Adventure #9 - To Right the Wrongs
3 posters
Page 2 of 3
Page 2 of 3 • 1, 2, 3
Re: Adventure #9 - To Right the Wrongs
Jeremiah will pull himself from bed and begin to get ready...
Alpha Omega- Asylum Arcanist
- Posts : 945
Join date : 2010-01-17
Age : 45
Re: Adventure #9 - To Right the Wrongs
As Elodie listens, she hears the voices of her allies downstairs.
"Oh, good!" Odion says. "They're here."
"Did you think they would leave?" Malabus asks.
"No."
"Then, why wouldn't they be here?"
"I meant 'good, they're up and out of bed'."
"Well, of course they're out of bed! How else would they be here?"
At that point, Mittens interrupts. "Yes, yes! It's great that we're all here and out of bed. Shall we get started?"
"Yes."
"Yes, of course."
Mittens continues. "This journey is probably too dangerous for Talmut and Miphelgara, so they've both decided to remain behind ..."
"... but it is of the utmost importance that somebody goes. Elodie and Gumphrey and Jeremiah, if you're willing, please step onto the platform between the Eldritch circles, so that we may empower you for this journey."
Without hesitation, the old Jeremiah steps onto the platform and says "Want me to bring you back any souvenirs?"
"Actually, yes, if you don't mind. I would like Jacobany's eyes, if that's not too gruesome. Oh, and there's a specific perennial mint that grows there! That would be nice, too. Please."
"Take care of Phaastia for me, okay?" the old Elodie says. "Okay, let's do this!"
Once the three heroes are on the platform, Malabus and Odion begin to chant, while Mittens explains.
"We are about to imbue you three with a portion of our power. This will inure you to the warping fabrics of the Far Realm, while simultaneously lending you a bit of power. The important thing to remember is that moving around in the Far Realm is a bit like swimming, except that you MUST concentrate on your destination. Without that determination, you will be lost ... quite literally."
"As we said before, stay away from any sort of white or blue liquids, be it rain or river. You might encounter giant ticks or gelatinous worms, but I am confident in your ability to overcome such threats. The orange moss should be relatively harmless, unless you're there more than two days, in which case, don't touch it."
"Last, but not least, when you find Lazukar, he will be in a weakened state ... but make no mistake, he is still very powerful. So, keep your wits about you."
"When you are finished, just concentrate on this place and swim back to us. If you fail, we will try to bring you back ... but time moves differently in the Far Realm, so one of you, at least, will need to make it back alive."
"Understood?"
"As ready as I can be."
As the chanting continues, the tower seems to vibrate, more and more intensely. Then, suddenly, the vibrations stop.
"Oh, good!" Odion says. "They're here."
"Did you think they would leave?" Malabus asks.
"No."
"Then, why wouldn't they be here?"
"I meant 'good, they're up and out of bed'."
"Well, of course they're out of bed! How else would they be here?"
At that point, Mittens interrupts. "Yes, yes! It's great that we're all here and out of bed. Shall we get started?"
"Yes."
"Yes, of course."
Mittens continues. "This journey is probably too dangerous for Talmut and Miphelgara, so they've both decided to remain behind ..."
"... but it is of the utmost importance that somebody goes. Elodie and Gumphrey and Jeremiah, if you're willing, please step onto the platform between the Eldritch circles, so that we may empower you for this journey."
Without hesitation, the old Jeremiah steps onto the platform and says "Want me to bring you back any souvenirs?"
"Actually, yes, if you don't mind. I would like Jacobany's eyes, if that's not too gruesome. Oh, and there's a specific perennial mint that grows there! That would be nice, too. Please."
"Take care of Phaastia for me, okay?" the old Elodie says. "Okay, let's do this!"
Once the three heroes are on the platform, Malabus and Odion begin to chant, while Mittens explains.
"We are about to imbue you three with a portion of our power. This will inure you to the warping fabrics of the Far Realm, while simultaneously lending you a bit of power. The important thing to remember is that moving around in the Far Realm is a bit like swimming, except that you MUST concentrate on your destination. Without that determination, you will be lost ... quite literally."
"As we said before, stay away from any sort of white or blue liquids, be it rain or river. You might encounter giant ticks or gelatinous worms, but I am confident in your ability to overcome such threats. The orange moss should be relatively harmless, unless you're there more than two days, in which case, don't touch it."
"Last, but not least, when you find Lazukar, he will be in a weakened state ... but make no mistake, he is still very powerful. So, keep your wits about you."
"When you are finished, just concentrate on this place and swim back to us. If you fail, we will try to bring you back ... but time moves differently in the Far Realm, so one of you, at least, will need to make it back alive."
"Understood?"
"As ready as I can be."
As the chanting continues, the tower seems to vibrate, more and more intensely. Then, suddenly, the vibrations stop.
Re: Adventure #9 - To Right the Wrongs
When the vibrations stop Jeremiah will leave the room and find the wizards.
"Thats are queue.."
"Thats are queue.."
Alpha Omega- Asylum Arcanist
- Posts : 945
Join date : 2010-01-17
Age : 45
Re: Adventure #9 - To Right the Wrongs
"I think you're right. Let's go try this again." Elodie opens the door and heads out.
Glitz- Asylum Arcanist
- Posts : 945
Join date : 2011-01-13
Age : 37
Re: Adventure #9 - To Right the Wrongs
Elodie, Jeremiah, and Gumphrey race down the stairs toward the platform. When they reach the bottom, they see (to their right) Talmut, Miphelgara, Odion, Malabus, and Mittens engaged in battle with several towering, chitinous creatures. The "creatures" are are dripping wet and attacking with heavy pincers (like those of a giant crab). They beady little red eyes and mouths full of slender, writhing tentacles. To their left, they also catch a glimpse of four more creatures, as they scuttle out the door and leave the tower.
Re: Adventure #9 - To Right the Wrongs
Elodie runs for the door, motioning for Jeremiah and Gumphrey to stay back while she casts a spell. Throwing her hands out in front of her, she focuses on molding the rocky surface outside of the tower. First she constructs a magical stone wall, trapping the escaping creatures as they try to flee. Then, she slaps a hand down on the ground, sending out a pulse of magic power that causes the stone inside of the wall to liquefy.
Cast Wall of Stone surrounding the creatures, opening up at the door of the tower (to catch any others that escape).
Cast Transmute Rock to Mud.
Cast Wall of Stone surrounding the creatures, opening up at the door of the tower (to catch any others that escape).
Cast Transmute Rock to Mud.
Glitz- Asylum Arcanist
- Posts : 945
Join date : 2011-01-13
Age : 37
Re: Adventure #9 - To Right the Wrongs
All four of the strange creatures sink into the mud, struggling to move. Gumphrey peaks through the door at the monsters and asks Elodie, "Won't they get out eventually?"
Re: Adventure #9 - To Right the Wrongs
OOC: Do we need initiative? Also, does freedom of movement allow me to move easily through the mud? If so...
Jeremiah casts freedom of movement on himself and will begin attacking the creatures stuck in the mud.
Jeremiah casts freedom of movement on himself and will begin attacking the creatures stuck in the mud.
Alpha Omega- Asylum Arcanist
- Posts : 945
Join date : 2010-01-17
Age : 45
Re: Adventure #9 - To Right the Wrongs
OOC: Now is a good time for initiative: Jeremiah 21, Elodie 21, Gumphrey 17, Monsters 10Jeremiah wrote:OOC: Do we need initiative? Also, does freedom of movement allow me to move easily through the mud? If so...
Jeremiah casts freedom of movement on himself and will begin attacking the creatures stuck in the mud.
OOC: Freedom of movement will allow you to move freely. So, in round 1, you can cast the spell and then move to first creature. Go ahead and give me a full complement of attack rolls for the start of round 2.
OOC: Gumphrey will attack with his bow (I'll roll the results later).
OOC: Elodie, next action?
Re: Adventure #9 - To Right the Wrongs
Swinging furiously...
AotGS 15 + 27 = 42 | DMG: 12
AotGS 8 + 22 = 30 | DMG: 10
AotGS 18 + 17 = 35 | DMG: 14
AotGS 4 + 16 = 20 | DMG: 11
AotGS 11 + 18 = 29 | DMG: 11
WSA 12 + 27 = 39 | DMG: 10
WSA 19 + 22 = 41 | DMG: 8
WSA 14 + 17 = 31 | DMG: 11
OOC: If these are Abherration I get an additional +4 to attack and dmg...
AotGS 15 + 27 = 42 | DMG: 12
AotGS 8 + 22 = 30 | DMG: 10
AotGS 18 + 17 = 35 | DMG: 14
AotGS 4 + 16 = 20 | DMG: 11
AotGS 11 + 18 = 29 | DMG: 11
WSA 12 + 27 = 39 | DMG: 10
WSA 19 + 22 = 41 | DMG: 8
WSA 14 + 17 = 31 | DMG: 11
OOC: If these are Abherration I get an additional +4 to attack and dmg...
Alpha Omega- Asylum Arcanist
- Posts : 945
Join date : 2010-01-17
Age : 45
Re: Adventure #9 - To Right the Wrongs
Round 1 ...
Init 21 & 17
Having leapt into the mud, Jeremiah begins hacking at the strange creatures. His furious attack kill one of the monsters quickly and seriously wound another.
Gumphrey stays out of the mud, but fires his arrows at the wounded one.
- Attack rolls = 28, 28. Damage = 24 and 4
- Elodie?
Init 21 & 17
Having leapt into the mud, Jeremiah begins hacking at the strange creatures. His furious attack kill one of the monsters quickly and seriously wound another.
Gumphrey stays out of the mud, but fires his arrows at the wounded one.
- Attack rolls = 28, 28. Damage = 24 and 4
- Elodie?
Re: Adventure #9 - To Right the Wrongs
Elodie raises her wand, bringing down a pillar of fire on as many of the disgusting creatures as possible.
Use Wand of Flame Strike.
Use Wand of Flame Strike.
Glitz- Asylum Arcanist
- Posts : 945
Join date : 2011-01-13
Age : 37
Re: Adventure #9 - To Right the Wrongs
Round 1 Continued ...
Elodie's spell ignites the mud, killing the wounded monster and injuring the remaining two.
Init 10
The remaining monsters struggle to break free from the mud, moving (slowly) closer to the tower and closing in on Jeremiah.
Round 2 ...
- OOC: Elodie, Jeremiah, and Gumphrey are up ...
Elodie's spell ignites the mud, killing the wounded monster and injuring the remaining two.
Init 10
The remaining monsters struggle to break free from the mud, moving (slowly) closer to the tower and closing in on Jeremiah.
Round 2 ...
- OOC: Elodie, Jeremiah, and Gumphrey are up ...
Re: Adventure #9 - To Right the Wrongs
Jeremiah will continue to swing furiously...
AotGS 14 + 31 = 45 | DMG: 16
AotGS 16 + 26 = 42 | DMG: 13
AotGS 4 + 17 = 21 | DMG: --
AotGS 7 + 20 = 27 | DMG: 17
AotGS 2 + 11 = 13 | DMG: --
WSA 7 + 31 = 38 | DMG: 13
WSA 15 + 26 = 41 | DMG: 11
WSA 13 + 21 = 34 | DMG: 14
AotGS 14 + 31 = 45 | DMG: 16
AotGS 16 + 26 = 42 | DMG: 13
AotGS 4 + 17 = 21 | DMG: --
AotGS 7 + 20 = 27 | DMG: 17
AotGS 2 + 11 = 13 | DMG: --
WSA 7 + 31 = 38 | DMG: 13
WSA 15 + 26 = 41 | DMG: 11
WSA 13 + 21 = 34 | DMG: 14
Alpha Omega- Asylum Arcanist
- Posts : 945
Join date : 2010-01-17
Age : 45
Re: Adventure #9 - To Right the Wrongs
Round 2 ...
Jeremiah and Gumphrey quickly dispatch the rest of the aberrations.
As soon as the last one fall,s Gumphrey yells "Quickly, we must throw in one of the eggs, before the next wave of monsters comes through the portal!"
Jeremiah and Gumphrey quickly dispatch the rest of the aberrations.
As soon as the last one fall,s Gumphrey yells "Quickly, we must throw in one of the eggs, before the next wave of monsters comes through the portal!"
Re: Adventure #9 - To Right the Wrongs
Before Jeremiah pulls the first egg from his pouch, smashes it and throws it into the portal, he will do a quick perception check to ensure no other creatures remain.
+ 22 Perception
If the "coast" is clear he will proceed with the first egg.
+ 22 Perception
If the "coast" is clear he will proceed with the first egg.
Alpha Omega- Asylum Arcanist
- Posts : 945
Join date : 2010-01-17
Age : 45
Re: Adventure #9 - To Right the Wrongs
Seeing no more monsters in the mud, Jeremiah races into the tower, where he sees a mass of tiny grey corpses, with tentacles for arms, strewn about the tower floor.
"Quickly, the egg!"
Jeremiah surveys the room, but sees no more monsters. So, he tosses the first egg into the portal ... immediately, the portal erupts, changing colors rapidly and belching forth clouds of effervescent vapor. Odion, too, "cracks" and explodes, as violent energies burst from his remains and "drain" into the portal.
"It's alright," Mittens says. "It must be done. Be ready with the next one."
Only a few seconds later, the portal calms down and a new horde of flying creatures emerge from it. These stranger leathery creatures resembles massive, horse-sized bats with barbed quills jutting from all over their body. The creatures squawk, as half of them descend upon your allies and the other half head for the door.
Initiatives ...
- Jeremiah 25
- Elodie 19
- Gumphrey 18
- the eight Monsters 17
- The Wizards Three (erm, two) 15
- Miphelgara 13
- Talmut 11
"Quickly, the egg!"
Jeremiah surveys the room, but sees no more monsters. So, he tosses the first egg into the portal ... immediately, the portal erupts, changing colors rapidly and belching forth clouds of effervescent vapor. Odion, too, "cracks" and explodes, as violent energies burst from his remains and "drain" into the portal.
"It's alright," Mittens says. "It must be done. Be ready with the next one."
Only a few seconds later, the portal calms down and a new horde of flying creatures emerge from it. These stranger leathery creatures resembles massive, horse-sized bats with barbed quills jutting from all over their body. The creatures squawk, as half of them descend upon your allies and the other half head for the door.
Initiatives ...
- Jeremiah 25
- Elodie 19
- Gumphrey 18
- the eight Monsters 17
- The Wizards Three (erm, two) 15
- Miphelgara 13
- Talmut 11
Re: Adventure #9 - To Right the Wrongs
Jeremiah will continue swingly madly through these vile creatures...
AotGS 6 + 31 = 37 | DMG: 15
AotGS 9 + 26 = 35 | DMG: 13
AotGS 2 + 17 = 19 | DMG: --
AotGS 12 + 20 = 32 | DMG: 13
AotGS 5 + 11 = 16 | DMG: --
WSA 13 + 31 = 44 | DMG: 12
WSA 19 + 26 = 45 | DMG: 13
WSA 6 + 21 = 27 | DMG: --
GM Edit: 19 and 27 both hit. Will add damage for both.
AotGS 6 + 31 = 37 | DMG: 15
AotGS 9 + 26 = 35 | DMG: 13
AotGS 2 + 17 = 19 | DMG: --
AotGS 12 + 20 = 32 | DMG: 13
AotGS 5 + 11 = 16 | DMG: --
WSA 13 + 31 = 44 | DMG: 12
WSA 19 + 26 = 45 | DMG: 13
WSA 6 + 21 = 27 | DMG: --
GM Edit: 19 and 27 both hit. Will add damage for both.
Alpha Omega- Asylum Arcanist
- Posts : 945
Join date : 2010-01-17
Age : 45
Re: Adventure #9 - To Right the Wrongs
Elodie will blast the new monsters with her wand, hoping to catch a few of them in a cluster as they flitter through the portal.
Use Wand of Flame Strike.
Use Wand of Flame Strike.
Glitz- Asylum Arcanist
- Posts : 945
Join date : 2011-01-13
Age : 37
Re: Adventure #9 - To Right the Wrongs
Jeremiah quickly kills one of the abhorent monsters and injures another, just before Elodie's spell burns the lot of them. Gumphrey moves quickly to finish off another, just as Mittens and Malabus do the same. Miphelgara and Talmut team up to take down a sixth one. The last two make for the door, quickly reaching the outside.
OOC: You can still see them through the doorway, but they are outside (30 feet away). It is Jeremiah's turn, then Elodie's.
OOC: You can still see them through the doorway, but they are outside (30 feet away). It is Jeremiah's turn, then Elodie's.
Re: Adventure #9 - To Right the Wrongs
Elodie runs to the doorway and directs a jet of fire at the escaping aberrations.
Use Wand of Flame Strike.
Use Wand of Flame Strike.
Glitz- Asylum Arcanist
- Posts : 945
Join date : 2011-01-13
Age : 37
Re: Adventure #9 - To Right the Wrongs
Jeremiah will pursuit the fleeing creatures...
9 + 31 = 40 | DMG: 17
"There will be no escaping this time wretched creatures!"
9 + 31 = 40 | DMG: 17
"There will be no escaping this time wretched creatures!"
Alpha Omega- Asylum Arcanist
- Posts : 945
Join date : 2010-01-17
Age : 45
Re: Adventure #9 - To Right the Wrongs
Jeremiah and Gumphrey chase after the monsters. Jeremiah is quicker, seriously injuring one as it hovers in the doorway. Before Gumphrey can get there, Elodie's wand incinerates the two creatures ... the more seriously wounded one drops to the floor in a smoking heap. The last tries to flee, but Gumphrey finally gets there and finishes it off with a dagger to the spine.
"Toss the second egg!" Talmut shouts.
"Toss the second egg!" Talmut shouts.
Re: Adventure #9 - To Right the Wrongs
Upon Talmuts instructions Jeremiah will repeat the process, tossing in the second egg.
Alpha Omega- Asylum Arcanist
- Posts : 945
Join date : 2010-01-17
Age : 45
Page 2 of 3 • 1, 2, 3
Similar topics
» Adventure #2 - The Shadow Man
» Adventure #6 - The Lion of Vilderoy
» Adventure #5 - March of the Frost Giants
» Adventure #1 - The Jolly Toad
» Adventure #3 - Lord Winter
» Adventure #6 - The Lion of Vilderoy
» Adventure #5 - March of the Frost Giants
» Adventure #1 - The Jolly Toad
» Adventure #3 - Lord Winter
Page 2 of 3
Permissions in this forum:
You cannot reply to topics in this forum
|
|