An Ill Chill Wind, part 3
Log Info
- Title: An Ill Chill Wind, part 3
- Emitter: Cryosanthia
- Characters: MAC-B1G, Braelnoir, Cryosanthia
- Place: A06: Lower Alexandrian Gardens District
- Time: Tuesday, November 10, 2020, 2:14 PM
- Summary: Combat continues. The giant, egalrin sized rotting crow is brought down and explodes into a swarm of crows that stream out of the four bisected pieces. The little rotting birds attack Braelnoir, blinding her, while the Witchcrow continues to taunt her at a distance. The female guard is tied up with the soccer teams, as they both try and take each other down; the male guard is still reluctantly assisting the adventurers. Braelnoir, raging, keeps charging after and attacking where she hears the Witchcrow. The Witchcrow uses stealth and ventriloquism to lead her into danger, past the Angry guard and up to one of the burning trees. There appears to be some kind of ooze in the tree's sap. Braelnoir is attacked by sharpened spikes that shoot out of the bark. The guard moves up to assist, and MAC-B1G moves in to pull Braelnoir out, when the Witchcrow tries a daring taunt to lead Braelnoir into the heart of the burning grove and past her allies who will attack her. Unfortunately, he sets himself on fire in the process, becoming a perfet target. On the verge of collapse, Braelnoir destroys the Witchcrow. MAC-B1G is able to destroy the thing in the tree, and everyone calms down eventually.
- APL: 8.5
- Encounters: CR8 XP4800, (CR9 XP6800 is Neutrals mis-managed)
- (1) CR6 XP2400 Emotion Ooze, Anger as 'The Anger'
- (1) CR3 XP800 WitchCrow as Maverick, Ghisha's Familiar
- (1) CR3 XP800 Murder of Crows, as exploded Murder Crow
- (1) CR4 XP1200 Urban Ranger as Shiny Boots the Guard (neutral/ally)
- (1) CR3 XP800 Guard Officer as Jasmine the Guard (neutral/ally)
- (1) CR2 XP600 Basic Swarm as Two Soccer teams (neutral/ally)
-=--=--=--=--=--<* A06: Lower Alexandrian Gardens District *>=--=--=--=--=--=-
The city is divided, unofficially, into Upper Alexandria and Lower Alexandria. The Upper resides further up on the slope of the mountain, and rests to the east of the great river. The Lower resides to the west of it, and if the Lower could be said to have a heart, this verdant park might be its center.
Amid all the bustle of the Lower City, its Gardens District provides a peaceful respite. The warmth of Althea holds sway here, and though Daeus receives the occasional nod, this is clearly Her domain. She shares it with Dana, in the verdant green of this area. Vines and trees, remain green no matter the season and numerous flowers bloom along the park's walkways. Faerie-light lanterns hang from branches and along hedgerows.
A number of shops may be found here, most notably the city hospital, for which the park was originally built. Though now open to the public, the gardens by and large, remain underneath the hospital's care. However, in the Althean tradition, much of the work is provided by volunteers.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-
-=--=--=--=--=--=--=--=--=--=--=-- Appearing --=--=--=--=--=--=--=--=--=--=--= MAC-B1G Drab gray primarily metal humanoid with cyan-lit optics Braelnoir A tall, pale Acanian woman, branded in silver. Cryosanthia A dashingly tall, elegant white-scaled lizard woman. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- -=--=--=--=--=--=--=--=--=--=--=-- As the GM --=--=--=--=--=--=--=--=--=--=--= Cryosanthia A dashingly tall, elegant white-scaled lizard woman. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-
MAC-B1G did not expect the one to become many. Not while also remaining animate. It defaults to the weapon in hand (and on shoulder) as it releases more magicite-nethercite particules which mutually annihilate and release copious amounts of energy.
Braelnoir brings her scythe around with a yowl of outrage, catching the tip between cobblestones and ends up tripping to the ground over it.
Shiny Boots has retrieved his axe. He turns in time to see the crow explode... into more crows. He stays put and complains, "I'm too old for this shit!"
Meanwhile, the post-game riot has commenced, with Face right in the middle of it.
And everyone gets angrier... '
EVENTS: An Ill Chill Wind part 3 is scheduled to start RIGHT NOW! GAME: Braelnoir used a Alchemist's Fire. GAME: Cryosanthia rolls 2d6: (9): 9 GAME: Cryosanthia rolls 2d6: (3): 3 GAME: Murder of Crows damaged Braelnoir for 9 points. 72 AND 7 TEMP HP remaining. <OOC> Cryosanthia says, "no damage MAC-B1G. DC13 Reflex Braelnoir, they're clawing at your eyes" GAME: Braelnoir rolls reflex: (6)+5: 11 GAME: Cryosanthia rolls 1d4: (3): 3 <OOC> Cryosanthia says, "So... you are binded for 3 days until this is healed with remove blindness." <OOC> Cryosanthia says, "there is also a fort save DC13" GAME: Braelnoir rolls fortitude: (12)+11: 23
Rotting crows are falling out of the swarm, destroyed by the golem's death rays, but it's not enough to completely disperse the swirling mass of claws and fetid feathers. While both the golem and the merc are stuck in the cloud, they have a viscious focus and the korrite takes the brunt of her damage.
Welts are raised, that immediately start itching, on exposed skin. And her eyes, they're relentless, going for her eyes until she's blinded and her face is a mess blood.
Somewhere, high up, there's a smug cawing. "Braelnoir."
And a vile Witchcrow gives her the eye, an Evil Eye.
<OOC> Cryosanthia says, "And that's a Will save, DC14" GAME: Braelnoir rolls will: (3)+4: 7 GAME: Cryosanthia rolls 1d6: (5): 5 GAME: Note Evil Eye -2 saves added to Braelnoir with a duration of 5 rounds.
Braelnoir really wants to kill this bird. She is raging, surrounded, angry, and blind.
<OOC> Cryosanthia says, "under 50 is the miss on the swarm" GAME: Braelnoir rolls 1d100: (26): 26 <OOC> Cryosanthia says, "I'll say 1 in 3 you moved closer to the guard" <OOC> Cryosanthia says, "1 is 'could hit guard'" GAME: Cryosanthia rolls 1d3: (2): 2
In the wake of her sudden hostile makeover, Braelnoir's face a sightless ruin, the mercenary unleashes a primal roar of pain and rage. Staggering blindly toward where she thinks her enemy is, swarmed by the flapping blighters, she flails her scythe around, trying to thin the cloud, but so disoriented and wild, she manages to dislodge not so much as a tenuously anchored feather, "GHIIIIISSSSSSHAAAAAAAAAAAGHHHHHHHHH!!!!!!!!"
<OOC> Cryosanthia says, "DC23 (20 + lvl 3 artificer). roll is 1d20+Cast Level +ability bonus" <OOC> Cryosanthia says, "Provokes, but, Swarm does not take AOO and Guard is out of range" GAME: MAC-B1G rolls 1d20+9+intelligence: (11)+2: 22 GAME: MAC-B1G casts Displacement. Caster Level: 9 DC: 15
The contstruct notes that unit designate Braelnoir is the focus of the aggression, and appears possibly hindered at the moment. "Engaging countermeasures," it notes, plucking a cannister of prepared particulates to pour upon Braelnoir as a visual chaff. The canister never makes it that far, however, as one of the many acrimonious animated avian accosters impacts and knocks the cannister to the ground. There its contents are spilled impotently upon the earth.
The dirty fighting has started over by the soccer pitch. The players are teenagers, late teens, large, athletic, almost adults and some of them with as much sense as they'll ever have. They also favour kicking. A few shots to the crotch don't have the desired effect on Jasmine, which is the actual name of the guard they've been calling 'Poo Face', beyond pissing her off. Cleats to the rear are not appreciated, nor when they hit higher. She manages enough self-control to stick to less-than-lethal attacks, but she's laying into them with a sap like she means it. She'll teach these ball-kickers a thing or two.
A couple of them go down, but she's got nearly two teams to deal with, all of them offside.
Shiny Boots, almost too close to Braelnoir and MAC-B1G says, "Wanna give me some advice here Luv? The damn bird is in the trees and I'm out of things to throw."
That pulse, that beating pulse of anger happens again. It's almost visible this time, as if the very grass shudders from it, and all calm inner emotions are blown away.
GAME: MAC-B1G rolls will+4: (7)+4+4: 15 <OOC> Cryosanthia says, "DC20, so everything lights up as Foe again"
"Braaaaelnoir!" That cawing, that hated cawing. It sounds close to the ground! On the ground! Tauntingly close. It's moved somewhere behind Shiny Boots in the stand of those eerie trees.
Trees which crackle loudly. The alchemical fire caught, and the sap, the natural pitch, and the thin evergreen foliage has set the stand on fire. Flames that burn as hot as the anger emananting from them.
The flapping, fetid, foul fowls flow flashingly and flay the furious frenemies. Fuck!
GAME: Cryosanthia rolls 2d6: (6): 6 GAME: Cryosanthia rolls 2d6: (7): 7 GAME: Murder of Crows damaged Braelnoir for 6 points. 72 AND 1 TEMP HP remaining. GAME: Murder of Crows damaged MAC-B1G for 4 points. 77 HP remaining. GAME: Braelnoir rolls fortitude-2: (7)+11+-2: 16 GAME: MAC-B1G rolls fort+4: (11)+10+4: 25 GAME: MAC-B1G rolls reflex: (13)+10: 23
Little claws rake across Braelnoir and MAC-B1G. The merc is already in a blind rage, the golem is getting there as tiny claws find sensor ports and pull on things they shouldn't.
GAME: Braelnoir rolls 1d100: (65): 65 GAME: Braelnoir rolls 1d100: (17): 17 GAME: Braelnoir rolls melee-3: (13)+13+-3: 23 GAME: Braelnoir rolls 2d4+19: (7)+19: 26 <OOC> Cryosanthia says, "Okay, you've destroyed the swarm of crows"
Braelnoir, unable to see, can only go by what she can hear, and what she can hear is.... the damned bird is over THERE! Still beset by the cloud of birds, the Korite staggers toward her fate and, defiantly sets her scythe to work in a dome of interlaced flashes of blade, leaving clouds of feathers and sullied ichor to scatter around her, though some larger presence within her reach may have just marely evaded the bloodthirstay swings.
"What the Hell!" Shiny Boots shouts in Braelnoir's face. He's a lot closer than the bird, and that scythe... well it wasn't close at all, but it's the thought the counts.
The angry thoughts.
<OOC> Cryosanthia says, "Do you want to roll for MAC, Brael? Ranged is +10, damage is 5d6+2, looks like" GAME: Braelnoir rolls 1d20+10: (1)+10: 11 (EPIC FAIL) <OOC> Cryosanthia says, "Well... MAC isn't blinded, so no hitting friends."
The construct rotates its torso thirtynine and a half degrees. Its nethercite particle emitter is raised.
>>ZOT<<<
There's a funny sensation across the small of the merc's back as the beam passes her, almost hitting, and misses the bird completely.
Wock! Thock! Crunch! Smack! Thwap! Jasmine is giving almost as good as she's getting. A few more kidults go down with broken noses or are knocked straight unconscious. She's getting kicked in the knees, the back, the stomach. It's not quite half-time, but it's getting there.
The trees, keep burning.
<OOC> Cryosanthia says, "atheletics DC10 for slippery grass" GAME: Cryosanthia rolls 1d20+4: (4)+4: 8
"Kill the frellin' Bird, kill the frellin' Bird. Fine." Shiny Boots turns, moving away from Braelnoir and drawing his longsword.
His attitude, so tempting to slash him in the back. If only she weren't blind.
He charges at the Witchcrow and covers half the distance, and then his boots betray him. Those shiny, shiny boots.
He slips, trips, and faceplants. Now both of the guards have fought the lawn... and the lawn won.
It's one of those days where everything is annoying and needs to be taught a lesson.
Gore covered black feathers are stuck to the merc and the golem, but that giant rotting crow, and the smaller crows it exploded into, are finally finished.
Just the Witchcrow. Which hops backwards then flies up, circling behind a tree. It's voice calls out, still sounding like it's on the ground.
"Braelnoir!"
GAME: Cryosanthia rolls 1d20+15: (4)+15: 19 GAME: Braelnoir rolls perception-4: (15)+8+-4: 19 GAME: Braelnoir rolls acrobatics: (13)+3: 16 GAME: Braelnoir rolls athletics: (11)+11: 22 <OOC> Cryosanthia: Shiny Boots takes AOO GAME: Cryosanthia rolls 1d20+5: (13)+5: 18 GAME: Cryosanthia rolls 1d8+3: (5)+3: 8 GAME: Shiny Boots damaged Braelnoir for 8 points. 65 HP remaining. GAME: Braelnoir rolls fortitude-2: (10)+11+-2: 19 GAME: Braelnoir rolls 1d100: (15): 15 GAME: Braelnoir rolls 1d100: (40): 40
"Are you frickin' leaving me?" Shiny Boots whacks the merc across the ankles with his sword as she runs by.
Braelnoir somehow manages not to level the guardsman screaming in her bloodsoaked face, though she does eventually lock onto the mocking voice of the damned bird after Shiney's taken the time to resurface his face with chlorophyl. Still seething in unyielding rage, the Korite charges the bird's position, carrying on even after the guard takes a piece out of her from the ground. Alas, her feral swing sheers through naught but open air.
GAME: MAC-B1G rolls perception: (10)+13: 23 <OOC> MAC-B1G doesn't know the full history, but if any of the past was like this, I am not surprised by her vitriol for this bird. <pre>GAME: MAC-B1G spends THREE uses of CHARGE POOL. GAME: MAC-B1G rolls ranged-2: (6)+10+-2: 14 GAME: MAC-B1G rolls ranged-2-5: (13)+10+-2+-5: 16
MAC-B1G's visual perceptions are tinged crimson in a literal sense due to the hue of its receptors. Its faceplate pans and elevates, weapon moving to track. Once it acquires the avian target, two rapid bolts of charged particles are projected at the bird in the burning tree. End result: the tree is burning more.
And it's halftime at the pitch-a-fit soccer pitch! Shirts vs Skins vs Wishing-she-wasn't-here Patroller Jasmine. She's cold-cocked half of both teams and they're laid out on the ground. One, she didn't even have to hit, just swung in his direction and he took a dive like a pro and came up clutching his knee! That's the spirit. Jasmine looks like she could use a drink, water or something stronger, and her sour, angry expression only gets worse as she takes a high-kick to the chest.
Shiny Boot stands up, shakes his shoulders and gets ready to advance.
There's something in the trees.
Literally. Not the Witchcrow, not the fire, although those are filling up the branches.
No, there's something *IN* the trees. Where the bark has burned away to expose living wood it is shot through with veins, as if eaten by termites, or some strange fungus. Veins that pulse, and glow as red as the fire.
The golem, registers a hostile. Shiny Boots, trained as a tracker in urban environemnts, isn't current on his flora and fauna, although he knows enough that trees aren't like that.
And the korrite...
GAME: Cryosanthia rolls 1d20+11: (8)+11: 19 GAME: Cryosanthia rolls 1d8+7: (8)+7: 15 GAME: The Anger damaged Braelnoir for 15 points. 50 HP remaining. <OOC> Cryosanthia says, "and Will Save DC20" GAME: Braelnoir rolls will-2: (15)+4+-2: 17 GAME: Cryosanthia rolls 3d6: (12): 12 GAME: The Anger damaged Braelnoir for 12 points. 38 HP remaining.
... has no idea what hit her.
Too close to the tree, a red spike erupts from it and stabs into her. The poke is painful, but there's a burst of anger that follows it, clenching muscles, straining, an anger so intense it's painful.
The Witchcrow moves, everything is on fire, it retreats to another part of the stand. Wings fluttering, a dark form against the flames, it's using the trees as cover.
<OOC> Braelnoir says, "power attack x2" GAME: Braelnoir rolls 1d100: (31): 31 GAME: Braelnoir rolls 1d100: (66): 66 GAME: Braelnoir rolls weapon1-3: (3)+17+-3: 17 GAME: Braelnoir rolls 2d4+19: (8)+19: 27
Anger.
Anger and Rage.
Anger and rage are the blind Korite's driving forces at present, her every impulse is geared toward destroying-!
THUNK!
Brae staggers as the red spike of Ire impales her, hate and fury boiling her alive in a brief prison of wrenching, tearing spasms. She roars, hoarse through a mask of gore and swings her favored weapon once, to no joy, but on the second, the ensorcelled scyth slices through the trunk of the villified verdance.
GAME: Cryosanthia rolls 1d20+15: (20)+15: 35
And even if she wasn't blind, that Witchcrow hides so well it's practically invisible.
GAME: MAC-B1G spends TWO uses of CHARGE POOL. GAME: MAC-B1G rolls ranged+1: (14)+10+1: 25 GAME: MAC-B1G rolls ranged+1-5: (14)+10+1+-5: 20 <OOC> MAC-B1G says, "Targetted Dispel Magic effect." <OOC> Cryosanthia says, "Evil Eye definitely gone" <OOC> Cryosanthia says, "Blindness it can't fix, that's physical" <OOC> Cryosanthia says, "The Anger is a psychic emotional effect... so... Dispel Magic won't work."
MAC-B1G loses its track on the flying evil that is the murderchicken. As an alternative target, faceplate and weapon traverse and lower to ... unit designate Braelnoir. "Remain calm. Deploying countermeasures." The nethercite intermix level is brought to maximum and then two bolts are loosed into the uncalm biological unit.
She's feeling a little more resilient, the effects of the Witchcrow's gaze fading, but the blindness remains, and the anger.
Jasmine boots one goalie into another, they both go down. GOOOAAAAAL! She takes a punch to the back of her head which rattles her helmet.
Shiny Boots has lost track of the crow, but sees the strangeness of the trees attack Braelnoir, and her scything response.
"FUCKING TREES! I Hate Trees! Every weekend 'Son, you're going to stay out in the forest until you learn to survive'. Piss on trees! They're only good when they're turned into beds." Shiny Boots has Urban Ranger issues. And an axe. He charges the tree.
GAME: Cryosanthia rolls 1d20+5: (18)+5: 23 (Athletics vs DC10) GAME: Cryosanthia rolls 1d20+9: (3)+9: 12
And does not chop any wood.
<OOC> Cryosanthia says, "1 Braelnoir, 2 Shiny" GAME: Cryosanthia rolls 1d2: (1): 1 <OOC> Cryosanthia says, "+roll 1d20+11" GAME: Cryosanthia rolls 1d20+11: (3)+11: 14
Another pulsing red spike shoots out of the tree, stabbing the air between Braelnoir and Shiny. The trunk throbs, like a heartbeat.
There's a whisper, '... braelnoir...' in that crow's voice. RIGHT IN FRONT OF HER FACE!
<OOC> Braelnoir says, "power attack the voice. 2wice" GAME: Braelnoir rolls 1d100: (88): 88 GAME: Braelnoir rolls weapon1-3: (1)+17+-3: 15 (EPIC FAIL) GAME: Braelnoir rolls 2d4+19: (6)+19: 25 <OOC> Cryosanthia says, "That hurts Shiny Boots a lot, but he's still up." <OOC> Braelnoir says, "second swing" GAME: Braelnoir rolls 1d100: (89): 89 GAME: Braelnoir rolls weapon1-8: (12)+17+-8: 21 GAME: Braelnoir rolls 2d4+19: (7)+19: 26
There've been better days for the Korite.
Brae, still unable to see, and constantly egged on by the sourceless pervasive anger, is shot twice by her ally, which renews some of her resolve. As the tree misses her, and the crow's voice sounds from right in front of her, she lashes out instinctively, but cuts a deep slash in Shiney. Ignorant, even heedless of her mistake, she swings again at the haateful tormentor and lays into it!
GAME: MAC-B1G rolls perception: (5)+13: 18 GAME: MAC-B1G rolls knowledge/dungeoneering: (20)+3: 23 GAME: MAC-B1G rolls knowledge/religion: (17)+3: 20 GAME: MAC-B1G rolls knowledge/arcana: (4)+10: 14
Observation: The behavioural characteristics of the current unknown hostile return a result with a high match. It is an ooze, or a magic item constructed from an ooze. It's current distribution has permeated the trees and root systems. It exhibits sympathetic and a symbiotic relationship with current nearby entities, inducing hostile behaviour and regenerating while partners are nearby.
Conclusion: Removing the biological unit(s) from the vicinity will weaken or disempower the hostile.
Supplemental Observation: It induces anger affects at least out to 60'. Evidence, the kids and the guard kicking each other.
New experiment: Grab the blinded, raging, angry, sickled, and possibly perturbed Braelnoir. Attempt to relocate said unit.
GAME: MAC-B1G rolls cmb: (4)+11: 15
MAC-B1G gains new insight, or at least an alternative with higher probability of success than assault on mysteriously -infected flora or necrotic flying fauna. "Unit designate Braelnoir. Relocation necessary." It reaches for her with three-lobed manipulators, and aggressively so, though the combination of dew and various bodily fluids upon unit designate Braelnoir renders her co-efficient of friction inordinantly low.
One down and one to go. Jasmine smacks another kickie senseless and turns to solid punch in the face, which drops her. The lucky scorer shakes his hand, "Ewww, her face!"
"Serves you right, using hands."
"Screw you I'm going to check that out."
What's left of the soccer team heads towards the hot mess of dead crows, golem, and raging warrior.
Some guards are little more than bullies with badges, others are self-important jerks, abusing their authority and enacting petty revenge. Others, are broken, worn down by years dealing with the gritty side of society, or just in it for the pay. Blowing whichever way the money flows.
And a couple, are solid gold. Shiny Boots is furious, and yet another civilian has taken a weapon to him, and he really wants some revenge, but he can tell it's not her fault. "You're not making it easier," he growls, at Braelnoir, or at the tree, it's hard to tell.
<OOC> Cryosanthia says, "Shiny double attacks the tree" GAME: Cryosanthia rolls 1d20+9: (14)+9: 23 GAME: Cryosanthia rolls 1d20+7: (3)+7: 10 GAME: Cryosanthia rolls 1d8+3: (7)+3: 10
His axe should have been the obvious chopping focus, but his longsword stabs into the red sap and leaves a mark.
And somehow Braelnoir just knows he thought 'civilian' at her. !t'S aLl sO cLeaR!
<OOC> Cryosanthia says, "1 Shiny, 2 Braelnoir, 3 Mac" GAME: Cryosanthia rolls 1d3: (1): 1 GAME: Cryosanthia rolls 1d20+11: (7)+11: 18
Another red spike bursts out of the tree, stabbing at Shiny Boots. The point barely deflects across his breastplate.
GAME: Cryosanthia rolls 1d20-5: (1)+-5: -4 (EPIC FAIL) GAME: Braelnoir rolls perception: (20)+8: 28 <OOC> Cryosanthia says, "No concealment miss chance this round for you if you attack the crow. You'll have to move and might get AOOs, but."
The WitchCrow has a plan. Pop out and lay some glaring down on the golem so Braelnoir is left to her fate. But every mastermind can be undone by a little inattention and a stupid minion.
Fire, is probably the stupidest minion of all. As the bird pops out of hiding it's a little too eager, and a little too close to the flames. Now he's on fire.
The Evil look that MAC-B1G gets really has some emotion behind it though.
"Caw! Caw!" <It Burns! It Burns!>
<OOC> Cryosanthia says, "MAC, will save please DC14" GAME: MAC-B1G rolls will+4: (14)+4+4: 22
The golem shrugs off the misfortune.
<OOC> Braelnoir says, "move, power attack bird" <OOC> Cryosanthia says, "okay, Shiny, Mac and the Tree get AOOs" GAME: Cryosanthia rolls 1d20+9: (7)+9: 16 GAME: Cryosanthia rolls 1d8+3: (8)+3: 11 GAME: Shiny Boots damaged Braelnoir for 11 points. 27 HP remaining. GAME: MAC-B1G rolls melee: (14)+11: 25 GAME: MAC-B1G rolls damage4: aliased to 2d6+6: (7)+6: 13 GAME: MAC-B1G damaged Braelnoir for 13 points. 14 HP remaining. GAME: Cryosanthia rolls 1d20+11: (18)+11: 29 GAME: Cryosanthia rolls 1d8+7: (4)+7: 11 GAME: The Anger damaged Braelnoir for 11 points. 3 HP remaining.
Charging the Witchcrow draws attacks, it's almost like he planned it.
<OOC> Braelnoir says, "ok will do that, power attack" GAME: Braelnoir rolls 1d100: (71): 71 GAME: Braelnoir rolls weapon1-3: (20)+17+-3: 34 (THREAT) GAME: Braelnoir rolls weapon1-3: (20)+17+-3: 34 (THREAT) <OOC> Braelnoir says, "Yesssssssssss" <OOC> Cryosanthia says, "OH PERFECT" GAME: Braelnoir rolls 8d4+76: (22)+76: 98 <OOC> Cryosanthia says, "holy gods the dice" <OOC> Cryosanthia says, "an epic fail then three crits"
The Dragon has borne enough of the mocking bird, and so it is, enraged beyond reason, guided by hate, Braelnoir surges toward the WitchCrow, heedless of the blows that savage her.
The armoured fist that partially buckles the side of her breastplate...
The thrusting spike of the Tree of wrath that rips up along her arm, sending silver scales and blood atwirl...
The axe that parts the flesh of her thigh as easily as the trousers that clothes it....
Limping and ragged, breath bubbling in and out between gnashed teeth, at last, after so long.... Braelnoir summons what strength remains in her limbs to bring the scythe back, and sends it on it's path, turning the harrowing bird into an explosion of blood and black feathers, the blade ending with the socket flush against the trunk of the harmless tree the familiar was cowering near.
It's dead.
It is dead.
IT. IS. DEAD!
Ghisha's familiar is no more, finished by a folly of hubris and the beast burning inside the Korrite.
Nothing but a sticky mess of feathers. Her hand from beyond the grave, severed and crushed.
<OOC> Cryosanthia says, "Mac does some tree punching" GAME: Cryosanthia rolls 1d20+12: (9)+12: 21 GAME: Cryosanthia rolls 1D20+12: (18)+1D20+12: 30 GAME: Cryosanthia rolls 1d20+12: (7)+12: 19 GAME: Cryosanthia rolls 6d6+18: (15)+18: 33
The golem turns away, back towards the tree with the strange, pulsing veins. "Symbiotic entity detected. Area affect anti-personel field source determined." It's servos whine, rising in pitch.
Pa-CHAOW, Pa-CHAOW, Pa-CHAOW
It fires piston after piston into the tree turn. Bark is sheared off, wood chips fly, the trunk itself cracks and the eerie glow wavers and weakens.
The soccer kids run up to see what's going on, and are gently assisted to the ground by the Guard's Elbow and one of MAC-B1G's pistons on a recharge cycle.
Shiny Boots takes his axe, and keeps chopping at the tree, swinging with both hands and determined to chop it down.
Everyone still feels wound up, but it's draining.
The hiss of the scythe emerging from the tree is subsued by the Korite's mindless roar as she tears it free. The overwhelming smell of blood, the absence of flapping, that damned mocking voice... it's finally gone. On the word from the MAC that there is more to kill, the maddened warrior turns and starts to stalk blindly toward the sound of all the targets as the blood continues to drip from the ruins of her face between matted tendrils of spun silver.
It takes a little while, to calm down, to kill everything that needs killing.
There was something in the roots of the tree, and by the time it is dug the burning anger has faded. It looks like a misshapen, oaken heart, with holes where tendrils grew out and into the roots. It's small enough that a large crow would have been able to carry it. Perhaps it burrowed down, or was placed in a hole in the tree. The specifics are unimportant now that the culprit and the item is destroyed.
It gets quite hot under the evergreens, and moving away is advised. It takes a while for some others to show up, and a while longer for someone who can put it out to as well.
Shiny Boots goes and helps Jasmine up, drizzling a potion down her throat. Around her two soccer teams worth of teens are laid out, nursing non-lethal wounds and generally un-moving.
The golem's receptors turn back to their normal colours. Additional guards show up, and move in to sort things out.
Cryosanthia comes in with the later group. Sussing that the threat has passed, she lopes over. "Silver Scales! Your face! Braelnoir, what happened?"
Braelnoir is sprawled against a tree by the time things are calmed down, dragged from her feet by the post rage fatigue, and the gravity of her blood loss. Nothing to see, here. Her pallor is deathly pale as a result, and, even the sound of her sister's voice brings a somewhat... sluggish response as she turns her useless eyes toward the sound, managing a smile drunk as much on victory as her seeping vitals, "Heyyyyy, sssisss... go'th'f'krrrrr...."
"You got the Crow? Which one was it? It looks like you killed every crow in Alexandria." The whitescale's voice comes near, hand softly touches a shoulder. It's cool around her, which helps with the lingering heat, around and inside. "Braelnoir, your eyes. Let me see."
The touching moves to her scale-sister's face. An eyelid carefully rolled up.
A young worried voice asks, "Ssassa?"
"She'll be ok." Cryo's voice is determined, confident, "This can be fixed. Magic fixes everything. She'll... heal on her own too. Just longer. Do you need help standing? Getting out of here."
A feeble snort, "Ellllleee b'p'sssssd." Brae's still a little out of it, but, "Some'n.... nnnnnng.... got m'leg... pretty goood..." Her chin dips toward the somewhat ravaged leg, where the blood ist still gives the dark cloth a glistening ruddy sheen." The Korite swallows, then, holds up her hand.
The whitescale takes her sister's hand and carefully pulls her to feet. She gets her arm across her shoulder and grips Braelnoir across her back. She's strong, and cool, unyielding support. "Lean on me. Walk at your pace. It'll be Ok."
"It looks like a Hellscape around here, but this one doesn't need to tell you. It is clear you lived it."
Behind them, MAC-B1G whrrrs, rotates one-hundred and eighty degrees and follows at a slow pace with amber beacons flashing.
Combatty Stuff
===================== Current Initiative Order - Round 8 ===================== ---Init--Name------------AOO-Notes-------------------------------------------- 29 The Crows 1 ------------------------------------------------------------------------------ 23 Braelnoir 1 Raging (6 rnds active); Evil Eye -2 saves (2 rnds remaining) ------------------------------------------------------------------------------ >> 18 MAC-B1G 1 Titan Armor (9 rnds active) << ------------------------------------------------------------------------------ 12 The Guards And 1 ------------------------------------------------------------------------------ 0 The Anger 1 ------------------------------------------------------------------------------ ============================================================================== ==================== Current Initiative Order - Round 10 ===================== ---Init--Name------------AOO-Notes-------------------------------------------- 29 The Crows 1 ------------------------------------------------------------------------------ 23 Braelnoir 1 Raging (8 rnds active) ------------------------------------------------------------------------------ 18 MAC-B1G 1 Titan Armor (11 rnds active) ------------------------------------------------------------------------------ >> 12 The Guards And 1 << ------------------------------------------------------------------------------ 0 The Anger 1 ------------------------------------------------------------------------------ ============================================================================== ------------------------------------------------------------------------------ | Name | Race | Class | CHP | HP | AC/FF/T |CMD |For |Ref |Wil | ------------------------------------------------------------------------------ |Braelnoir |HUMAN |Brg/Ftr | 72 | 82 |20/17/13 | 26 | 11 | 5 | 4 | |MAC-B1G |WAR_GOLEM |Art | 77 | 98 |23/21/14 | 27 | 10 | 10 | 4 | ------------------------------------------------------------------------------
<OOC> MAC-B1G suddenly wonders. Raging grants a bonus to will saves. Does that mean (ironically?) that it grants the bonus for Braelnoir to save against being angry?
<OOC> Cryosanthia says, "Like the Hulk, I'm always angry? Sure!"
<OOC> Braelnoir says, "dude! I'm, like, so angry!"
<OOC> MAC-B1G says, "Sory. Random thought, found amusing. Quick AFK, should return before turn."
<OOC> Cryosanthia says, "My Anger issues have anger issues"
<OOC> Cryosanthia says, "The creature cannot see. It takes a 2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a 4 penalty on most Strength and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50 miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them."