* think up the wrld's most insulting angel just to fail *now.*
GAME: Thoth rolls WIzard+Intelligence: (17)+5+5: 27
GAME: Thoth casts Magic Missile. Caster Level: 5 DC: 18
GAME: Thoth rolls 3d4+3+2: (6)+3+2: 11
GAME: Whirlpool advances the initiative order.
Round Six - Init 11.
It is now It's Time!'s turn! One O'clock Vrock is next!
GAME: Whirlpool rolls 1d100: (96): 96
Thoth is moving with the prisoners. As paradoxical as it is, it is not going to permit them to die in this place to these demons and corrupted fey-spawn. As it moves, it opens its fingers, sending force missiles from them to impact against the Vrock, whittling away further at its defenses.
"Keep moving." It signals to them. Not that it knows what way to go, it isn't that great with directions when it doesn't have a clear map. But it's trying its very best!
GAME: Whirlpool advances the initiative order.
Round Six - Init 10.
It is now One O'clock Vrock's turn! Eztli is next!
GAME: Whirlpool advances the initiative order.
Round Six - Init 8.
It is now Eztli's turn! Aelwyn is next!
You know, the Vrock is squawking loudly. Is it ... directing the sprite?
Somehow?
Yes, it is. The sprite seems to understand, turning and swinging at Aelwyn, but it's 'fist' goes clear over his head.
GAME: Whirlpool advances the initiative order.
Round Six - Init 5.
It is now Aelwyn's turn! The Adventurers is next!
Having lost access to one enemy, and having no clue if they were even harming the other at all, Eztli decides that discretion is the better side of valor for the time being, Eztli turns tail and runs. "Is that thing invisible or what? If any one of you has a way to tell I might be able to restrain it, but if it's too close, It'll just shunt it out of the field!" She shouts to the others.
Aelwyn looks up and then back down at the creature he was facing. "Tch!" The draconian hisses as he retreats with the rest, staying in between their assailants and the group. "To me the real threat is up in the air."
Which gives him a perfect excuse - to give the middle finger to the creature in the sky. His new favorite gesture!
"Unless there is a way to drop it from the sky, our feet should be fast."
...crash! Thud! BOOM. CRASH.
The sounds remain audible as you noisily retreat. It's just that *those* sounds are louder than *your* sounds. The Vrock is clearly trying to indicate where you are, but someone is just too angry to listen. One could say...
... they're blinded with anger.
In any event, you're beginning to put some distance between you and it when Magpie is forced to let go of the loudly sylvan-swearing illusion that's been distracting it.
And the Vrock, too, is hanging back.
You're not out of the woods yet, but you're getting there.