Prisoner Transfer - Part 3

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Log Info

  • Title: Prisoner Transfer - Part 3
  • 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.


You've escaped from the tiny fey and it's demonic friend of the time being, though a little rattled by the conflict, certainly. No doubt you can't afford too many more encounters like that as you move through the forest, dragging your unhappy prisoiners with you.

They're pretty aggravated.

Thoth snaps its beak at some of the prisoners. After all, they'd made that situation so much worse than it needed to be. It's watching them like a hawk still, but is taking up the rear. Ra is back to circling from above, watching for any dangers approaching.

"Alright, alright, lets keep moving! You're real welcome to be pissed off at us, just don't forget why you're in this situation to begin with and the fact we're doing our best to keep you alive." The small makari growls, already stumbling a bit trying to escape, finding theirself suddenly very back heavy. "Keep up and we'll keep you alright, alright?"

Aelwyn was definitely on a more active look out after their tussle with the demonic pair, hand occasionally sliding over his mane of quills and snarling quietly about these woods or another. The prisoners didn't get too much of his attention - as far as he was concerned, they were just unfortunate baggage he had to lug around. "Remember to prick yourself in case you are a mimic," He sourly comments to one of them, before turning to the rest. "If those things come back, what is the plan? This one doesn't think we can outrun them forever."

With the flying demon being their first harrier, it makes sense for Magpie to get as much use of the flight spell as she can, circling overhead and looking out for the party. "You can be annoyed on your own time, guys," she says, big eyes darting here and there, hoping that if there's more trouble in their way, her elevation will help her spot it first. "Demon forest, remember? You *pissed it off,* remember?"

You're moving as fast as you can, obviously, but it's not like it's easy to navigate a darkened, cursed forest with a bunch of chained up prisoners.

You hear distant crashes, no doubt the angry fey and it's odd, mentally generated energy armor.

You are leaving those sounds behind, however, and soon feel a bit more able to let down your guard.

A little.

The prisoners are keeping mum at this point, except for angry glares at people.

GAME: Thoth rolls Perception: (10)+6: 16
GAME: Thoth rolls 10+3: (1)+10+3: 14 (EPIC FAIL)

In response to some of the angry glares, Thoth starts flicking a spell between its fingertips. To let them know that it's watching them, and if they get uppity again, it will not let them get a pass. It protected them before, for it is what the Adventurers would do. But they are on a cease-fire. If they break that ceasefire...

"The plan is, oh gods damn it all, how does Slix manage all the time? What about you, Thoth." The small makari grumbles, interrupted by suddenly tugging at the base of one of their wings. "Anyways, well, right, plans, I'm not great at plans, it's a struggle enough to plan what I'm doing for dinner. Anyways well, Might be able to trap something long enough to let us escape, or if things get real bad, just stay together, right? I can at least teleport us farther away from them if we stick together."

"This one does not know. This one recommends you ask Slixvah." Thoth answers Eztli patiently.

Aelwyn lifts his head. "This one is not certain if Ribbon ever has a _plan_," The draconian remarks with a flash of his teeth. "Just creative adaption to the chaos." He takes in a deep breath and keeps walking a pace with the prisoners, glaive held over his shoulder as he looks into the darkness ahead. "Let us move with speed and leave this place."

"Creative chaos, that's me," Magpie affirms, having only half-heard Aelwyn.

She's not wrong though, the fireworks might still be audible, far behind them.

"And look; if it helps, you've been *super* nice prisoners and all, I can make sure you have the *good* dinner that they feed people trying to do some good around here, when we get back to camp?"

She has no idea if her word will *go* that far, but damned if she won't try.

GAME: Magpie rolls diplomacy: (15)+9: 24

They are at least a *little* mollified by the promise of dinner, even if they're none too happy with Magpie for obvious reasons. Still, it motivates them to keep following along.

...rather than trying to be a pain in everyone's bottoms, which they'd very obviously and dearly like to do. They're none too happy about having their plans foiled and spoiled or what have you.

Back on the way, you're back on track to getting out of the Felwood Just another couple of hours, likely, and you'll be out of here.

... probably.

GAME: Eztli rolls survival: (3)+1: 4
GAME: Thoth rolls Survival: (12)+1: 13
GAME: Aelwyn rolls survival: (9)+1: 10
GAME: Magpie rolls survival: (1)+2: 3 (EPIC FAIL)

"But you clearly have big flappy wings, surely you've got some wealth of knowledge, you talk real old at least." The small makari huffs, tugging at the wing a bit more with several irritable flaps. "Yeah, I'm sure there'll be something nice in there. I was talking more about the you know, wings, Aelwyn, Slixvah isn't dumb and I bet she can plan better than me. Regardless, we're here, and we need to make the best of it. Just gotta get back out of this forest, and it tends to stay within it's confines, mostly."

Aelwyn holds up his hand. "This one did not say neither of these things, Spelldancer is a fine planner." He replies defensively. "But this one has to ask of these wings later." Turning towards Magpie, the draconian cannot help but to flash his teeth. "This one admittedly did not think to see such an illusion like the one back there." He rumbles amusement, slowly relaxing as the conversation goes on. He nearly forgot he was in a deadly forest of deadly things that wanted very dead things to soon to be dead adventurers!

"It's funny," Magpie muses as her stomach growls, and her alert rings become lazy, loopy scribbles in the air. "I get that a *lot,* but like... Can *you* think of anything more likely to piss off a demon so much it can't do anything but try to smash it? ...Also d'you think they have boar cheeks back at camp? Cos I could *destroy* a pig's face."

Once again, the Felwood falls into the silence it is known for, an eery and ominous quiet unsettled only by the crunch of gravel and earth beneath your feet and the clanking, rattling roll of armor.

You're fairly sure you're on track, now, and the feeling of the forest is getting less over all oppressive with every moment that passes.

Despite distractions, and the feeling of the forest itself trying to throw you for a loop, you're able to keep oriented, passing by the very obvious rings of mushrooms that you *definitely* don't want to step in, between, or have anything to do with.

Small favors, they don't seem to want to have anything to do with you either.

Finally, as you find yourself on a proper trail for the first time in a while, you begin to hear the song of birds and the chirp of crickets as the hours bleed into twilight.

... a twilight where it feels like every branch of every tree is now pointed at *you*.

GAME: Aelwyn rolls perception: (1)+1: 2 (EPIC FAIL)
GAME: Eztli rolls perception: (17)+5: 22
GAME: Magpie rolls perception: (10)+10: 20
GAME: Thoth rolls Perception: (12)+6: 18
GAME: Thoth rolls 10+3: (4)+10+3: 17

Thoth clicks its beak in frustration as the songs of birds and crickets sound, but they still have not found their way back to base. Nature and exploring it are not what it would call its strong suit. And constantly watching the foolish prisoners adds more stress to the situation. That's when it senses the movement of a treebranch near them.

Perhaps it's just nerves. Perhaps it's irritation at something else. But the small War Golem's response is to suddenly turn towards the tree. Is it seeing things? It doesn't take time to consider that it is dealing with an illusion. Instead, a small red bead suddenly flicks up from one of the broken wings of its body, leaping up to the tree before...

Erupting into a detonation of flames!

Look night-time in a forest is generally always creepy. Night is when the beasts and monsters come out to murder pig faces.

Night-time in *this* forest is creepy, squared. Creepiness that multiplies in on itself until the tension is too heavy *not* to break, and this is why right before the explosion happens, Magpie darts from the sky down among the prisoners with a loud "Nope, nope, nope, *don't like *that!**"

And then the boom.

Silence, for a moment, then a small "Did you get it?"

GAME: Thoth casts Fireball. Caster Level: 5 DC: 20
GAME: Thoth rolls 5d6+2: (17)+2: 19

"What was that? Any of you step on some twigs? It's not any of the sticks up the other group was it?" Eztli wonders, peering up at the treetops. Treetops which are suddenly bursting into flame. "Ah, gods damn it, trees are moving in this spot! Let's keep moving now, preferably out from underneath them!"

Aelwyn was relaxing even more and more as they started to near sections of the forest that were not depressed with imminent death. "See, nothing to-" He begins - before there is a sudden large detonation of flames near him. Confused and bewildered, the draconian takes a step back with a loud snarling hiss, glaive already in hand and standing in front of the prisoners.

"What in the cursed name is going on?" The ruddy sith-makar hisses and glances towards Eztli. "The trees?" Oh no. He glances at the Magpie. "That doesn't sound like just some swaying trees." He breathes with another curse muttered under his breath, but reaches for the nearest prisoner to yank them along. "

The fire lights up one of the trees, that's for sure, and scorches the other. Ahead of you, a solitary, twisted and gnarled oak raises itself off its roots and begins to walk towards you.

A smile spreads on its trunk, eyes opening as green-yellow baleflames fill its eye-sockets.

And it's coming towards you.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Whirlpool has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for Whirlpool to instruct you further. You may earn RPP by logging a scene for a GM.

For in-combat commands, type: +thelp.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-

GAME: Whirlpool advances the initiative order.
Round One - Init 24.
It is now Thoth's turn! Magpie is next!
GAME: Thoth refreshes spells.
GAME: Thoth casts Fireball. Caster Level: 5 DC: 20
GAME: Thoth casts Mage Armor. Caster Level: 5 DC: 16
GAME: Thoth casts Haste. Caster Level: 5 DC: 18

As the evil bale-fire-lit ent rises up, Thoth complains; "This one is starting to recall why it does not enjoy nature." As it touches the Ankh at its chest and speaks a quick invocation. "May thine steps be ever quick, mine allies. Go!" It casts out, causing a glimmer of that Ankh to appear above all of its allies as well.

GAME: Whirlpool advances the initiative order.
Round One - Init 20.
It is now Magpie's turn! Corrupt-ent is next!
GAME: Magpie casts Grease. Caster Level: 7 DC: 16
GAME: Magpie rolls ranged+1: (13)+6+1: 20
GAME: Whirlpool rolls 1d20+13: (5)+13: 18
GAME: Magpie rolls 1d6+3: (3)+3: 6
GAME: Whirlpool advances the initiative order.
Round One - Init 18.
It is now Corrupt-ent's turn! Eztli is next!
GAME: Whirlpool rolls 1d20+16: (17)+16: 33
GAME: Whirlpool rolls 2d6+7: (5)+7: 12

Fire. And pain. And energy rays. Those are annoying, if we're honest. The prisoners are getting further behind you, now, hoping to get some space so they don't all get trampled by the thing when it charges in.

... which it does, roaring with laughter. To get to the soruce of those rays, fire and pain, however, it must first get through Aelwyn, who is out front.

... and so it smashes into him, throwing a great fist made of intertwined branches direfctly into him with a powerful *crunch*.

GAME: Whirlpool advances the initiative order.
Round One - Init 16.
It is now Eztli's turn! Aelwyn is next!

"Okay so you didn't get it," Magpie says, eyes widening as the titanic -- to her, sometimes being a smol is pain -- hellfire-eyed tree comes lumbering toward the party. Realizing that as a licensed adventurer, she should probably *do* something about it, the gnome sighs, steps out of the knot of prisoners, and beings a hand up to kiss her ring. "So uh... *that* needs to stop."

Tracing a sigil in the air with the gem of the ring, she weaves a knotwork of purple-orange fire, lashing her hand out once complete to gather the whole mess into a ball and *squeeze.* Thrusting her hand toward the treant, she bark a word made of syllables that clench around the hindbrain, and a line of streaming, firey light leaps forth.

It strikes the treant dead center, and seems to wither away its awesome might... ...a bit.

A bit is still not nothing, though.

GAME: Eztli rolls 1d20+9+1: (15)+9+1: 25
GAME: Eztli rolls 1d20+9+1: (6)+9+1: 16
GAME: Eztli rolls 1d20+9+1: (10)+9+1: 20
GAME: Eztli rolls 4d6+1+4: (17)+1+4: 22
GAME: Eztli rolls 4d6+1+4: (14)+1+4: 19
GAME: Eztli rolls 4d6+1+4: (16)+1+4: 21
GAME: Whirlpool advances the initiative order.
Round One - Init 11.
It is now Aelwyn's turn! Thoth is next!
GAME: Eztli casts Scorching Ray. Caster Level: 10 DC: 19
GAME: Aelwyn rolls weapon11-3+2+1: (7)+14+-3+2+1: 21
GAME: Aelwyn rolls weapon11-3+2+1-5: (18)+14+-3+2+1+-5: 27
GAME: Aelwyn rolls weapon11-3+2+1: (17)+14+-3+2+1: 31

The trees are proving surprisingly violent, and some more mobile than others even as they were trying to avoid being discovered. "Think we gotta get rid of them before we keep on." The small makari growls, snapping their fingers and summoning three bolts of flame that smash into the ent. "Careful, it's not quite right? Not burning like well, a tree should." They warn.

GAME: Aelwyn rolls damage11+9+1d6: aliased to 1d10+5+9+1d6: (10)+5+9+(2): 26
GAME: Aelwyn rolls damage11+9+1d6: aliased to 1d10+5+9+1d6: (1)+5+9+(1): 16
GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Two - Init 24.
It is now Thoth's turn! Magpie is next!
GAME: Thoth casts Scorching Ray. Caster Level: 5 DC: 19
GAME: Thoth rolls ranged+1: (17)+7+1: 25
GAME: Thoth rolls 4d6+2: (10)+2: 12
GAME: Whirlpool advances the initiative order.
Round Two - Init 20.
It is now Magpie's turn! Corrupt-ent is next!

Aelwyn twists his head around and then he sees the splitting of the tree, that vicious grin. Hellfire. And he grits his teeth, exposing them - just in time to be firmly smacked into. He takes a heavy tumble, but beyond a groan of pain he stands up straight. "Oh, why never anyone listens when this one suggested burning these woods?" The draconian says, teeth exposed.

The masterfully crafted glaive rises, its blade thrumming alive with fire, and with hastened blood, he rushes forwards. Dancing, swaying, cutting and hatefully hacking at the creature in a way that seems a little unbecoming of the fancy weapon.

GAME: Whirlpool rolls 1d20+8: (19)+8: 27
GAME: Whirlpool advances the initiative order.
Round Two - Init 18.
It is now Corrupt-ent's turn! Eztli is next!

Thoth is quick to join up on Eztli. Stepping besides them in a bit of a 'formation' and starts supporting them with more scorching rays. In that, well, it can cast one. It isn't as established an arcane caster as the Makari, but it certainly is going to do its very best!

GAME: Magpie rolls ranged+1: (12)+6+1: 19
GAME: Whirlpool advances the initiative order.
Round Two - Init 16.
It is now Eztli's turn! Aelwyn is next!
GAME: Whirlpool rolls 1d20+19: (10)+19: 29

When you're not certain what you should pull out of your bag of tricks as a hell-tree is lumbering toward you... Magpie chooses to default to conventional wisdom; shoot it in the godsdamned face. Unlimbering her crossbow, she takes a moment to infuse the bolt with a spark of her chaos-tinged will, aims, and fires.

  • plink*

...Well *that's* not good.

"...Starting to think nature could use some nappy-bye time, here!"

GAME: Whirlpool rolls 2d6+7: (3)+7: 10
GAME: Whirlpool rolls 1d20+19: (11)+19: 30
GAME: Whirlpool rolls 2d6+7: (8)+7: 15

Treants aren't stupid. Aelwyn is in the way -- he's in the way! --- and it doesn't like that. Sure, it could try to bowl over hin, but then it'd just chase him around, hacking at him. Be a real nuisance. It clearly makes a decision. Rather than deal with him directly, it smashes one vined-wrapped fist into his breast plate, massively denting it, and the other grabs hold of th3e haft of his glaive, crushing with all its might. The metal groans and threatens to give before he's able to get it back.

No harm to him -- not directly...

The massive, smoldering, embering treant lets out a dull, crackling laugh.

GAME: Whirlpool advances the initiative order.
Round Two - Init 11.
It is now Aelwyn's turn! Thoth is next!
GAME: Whirlpool reverses the initiative order.
Round Two - Init 16.
It is now Eztli's turn! Aelwyn is next!
GAME: Eztli casts Fireball. Caster Level: 10 DC: 20
GAME: Eztli rolls 10d6+10: (38)+10: 48
GAME: Whirlpool rolls 1d20+4: (17)+4: 21
GAME: Whirlpool advances the initiative order.
Round Two - Init 11.
It is now Aelwyn's turn! Thoth is next!
GAME: Aelwyn rolls weapon11-3+2+1: (11)+14+-3+2+1: 25
GAME: Aelwyn rolls weapon11-3+2+1: (15)+14+-3+2+1: 29
GAME: Aelwyn rolls weapon11-3+2+1-5: (9)+14+-3+2+1+-5: 18

"Hey! Why don't you try to smack me around? Here I am, all vulnerable and stuff!" The small makari shouts, lobbing a small bead of fire through the air, where it lands and explodes into a massive sea of flames, though it doesn't scorch as well as might be hoped. "Might help you stop getting turned into Kindling, too!"

GAME: Aelwyn rolls damage11+9+1d6: aliased to 1d10+5+9+1d6: (5)+5+9+(2): 21
GAME: Aelwyn rolls damage11+9+1d6: aliased to 1d10+5+9+1d6: (8)+5+9+(5): 27
GAME: Aelwyn rolls damage11+9+1d6: aliased to 1d10+5+9+1d6: (8)+5+9+(3): 25
GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Three - Init 24.
It is now Thoth's turn! Magpie is next!
GAME: Whirlpool advances the initiative order.
Round Three - Init 20.
It is now Magpie's turn! Corrupt-ent is next!
GAME: Magpie casts Burning Hands. Caster Level: 7 DC: 16

Aelwyn was preparing to take in another of those whopping slams from the creature's fist, not minding all the flames around him. It was quite thrilling, making his feet light and his glaive b-

The glaive gets grabbed and Aelwyn's eyes widen, as the solid haft starts to creak under the pressure. "NO!" He snarls and yanks his blade back; he doesn't even register the heavy blow he gets to the breastplate. With renewed fury, the Dragoon descends onto the creature, slicing and dicing.

GAME: Thoth casts Scorching Ray. Caster Level: 5 DC: 19
GAME: Thoth rolls Ranged+1: (3)+7+1: 11

Flanking Eztli, Thoth continues to fire flames at the Treant. But it's quickly becoming clear that Thoth is well over-extended on what it can do after this whole mess transporting these people across this devilish forest! It isn't certain how long it can keep this up, but it does take a moment to glance at the Prisoners to make sure they're not up to no good.

GAME: Whirlpool rolls 1d20+: (8)+: 8
GAME: Magpie rolls 5d4: (17): 17
GAME: Thoth rolls 4d6+2: (15)+2: 17

Slipping around to stand opposite Thoth behind Aelwyn, Magpie claps her hands together over her mouth, says something indecipherable and possible rage-twisted against her palms. Whipping them away, the little gnome looses a gout of lilac and pea-green fire that washes over the treats. Little casters have little spells, but they can still do some big hurts at need.

GAME: Whirlpool advances the initiative order.
Round Three - Init 18.
It is now Corrupt-ent's turn! Eztli is next!

Too much fire.

Corrupted as it is, it doesn't want to chance on burning to death. The initial fireball ruined it's carefully plotted attempt to snag the group, and now there's -so much more-.

With bark flaking away from it, it simply decides that discretion is the better part of valor, and withd raws towards the other trees, trying to get them between them so that they offer it protection.

Nope. Time to go.

GAME: Whirlpool advances the initiative order.
Round Three - Init 16.
It is now Eztli's turn! Aelwyn is next!
GAME: Eztli casts Fireball. Caster Level: 10 DC: 20
GAME: Whirlpool rolls 1d20+3: (16)+3: 19
GAME: Eztli rolls 10d6+10: (38)+10: 48
GAME: Whirlpool advances the initiative order.
Round Three - Init 11.
It is now Aelwyn's turn! Thoth is next!

"Hey, don't think you can just do that and get off Scott free! If you want this forest to be like this, you're in the way of it getting better!" The small makari growls, conjuring another bead of fire and hurling it through the treeline where it explodes into an inferno around the ent. "Now's our chance, get the prisoners moving before something else shows up!"

GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Four - Init 24.
It is now Thoth's turn! Magpie is next!
GAME: Whirlpool advances the initiative order.
Round Four - Init 20.
It is now Magpie's turn! Corrupt-ent is next!

Aelwyn was bracing for another strike from the large tree - but then it takes the other route. The Dragoon straightens and he gestures with his hand at the foul creature. "Yes, beat it!" Turning around, face still a mask of fury, he reaches for the prisoners and then taps the nearest one in the chest. "Prisoners owe this one armor." He hisses, before he starts to push the others along.

GAME: Whirlpool removes the timestop.

Timestop by Whirlpool has left.

"Hooo," Magpie breathes, as the lumbering mass of infernal plankage turns, to find a new target for its deviltry. "...Yeah okay all in favor of not staying here a second longer say aye *just kidding let's go go go.*"

Because, look, the prisoners aren't the only ones who would like to not be eaten. Magpie just didn't do anything to *deserve* it, is all.

With Eztli making one heck of a state in regards to their 'firepower', Thoth is quick to motion at the 'prisoners'. "This one urges you - Come, move, before another joins in." It chirps at them, motioning at them to get moving already! "Go go!" It repeats. "Go go!" Chirp!

"Hey, armor is part of the gig. That's on you," replies one of the formerly armored prisoners.

They're not about to take that one layin down!

Still, the flight of the treant is enough to get you on the move, and swiftly, and it does seem that this was the last threat between you and freedom, as you break out of the tree line of the Felwood into the dim light of Elune's grace.

"Then the next time this one shan't stand in the way - it is no longer worth the reward, after all." Aelwyn replies to the prisoners dryly, before with a irate flick of his tail he carries forward, forcefully hurrying the prisoners along until they are finally, finally outside those cursed woods