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Book Two: Chapter Seven: "Restless Remains"

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Post  macksgarageusa Mon Oct 26, 2009 11:11 pm

Straegis II: HP:83/91 AC:29 Fort:25 Ref:25 Will:22 Healing Surges:9/9 Action Points:0
Until end of my next turn after I Fey Step: AC: 31 Fort:27 Ref:27 Will:24

Unwilling to accept the cowardice of the Fomorian, Straegis takes it upon himself to stop him from running. He Fey Steps immediately to catch the fleeing enemy. In his haste, his steel misses its target.

Move: Fey Step to AA(?)6.
Standard: Attack Fomorian at BB(?)6.

Attack: 1d20=4+18=22miss
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Post  Malazek Tue Oct 27, 2009 4:05 pm

Round 9 - Resolution & recap

Init 37
Verity helps Davin and heals Alex.
Then he charges one of the remaining cyclopses, but fails to inflict injury.

Init 32
Straegis teleports to the Fomorian's side and takes a swipe, but he too fails to inflict injury.

Init 25
The charged cycops defends himself.
25 vs Verity's AC; Miss.

Init 24
Hound delays.

Init 23
Vangg maintains his existing areas of curing, and calls upon his sash to further heal Aubrey.

Init 17
Alex hits the closest cyclops with a freezing blast of ice.
Natural 1. Misses.

That same cyclops makes a run for it, heading away from the party.
He runs yo the left and leaves the map.

Init 16
Davin kills the fleeing Fomorian from range.
Hound rushes back to the wagon, hopping over water as he goes. He cuts through the fog, and then leaps into the icy maelstrom to engage the struggling cyclops there.

Init 14
Aubrey moves around the cyclops engaged with Verity to set up a flank; he makes a few meager pokes at the cyclops' rear, trying to distract and confuse it.
Aid roll: 16. Verity is +2 to hit the Cyclops (and another +2 from the flank added; so +4).

Onto Round 10

No map this time. (You can look at the old ones for a general idea). The cyclops on the left has fled; the other two haven't moved. Both Fomorians are dead. The Areas-of-Effect created by Vangg and Alex are still active.
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Post  Halcyon Tue Oct 27, 2009 4:41 pm

Verity: HP 116[+4] /116 AC 31 Fort 21 Ref 22 Will 25; Healing Surges=10/11, SV:29, Action Points=0

Verity dares to turn his back on the giant momentarily, hoping to gain momentum for a killing blow.

Move: 3 squares away from the Cyclops
Standard: Charge cyclops, 30 to hit, 27 damage
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Post  151prooftattoos Wed Oct 28, 2009 4:29 am

Vangg will maintain the areas until further notice.

The dwarf calls out:

"Carefulikes! Da one-eye an' da ugly-eye doth runs -- mighthaps ta bring more o' der inbred brothers!! Focus ye mind on me belt if ye nigh too whooped!"
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Post  Swifthand Wed Oct 28, 2009 8:40 am

Davin: HP 83/91; AC 28 Fort 23 Ref 27 Will 26; Healing Surges=8/8, SV:22, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 204/328; AC 22 Fort 23 Ref 21 Will 20; Healing Surges=2/2 SV:82, Action Points=0

Davin, Round 10
Minor - Everyone, (including you!) is my Hunter's Quarry!
Standard - Twin Strike Cyclops
Move - None, unless I take a silly amount of damage, in which case I quaff the Potion of Vitality

Save vs. Evil Eye = 9 (fail Verity's bonus roll)
Twin Strike= 35, 31
TS Damage = 18,17
Hunter's Quarry Damage = 18
Save vs. Evil Eye = 16 (succeed!)


Hound, Round 10
Minor - Designate Cyclops his Hunter's Quarry
Standard - Hit and Run
Free - Mark Clops
Move - To M6 inside Vangg's Healing Sun, 1st sq. move does not provoke OA's due to Hit and Run

Hit and Run = 30
Hit and Run Damage = 11
Hunter's Quarry Damage = 6

-Swift
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Post  macksgarageusa Wed Oct 28, 2009 12:14 pm

Straegis II: HP:91/91 AC:29 Fort:25 Ref:25 Will:22 Healing Surges:9/9 Action Points:1
Until end of my next turn after I Fey Step: AC: 31 Fort:27 Ref:27 Will:24

Satisfied that the Fomorian has been killed, Straegis heads back in the direction he came from and hopes to help finish off the Cyclops. He shouts for his allies to juggle formation to throw off the enemy.

Move: To F11-ish (If possible, I'm hoping to get flank?)
Standard: Steel Monsoon on Cyclops at G10.

Attack: 1d20=10+18=28(+flank?)
Damage: 2d8=12+10=22

O.o.C.: On Hit, 5 Allies within 5 sq. can shift 1 sq. for Free (Warlord- Steel Monsoon).
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Post  Malazek Wed Oct 28, 2009 8:58 pm

OOC: Sorry about the delay; worked a double.

Round 10 Recap & Resolution

Init 37
Zephyr rears recklessly, opening Verity to a quick stab from the Clop's spear; but the knight's armor absorbs the jab.
Finally, the duo charges forward, putting the weight of the horse behind the magic blade.
The clops roars in pain as Verity's attack pierces into it's ribcage.

Clops' OA: 30; Miss.

Init 32
Shouting formations, Straegis runs over and buries his sword in the Clops' back.
His steel rings like a bell when it clangs againts Verity's weapon, which just pierced the very same foe.

Init 25
The clops extracates himself from the two blades and makes a frantic attempt to live.
It thrust it's heavy spear at Verity in a desperate maneuver that doesn't pay off.

Natural 1; Miss.

Init 23
Vangg concentrates his prayer to maintain his holy healing effects.
If you're in them, you're healing. 'Nuff said.

Init 17
Alex blasts the fleeing clops with icy tendrils that freeze the creatures blood.
Slow Blood; 36 vs Will; clops is slowed (Save ends; clops becomes Unconscious if it fails first save).
Waters of Imposition: The Clops is -3 to it's save
.

The fleeing clops lumbers forward, noticebly slower than a moment before.
Then, it's gait returns to it's full rapidity.
Save vs Slow: 17-3=14. Success.

Init 16
Davin fires. His bolts fly through the wait and sink into the fleeing clops.
The cowardly monster is nearly dead, now.
Wasn't sure which clops you meant. Figured the furthest one since you have the greatest range.
Fleeing clops is bloodied
.

Hound sinks his unforgiving canines the clops' leg muscle, and then tears away to join the others upon the hold ground.
Caught in the swirling maelstrom, the clops screams out; as it's streaming blood mingles with the swirling waters.,

A crimson robon spirals around it the clops, and it tries to move away from the maelstrom.
Save vs Immobile: 20; Success.

Init 14
Aubrey sends a furious lightning bolt into the twsting pool alex created.
The roving waters charged with electric current, killing the clops by the wagon.
Natch! 16 Damage.

Onto Round 10 - Only two clopsi remain.
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Post  Halcyon Thu Oct 29, 2009 12:03 pm

Verity: HP 116[+4] /116 AC 31 Fort 21 Ref 22 Will 25; Healing Surges=10/11, SV:29, Action Points=0

Verity dares to turn his back on the giant momentarily, hoping to gain momentum for a killing blow [again].

Move: 3 squares away from the Cyclops
Standard: Charge cyclops, 28 to hit, 25 damage
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Post  macksgarageusa Fri Oct 30, 2009 12:13 pm

Straegis II: HP:83/91 AC:29 Fort:25 Ref:25 Will:22 Healing Surges:9/9 Action Points:0

If the beast is still alive after Verity and Zephyr trample it, Straegis will swing at the Cyclops again, giving Verity another chance to improve his position.

Move: Only if necessary to avoid Zephyr.
Standard: Wolf Pack Tactics on Cyclops at G10.

Attack: 1d20=16+18=34
Damage: 1d8=3+10=13

O.o.C.: Verity can shift one square for Free (Warlord-Wolf Pack).
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Post  Malazek Fri Oct 30, 2009 7:41 pm

Verity's charge drops the stubborn cyclops, who falls to the ground in a heap.
Straegis finishes him off with a quick beheading maneuver.

Davin fires two bolts to finish off the last remaining foe, who was trying to make a swift get away.
His giant body topples into a shallow pool with a lonely splash.

3320 XPs Each (that's 58,396 total).

That's enough for 15th Level! w00t w00t!
Add HPs. And you have vthe option of replacing 1 daily attack power with another (15th level or less)
.
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Post  Halcyon Fri Oct 30, 2009 8:03 pm

Verity will assist with looting the Fomorians and their slaves.

OCC: Hmmm...yeah I think I'll go ahead and trade out for a 15th level daily. Mu ha ha ha!


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Post  macksgarageusa Fri Oct 30, 2009 8:07 pm

O.o.C.: w00t!

Straegis will help loot the corpses as well.
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Post  Swifthand Fri Oct 30, 2009 10:29 pm

I lewt - something phat, preferably!

-Swift
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Post  Malazek Sat Oct 31, 2009 8:54 am

Sadly, the Feygiants have nothing of note upon their bodies.

Alex feels the extra power of the vortex excplosion finally frain away; though hsi watery magics are still greater than they were before.
OOC: The extra powers and AP are gone. He is back to a normal 15th level Wizard.
From a story point, however, 15th level is still more powerful than he was before the conversion
.

So, the heroes continue on down the beach until they reach the Cairn o' Talth where Straegis repeats his chant to transport the heroes across the gauntlet to the very same spot they stood a few days prior, in the Malbog amongst the alleged ruins of Talth'Anin. The wild springtime moon stares down at you from above; an orchestra of noisy bugs sings to the night, oblivious to your arrival.


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Post  Swifthand Sat Oct 31, 2009 11:32 am

Round 11
Davin: HP 91/91; AC 28 Fort 23 Ref 27 Will 26; Healing Surges=8/8, SV:22, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 230/328; AC 22 Fort 23 Ref 21 Will 20; Healing Surges=2/2 SV:82, Action Points=0

Level Up
Davin: HP 96/96; AC 28 Fort 23 Ref 27 Will 26; Healing Surges=8/8, SV:24, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 360/360; AC 23 Fort 24 Ref 22 Will 21; Healing Surges=2/2 SV:90, Action Points=0

Is the Healing Sun still active in Round 12 of the combat? Can it be sustained until Hound and everyone else is healed?

Davin checks Hound's wounds and gives him a jerky treat. Then, after everyone takes their place, the Ranger goads the wagon onward. Once back in the Malbog, Davin will use his knowledge of his home terrain to plot out the quickest path to their destination.

Take 10 on Nature=30. Are we Portalling back to Jaru from here??

O.O.C. - Sweet level! Both Hound and Davin got some nice upgrades! And most importantly, now only 1 level to Hide In Plain Sight, when Davin becomes a golden god!

-Swift


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Post  macksgarageusa Sat Oct 31, 2009 1:23 pm

O.o.C.: I second Swift's question, we would have been able to recover hit points while we looted, no? Yes, portal to Jaru was the plan, and go visit Harley.
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Post  151prooftattoos Sat Oct 31, 2009 1:35 pm

OOC: Yes, Healing Sun is going until further notice - recover 26 hps per round
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Post  Malazek Sat Oct 31, 2009 1:44 pm

OOC: Yes, everyone should be fully healed.
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Post  Swifthand Sun Nov 01, 2009 10:35 am

What time of the day is it when we arrive back in the Real World (Brackwater)? How many days until the troops arrive at the Cave Temple and are they doing it by way of Jaru? If so, we may want to begin some preparations for the troops landing?

Davin pulls the wagon over to shield the Ritual Casters from the elements. Then, the woodsman jumps down to Aid in the Portal opening. As he passes the Eladrin Aeromancer, Davin slaps him on the shoulder.

"Ia thyl shaer eindral si Kol." ("You fought well against the Giants.")

"I wonder how the others have fared at the Cave Temple. Oh, that reminds me - Aubrey, we have some rather...unorthodox friends that we are headed to meet. Do not judge them by their race: their deeds have proven them as trusted allies and companions. Their names are Kersh, an Ogre, Taalgarnuk Rinh, a kolbold, and Juugug Rinh, a goblin. The latter two are the High Chaplain's sworn brothers and belong to Verity's and Vanng's order."


-Swift
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Post  Halcyon Sun Nov 01, 2009 11:56 am

“It was Juugug who first indoctrinated me in the Queen’s faith, Aubrey. He is most wise in the ways of Gods and Men. You will find him and the rest a bit gruff, don’t take it personally. My brothers shall be most grateful for you assistance in restoring our Temple, whether or not they make that clear.

“Know too they shall fight with Death’s own Fury to restore her Temple, as shall we.

“Finally we shall have our vengeance for the Massacre of Innocents: The restoration of the Cave Temple is nigh.”
The last with a look to Brother Vangg, his face a mixture of relief and grim resolution.
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Post  Malazek Sun Nov 01, 2009 12:12 pm

Swifthand wrote:What time of the day is it when we arrive back in the Real World (Brackwater)? How many days until the troops arrive at the Cave Temple and are they doing it by way of Jaru? If so, we may want to begin some preparations for the troops landing?
Night; a few hours before midnight.
Four more days until the troops arrive.


Davin wrote:"Aubrey, we have some rather...unorthodox friends ... Do not judge them ... an Ogre ... a kolbold ... a goblin.
Verity wrote:“It was Juugug who first indoctrinated me ... He is most wise ... You will find him and the rest a bit gruff
Aubrey raises an eye-brow, "Seriously? Very well then."

Davin wrote:Davin pulls the wagon over to shield the Ritual Casters from the elements. Then, ... jumps down to Aid in the Portal opening
OOC: I don't think they can fail the roll, but someone needs to make sure the component cost is paid. Assuming someone takes care of that ...

The wagon rolls into the portal, and emerges on the familiar site of Jaru. The night is warm, but a cool breeze rolls in from the sea. The same sprngtime moon watches over you. There are two ships in the water. You recognize one of the ships as Katrina's vessel; the other is some type of merchant ship. There are, however, no dinghies at the dock.

It is silent. The sound of the waves crashing against the shore is the only sound.
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Post  Swifthand Sun Nov 01, 2009 12:29 pm

Malazek wrote:Night; a few hours before midnight.
Four more days until the troops arrive.

"Let us make camp."

I drive the team over to the same, good spot I found on the beach only a few weeks before, jump down, help make camp and tend to the horses. Davin will use his new Hunter's Flint to start a fire, and then open the delicious smelling Basket of Everlasting Provisions for all to feast on. Barring no other action, the elf and his mutt go to sleep under the starry skies, the sound of the waves crashing in their ears.

-Swift
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Post  151prooftattoos Sun Nov 01, 2009 2:44 pm

Vangg eats a good meal, then lays down next to hound.

"Straegis, me glad ye nigh need ta closeth ye eyes . . ."
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Post  macksgarageusa Sun Nov 01, 2009 7:17 pm

Swifthand wrote:What time of the day is it when we arrive back in the Real World (Brackwater)?
-Swift
O.o.C.: The real world, eh? What am I...chopped liver?

Straegis carefully removes the components necessary and sets up the portal to Jaru, with some help from his allies. When they arrive, he eats and agrees to take up watch and hopes that his rustling in the sand doesn't keep his friends awake. He breaks out his ritual book and studies Raed's flux engine for hours, trying over and over to duplicate the maneuvers shown in the drawings. He understands how attempting to learn this theory could drive someone mad but the potential for devastation to the enemy is incredible.


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Post  Malazek Mon Nov 02, 2009 6:43 am

The heroes set camp and eat dinner, and settle down for the night. One by one, they drift off to sleep; except for Straegis, who stays up and studies. In the wee hours of the morning, he looks up and is surpised to see several figures surrounding the camp. And they are attacking the sleeping heroes ...

OOC: Straegis is not surprised thanks to Verity's oracle-ness; but everyone else is asleep (Unconscious).
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