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M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The dark creatures shift and bend towards you.



"How strange. So many sunlit things clamor at our power, they twist and bleed for a taste of what we have. Now you refuse? Ridiculous."
"This sphere will make a fine addition to our dominion. But now that we have crossed, perhaps we need not deal with the complications of sapience."
"I sense a suitable vessel nearby then."

But while the creatures converse, Jack turns his aching, creaking neck and sees that another ancient being has crawled up to him. The elf that... used to be the Orc Lord. He speaks with labored
"You... fool. I could have... controlled them. But if we're going to die... Hah... I think... you're younger... than me."

He reaches forward and drops something in Jack's hand. A delicate crystalline vial, shimmering with something inside.
"One... last fight."

Mr. Prokosh, you can join in with this fight without worrying about character changes. We can discuss on the Discord.

But unnoticed by the shadows, Laina stirs. She rolls back and stares in silent horror, but she seems to realize something. She picks up the tattered remains of a ritual drum and holds it up. A ritual? You think back to the events of Foras, and the rescue of Naya. No... These shadows were affected by song.

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M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The ancient elf snarls.
"Rhythm, the heartbeat of life. Harmony, life's voices. These are antithesis to the shadows that these creatures embody... Any will do! But you must do it together!"

But a rumbling causes you to pause and a shape at the open back half of the cave draws your attention. Throatrend's beast! It is bleeding all over, eyes deep red in bloodlust and rage, but it seems drawn to the shadows.



"Yes, this creature will do. Less complicated. Perfect for our needs."

And in a flash, one of the shadows flits inside the beast, sparking a terrible transformation! Shadows ooze from its wounds and maw, and it grows impossibly larger before your eyes.



"To you sunlit things who are doomed to perish, I am Calamity. Bear my name to your powerless gods, for this world is ours."

The dread influence of these alien creatures seems to root you in place, an oppressive aura that makes you all too aware of your own mortality. You must be able to combat this if you are to succeed!

Right, roll initiative, and go if you can beat a 40!
Fight gimmick: The dread realm of shadow will reduce the ED every turn.
Quick action power of music will make the ED rise (and apply to your own turn). Use any background and stat you think works, but you must beat DC30 for ED1-3, and DC35 for ED4-6.

and I can change it if its unclear, but the Hunter is Jack's old shadow form, while the Warrior is the generic shadowguy.




pre:
lvl 12 Calamity		AC28 PD25 MD25	1080/1080 HP	Fear Aura (140 HP)
lvl 11 The Warrior	AC25 PD25 MD22	260/260 HP
lvl 11 The Hunter	AC27 PD26 MD22	240/240 HP

M.c.P fucked around with this message at 20:45 on Jul 24, 2019

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The Shadows regard your courage with bemused curiosity.
"So eager to die. Very well, then die!"

The giant shadowy creature charges forward, claws raised! Temur steps forward, shield raised, to take the charge! But the monster nearly bats him aside with a giant claw. Temur stands strong, but the wound is surrounded by cloudy shadows. He won't stay standing for long!
You note the beast is clumsy. It's wild, sweeping strikes look deadly... you'll have to be careful how close you get!

Calamity charges forward, Temur engages!
Deathly Aura vs PD against enemies engaged, misses!
Sweeping Claws vs AC, hits! Temur takes 120 damage and 40 ongoing damage!


Isaac frowns. The shadow acted before his tome of foresight could even reveal what would happen! Nevertheless, if the Dragon Slayers were to survive this, this precious opportunity must be taken.

Isaac is up, ED is at 0.

Fight gimmick: The dread realm of shadow will reduce the ED every turn.
Quick action power of music will make the ED rise (and apply to your own turn). Use any background and stat you think works, but you must beat DC30 for ED1-3, and DC35 for ED4-6.




pre:
lvl 11 Calamity		AC27 PD24 MD24	860/860 HP	Fear Aura (120 HP)
lvl 10 The Warrior	AC24 PD24 MD21	210/210 HP
lvl 10 The Hunter	AC26 PD25 MD21	190/190 HP

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The remaining, hostless shadows seem wispier in comparison to the monstrous thing dominating the cave, but they're not without defenses! The disturbingly familiar Hunter fades into a wispy form, flitting about on the walls like the shadow it is. But it is still deadly! Shadowy bolts fly out towards Isaac and his skeleton band, striking Isaac and leaving a cold, deathly chill in him. The skeletons are too loud though, and the bolt dissipates before reaching them!

Hunter summons a shadowy form! Hunter takes half damage from attacks vs PD and AC, can't be intercepted, and does not provoke OAs!
It is not in effect if the ED is at 3+
Hunter flings shadowy bolts at Isaac and the skeletons!
Hit against Isaac, miss against the skeletons. Isaac takes 20 damage and 20 ongoing (16+ save or Standard Action).


The other shadow turns towards you and changes before your eyes. Dark, twisted claws grow from its limbs, and it stomps forward to meet you in combat! Ryu is the unfortunate victim, with the claws leaving smoky wounds on the Stalwart's arms.

Warrior shifts, grows deadly claws! Permanent +1d12 damage.
engages and attacks Ryu!
24 just hits PD! Ryu takes 31 damage and 20 ongoing damage (11+ save)


You've weathered the attacks so far, now it is time to fight back against these murderous beings!

Temur, Jack, and Ryu are up, ED remains at 0.

Fight gimmick: The dread realm of shadow will reduce the ED every turn.
Quick action power of music will make the ED rise (and apply to your own turn). Use any background and stat you think works, but you must beat DC30 for ED1-3, and DC35 for ED4-6.




pre:
lvl 11 Calamity		AC27 PD24 MD24	860/860 HP	Fear Aura (120 HP)
lvl 10 The Warrior	AC24 PD24 MD21	88/210 HP
lvl 10 The Hunter	AC26 PD25 MD21	144/190 HP (Half AC/PD damage if ED <3)

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Things are looking grim, but in the corner, below the sound of drums and combat, Laina murmurs something. What help was Jack's granddaughter going to bring? At first, the luminescent squares appearing around the walls of the cave don't seem to do much... but then your music gets clearer, more audible! Sound backboards! You'll have an easier time fighting these beasts now.

And you'll need it, as the shadows press in, making you fearful for you ability to continue!

DM corrects his mistake Laina helps out! DCs are lowered.
ED lowers to 0


Temur continues to stand against the monstrous Calamity, but your long mission has taken its toll, and the beast is too strong! A second swipe of its enormous claws brings Temur to the dirt, unconscious! The seeping shadows play over the hobgoblin's body, and Calamity lets out a horrendous roar!
"Forfeit your lives! Serve your new masters, or die in agony!"

Deathly Aura vs. engaged enemies! 32 hits vs PD! Temur takes 50 damage
Calamity attacks Temur! 34 hits vs AC, 120 damage and another instance of the 40 ongoing damage!
Temur is down!


Isaac grimaces as he stares down the beast. Can he turns this battle around?

Sockerbagarn is up, ED remains at 0.

Fight gimmick: The dread realm of shadow will reduce the ED every turn.
Quick action power of music will make the ED rise (and apply to your own turn). Use any background and stat you think works, but you must beat DC25 for ED1-3, and DC30 for ED4-6.




pre:
lvl 11 Calamity		AC27 PD24 MD24	860/860 HP	Fear Aura (120 HP)
lvl 10 The Warrior	AC24 PD24 MD21	88/210 HP
lvl 10 The Hunter	AC26 PD25 MD21	117/190 HP (Half AC/PD damage if ED <3)

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Ryu and Pyrrhus' attempts to corral the shadowy hunter are impossible in the face of its nature. It flits away like smoke through sword and claw, before sending more shadowy bolts across the room. Jack and Ryu recoil and stumble as the bolts find their expert mark.

Hunter shadowy form means it is immune to Opportunity Attacks! It slips away.
Shadow arrows vs. Jack and Ryu! 26 hits Jack, 35 hits Ryu.
Jack and Ryu take 20 damage and 20 ongoing (Hard save or standard action to clear).


Jack's strange magic has still entwined the shadowy monster that used to be the Orc Lord. It bares its claws and rushes the giant shadowy beast dominating the cave! It doesn't quite find purchase in the beast's hide, but its attacks still leave trails of darkened blood on the cave floor.

Warrior attacks Calamity!
Misses, does 15 miss damage.
1 save vs. Confused, still needs to make another.


For the moment, all your musical power is concentrated through Isaac's orb, but more music can only help when the power inevitably snaps back.

Ryu, Temur, and Jack are up, ED is stuck at 0 because of Isaac.
(Will come back at 1 at the moment, keep making checks!)

Fight gimmick: The dread realm of shadow will reduce the ED every turn.
Quick action power of music will make the ED rise (and apply to your own turn). Use any background and stat you think works, but you must beat DC25 for ED1-3, and DC30 for ED4-6.




pre:
lvl 11 Calamity		AC27 PD24 MD24	555/860 HP	Fear Aura (120 HP)
lvl 10 The Warrior	AC24 PD24 MD21	88/210 HP
lvl 10 The Hunter	AC26 PD25 MD21	117/190 HP (Half AC/PD damage if ED <3)

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Some bookkeeping, part of it is there's a poo poo lot of ongoing damage around, so no fret about losing track of some of it.
Ryu still has an instance of ongoing 20 (11+ save). The damage on Temur is 40 ongoing (11+ save)


Calamity shudders and quakes under your focused assault. It roars in terrible discord, trying to drown out your song!
"Cease your droning, sunlit things. You can not dance forever! I will reunite with my brothers and we will crush you!"
It moves and... tries to consume the other shadow being! But it can't move its head enough to reach, thanks to the silver flame of Kohryu pinning it down. But it doesn't last long. With a shuddering crack, the giant shadow monster tears free of the silver dragon's enchantment and faces Jack.
"You... you use us, bind us with your cursed droning. You will be ended!"

Calamity attacks the Warrior! M.... misses!?
Save versus 65 and stuck, success!
save versus 40, fail!


But Isaac still thrums with the power of the leylines, and it is once again his time!

Isaac is up! Escalation for him is still 8, it will be 4 when it returns (forgot the aftereffect of the soliloquist feat).

Fight gimmick: The dread realm of shadow will reduce the ED every turn.
Quick action power of music will make the ED rise (and apply to your own turn). Use any background and stat you think works, but you must beat DC25 for ED1-3, and DC30 for ED4-6.




pre:
lvl 11 Calamity		AC27 PD24 MD24	335/860 HP	Fear Aura (120 HP) 40 ongoing
lvl 10 The Warrior	AC24 PD24 MD21	88/210 HP
lvl 10 The Hunter	AC26 PD25 MD21	101/190 HP (Half AC/PD damage if ED <3)

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Hm, curious situation.

Calamity thrashes briefly under Isaac's powerful spell, roaring and shouting, but the power of death is too much! The beast tears itself apart into ash in its rage, and soon all that remains is dust.

The shadowy Hunter, the familiar thing that has been your fighting companion for so long, is still in the thrall of Jack's last song. It raises its dark bow, and with two quick bolts dissipates the last shadow itself. But it shudders, and creaks in a strange way. It throws off the effects of the song and raises its weapons once more!

Hunter goes first, and finishes the warrior!
Confusion ends.


But the powerful beat fills the cavern, making the Hunter seem wan and dim.
Slowly, sibilant, it hisses at you.
"You are strong. You have done well. Perhaps we can be stronger together. There are more shadows, and we can help you destroy the monsters and demons that threaten your star."

One guy with no defensives at 39 HP. We're in narrative from here, this guy isn't doing anything else.
That said, Isaac wanted something , and Ryu has a power stunt. What do you want?

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
You walk out of the ruined, shattered cave with the young Callahan in tow. Outside you see the imperial soldiers you rescued... such as they remain. A weary few tend to wounds and see to their fallen. One of them turns to you, but seems to gaze past you as he nods and reports.

"You did it, didn't you? Whatever you did... I didn't think I'd see the end of an Icon, but..."

He gestures out to the rest of the camp, and the sprawling war camp beyond. It is utterly silent, save the crackle of torches and bonfires. Piles of dirt in humanoid forms litter the ground, with cruel metal weapons in their arms. Some are desiccated skeletons, both humanoid and animal. A few humans wander about, blinking like newborns in the light of the morning sun. It may take decades to understand the sway and power the shadows held over the orcs, and the mechanisms of their power. For now, though, it is ended.

A Dragon Slayer's work is never done though. Five shapes rise over the horizon, the Dragon Slayers Headquarters and the four floating fortresses of Foras. Below the armies of hobgoblins, goblins, and bugbears march past what was formerly orc territory into the Red Wastes.

The Orc Lord was a warm up. It was time to hunt the Red.

And take 2 incremental advances and a full recovery!
You've got armies, fortresses, and your own bad selves. How do you want to hunt the Red?


Everyone knows the legends of the Red Wastes. The Red moves like a pyroclastic cloud around the edges of the Empire, but the Red Wastes are its personal domain. Nothing lives here, because to live here is to defy the greatest of dragons. Or, at least, the greatest until the White arrives.
The Red is certain to meet you as you enter the Wastes, which you must prepare for... but the great creature is not so mindless as to fight to the death, and little can outspeed its flight, much less an army. What you do even in victory will determine if you can end the threat forever.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
You sit around the war room of the floating fortress, regarding a map of what is known about the Red Wastes. It isn’t much, save for the metaphorically looming presence of the unnamed volcano that is presumed to be the lair of the Red.

Legatos Baelsar, the scarred hobgoblin that commands the armies of Foras, stands at one end, pointing at the small blocks and balls on sticks which represent the assembled armies mustered in this final, grand assault.

The hobgoblin starts in the growling but precise tone of Foras natives.
“The ground forces are the best we have, but we have to say that, unless the Red is grounded, they are not going to be able to contribute much. We have the know how to build up stationary weapons; ballista, trebuchets, and airbursting payloads, that sort of thing.

The four additional flying fortresses are sturdy, and the crews experienced with manning the weapons. They’re... *sigh* goblin made, so they’re not exactly uniform. They’re armed with enchanted ballista with seeking bolts, but nothing heavier. Our Elemental Annihilator is the only one we have, and that’s at the top of you fortress here.

For now at least. You can provide or retcon better stuff with Icon Dice rolls.

As for the Red, scouts have reported fresh burns and distant sightings near the Elven forests. It doesn’t mean much though, the Red can cover vast distances incredibly quickly. At the very least, we’re certain he’s not on the South side of the Empire right now.

I doubt hunting him down will be the problem though. We’re in his territory now, and he guards it jealously against anything that might take a single piece from his supposed hoard. Our army here will get his attention without fail.

If, somehow, we can injure the Red and don’t all die in the process, then there is the volcano here. Deep in the red wastes, enormous and fiery, and various legends and tales of the Red making its home there. That’s all we have though, legends and tales. Our spies and scouts have never located or heard of a single soul who has seen the inside of it and lived to tell the tale.”

Icon dice can be invoked to get more information or retcon various preparations, if you like.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Ryu quickly sketches out a map from his vision. He works feverishly, but you can't help but notice him start if you get behind him. An odd reaction, and when you ask, Ryu shakes his head and mumbles something about keeping an eye out.

The map of the volcano is very detailed, with measurements and notes for places where the heat could be unbearable. You notice two things that could be quite helpful.

The Red's personal hoard lies in a great chasm to the side of the volcano, but in times long past it used to connect to the lava chamber of the volcano. The Red had blocked off the tube with stone and boulders melted by his own great breath, but it could be broken easily enough. Doing so would threaten the Red's hoard to be destroyed in liquid fire, something that could be used to distract him.

The lava chamber itself is noted to be a "Rest and defensive chamber," likely where the Red retreats to in dire circumstances. It is a dangerous place, filled with liquid rock and only approachable from small tunnels or the great hole at the top. But that volatility makes it dangerous as well. The map notes weakpoints in the chamber that, if struck with magic, could collapse the entire chamber under a mountain of stone.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Legatus Baelsar scratches his scar.

"Setting up before the Red can come to chase us out of its territory? Hm, doable, doable. And the armies of Foras are ready and willing to drive the Red back to its hole."

"Unless... you want to lure him back by threatening his hoard? Possible, but if you want your floating castle to help out, you're going to need a way to get it close to the mountain without it being swatted out of the sky by the Red."

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
DM luck roll, 16!

The armies of Foras march onward through the Red Wastes. If there is any hint of worry or unrest or unease about marching through the scorched home of the Red himself, it does not show in a single soldier. In a day you see the smoke of the volcano in the distance. In three more days you near the jagged cliffs and hills that surround the ancient, fiery mountain. Legatus Baelsar calls a halt here, and the practiced Hobgoblin soldiers, Goblin sappers, and Bugbear scouts begin setting up fortifications, siege weapons, and trenches. They hardly need your input, and Temur intimates that, really, they wouldn't want it anyway.

Lina's (according to the last post) 5: Fire resistance, the good stuff! Resist fire 18+, and you can swim in lava but you get uncomfortably warm doing so.

Somewhat uncomfortably, it is not hard to get word to the devil adjacent from within Foras. Lina's contact replies only with a package with five potions and a note.

The letter posted:

Lina,

Happy to hear you didn't die to the Orcs, and I see you've fallen in with some auspicious company. Enclosed is enough for everyone, obviously that skeletal red dragon won't have any trouble with heat. Payment will come later.

Isaac's 5, the bombs arrive, and they will definitely explode and flood the chambers you want with lava.

Isaac also receives a package, though this one simply appears in a blue-purple flash on his desk. Isaac carefully opens the large box, and finds the crafted, crystalline magical explosives. He grins to himself. Void charges, a brilliant mix of multi-aspected energy, including a brief portal to the void to remove anything that could get in the way of the full force of the blast.
He turns the charge over and the grin falls away. All the charges are stamped with the moniker. "Toylson." Isaac's blood freezes, perhaps in memory of the last time he used a Toylson product. The explosives will be very, very effective, at the very least.

---

The Foras armies worked around the clock, but the fortifications are not quite finished before the blast of a horn sends the army scattering to positions. Scouts point out a speck in the distance. Foras veterans, all bearing burn scars, spit and prepare their weapons.
You assemble in the command tent, flaps open to see the speck over the distant horizon. Legatus Baelsar gives each of you a look.
"This is it. As distant as he seems, the Red will be here in 10 minutes. Reports from our sappers say they need 30 to finish setting the charges you gave us. The plan, then, is to delay the dragon twenty minutes, then drive it into its cave with the Elemental Annihilator. Lose your HQ before then, and things will go off the rails.

If you have anything else to do, get to it."

2 rounds of pre-battle actions/skill checks, the last moments before the fight. Speed up the sappers, improve morale, give bonuses, etc. This stuff will determine what kind of fight you have when he first hits, but it may be more narrative rather than making you time out just in combat? I'll think about it.

Anyway, here's the current board:


Spears are Foras regulars. Armed with javelins and shields, they can take a beating and mix it up for a while, but aren't likely to do much damage.
Ballistae are the siege weaponry. Strong, immobile, fragile. These can probably keep the Red on the defensive, if they don't get crushed.
Bows are the Bugbear rangers. They can hide in the hills and can ground the Red for a bit, so long as they get the element of surprise.
Airships are the four knockoff castles Foras put together. They have ballista, but aren't very maneuverable.
Castle is your lovely HQ. Its got all your stuff and your friends in it.

If you want to move these around "pre-deployment", go for it.

M.c.P fucked around with this message at 17:17 on Mar 10, 2020

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Lina's encouragement probably leaves something to be desired among the goblin sappers, but her work with the pickaxe is, indeed, peerless. Her zeal does the work of 10 goblins in minutes, digging out a tunnel and preparing it. The goblins behind her scramble to put up supports and plant the explosives as she barrels ahead into the stone of the mountain.

Things went so well it just about halved the time needed! You only need to fend off the Red for 10 minutes.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
aight, we back, we posting whenever we can.

You never imagined you could use so much gold and riches at one time, but soon the HQ is a flowing river of bags and goblins making use of your ill-gotten Drakkenhall gains. Generous overtime pay, rare materials, and the employment of especially mercenary specialists, making a web of gold on your march to the Red's lair. And the benefit of so much gold, someone was able to think of some kind of use.

As the Foras army sets up their defenses, the ballistae gleam in the red light with the strongest of timber and the most deadly of enchanted bolts. The floating fortresses whirr with oiled goblin engineering, ready to move. And the HQ vault lies picked clean, though Sellie managed to save a few bags of riches for you. At the very least, you're going to need to pay some significant hazard pay.

Ballistae go from annoying to dangerous, and the fortresses are now maneuverable instead of pondering.

Isaac, not one to waste time, prepares an extensive ritual of necromancy, calling forth a multitude of spirits from beyond the veil. Wraiths circle and twist in the air above the Hobgoblins, accompanied by grumblings and murmurs from the troops. But Isaac is a master at his craft, and the wraiths respond to his commands.

Wraiths! One unit, very fast, and with a chilling touch that might, briefly, distract the Red

All these preparations have done well in preparation for the arrival of the Red. The dot in the distance slowly grows into a dragon shape, bright red in the distant sun. But then... at the last moment it swoops upwards and disappears into a cloud.
The great Red is using the clouds and Sun to conceal his advance! You have moments until one of the greatest battles of this Age is joined.

Okay, 4 ish months later I think its worth reevaluating how this'll go. I'd like one more preparation from ArkinBlack, and also for everyone to roll Initiative and Place yourselves on the battlefield.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Temur's concerns prove true. The armies of Foras scan the sky, but for just a moment you lose the Red among the sun and the clouds above. There is a brief moment of quiet tension as you brace yourselves for the impending terror.
And then, with the speed and fury of a meteor, the Red lands directly in your lines. A floating fortress is shorn in half by the fiery descent, and an entire unit of hobgoblins is destroyed and scattered as the shockwaves of the landing send them flying.
Ryu is close enough to feel the heat of the Iconic dragon, but keeps his footing as soldiers are sent tumbling around him.

The red lands with incredible force!
Just misses Ryu's PD, Ryu takes 20 fire damage after resistance!
A Unit of spears and a Goblin Fortress has been destroyed!


But the armies of Foras are not perturbed. The lines of hobgoblins efficiently encircle the great dragon, who briefly pauses and regards the army surrounding him. The Red is not in the least concerned by the forces here. But this is your chance to show the Icon that its power is not as unassailable as it seems.
It will not be long until the explosives are ready and you can lead the dragon into your trap. In the meantime, now is your chance to strike back!

Lina and Ryu are up! Escalation is at 0!
And everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.

The army will move and control the dragon according to their orders at the end of the round.
The preparations of the treasure chamber will be complete at Escalation 2



shuffled some stuff for readability

pre:
The Red
AC29	PD23	MD27	4000/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

M.c.P fucked around with this message at 22:02 on Jul 7, 2020

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
If the Red pays any particular attention to the brave heroes fighting him directly, he doesn't show it. Instead, his great head swings around and focuses on the great goblin siege weapons in the rear. With unstoppable strength, ground shaking with every step, the Iconic dragon begins to move towards them.

Ryu gets another slash as the great dragon simply ignores him, but the greater worry is in the second line of hobgoblins. Another unit forms up to defend the siege weapons with their lives, lives which are inevitably given as the Red sweeps them aside with a massive claw. Still, their sacrifice has given the siege weapons time for their first shot.
But the great dragon has tools of its own, and you can't help but wonder what damage it will do once it finally unleashes its incredible breath.

The Red advances, takes an OA from Ryu. Hits! The Red takes 89 damage!
Another unit of spears is down.
The siege weapons are in fire breath range!


Behind the Red, the spear units give chase and the goblin floating fortresses turn to track the Red with their ballistae.
And further still, the Bugbear outriders are getting into position. Their spiked arrows should stop the Red from moving for a little time, but they only get one chance at doing so.

Isaac and Temur are up! Escalation is at 0!
And everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.

The army will move and control the dragon according to their orders at the end of the round.
The preparations of the treasure chamber will be complete at Escalation 2




pre:
The Red
AC29	PD23	MD27	3701/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
As the Red stomps forward, wings spread wide, his eyes turn upwards at the Dragon Slayers, flying in the sky and doing their best to coordinate the battle. Deep in its ancient mind, it picks you out from the throngs of flying soldiers and fortresses, and in so doing... fills the skies with fire! Fortunately, you are spread out, but that doesn't mean you escape unscathed.
Temur and his wyvern are engulfed by flame! The heat and light destroy his fur and scar his armor... but the old soldier hangs on! Isaac, nearby, is not in the direct path of flame, but the heat is still nearly unbearable, and his robes catch alight.

The Red fills the skies with fire! 2 targets, Isaac and Temur.
32 vs PD hits Isaac, crit vs Temur! Both rolls beat fire resist.
Isaac takes 75 fire damage and 15 ongoing damage (normal save). Temur takes 150 fire damage and 15 ongoing damage (normal save)


But here the soldiers of Foras show their mettle! Even with such terrible losses so far, the hobgoblins of Foras march forward, placing themselves in the line of Iconic destruction to buy the rest of the army more time!
And buy time they have. The siege weapons on the ground and the goblin-made fortresses in the sky have lined up their shots, and under shouted commands, open up! Heavy bolts rain from the skies, and arcane augmented shots steak across the battlefield into the Red! Bolts bury themselves in the dragon's scales, and shaped charges blast them aside. But the Red has seen more than 13 ages of death, and will take far more than that to take down!

Foras' soldiers close in!
Spearmen close in and force attention.
Fortresses and siege weapons open up! siege weapons deal 150, forts deal 90 damage.


Ryu and Lina are up! Escalation is at 1!
And everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.

The army will move and control the dragon according to their orders at the end of the round.
The preparations of the treasure chamber will be complete at Escalation 2




pre:
The Red
AC29	PD23	MD27	3461/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Ryu's desperate cries go unheeded by the Iconic Dragon. It takes another, deep, rumbling breath, and unleashes a brilliant gout of flame across the battlefield! A line of Ballistae are consumed by flames, as goblin engineers scatter or are consumed by the incredible flame!
Behind the ballistae, the Dragon Slayer's HQ is caught in the flames as well, as they spread across the Western end of the battlefield. The stonework holds... but a fire has started on one of the towers!

Thankfully, Temur's brilliant command mean only one line of the siege weapons succumbed to the flames. On the flanks, goblins continue to prepare their deadly payloads.

Meanwhile, the Red roars and swipes at the lines of brave hobgoblins now surrounding him. Troops are clawed down or sent flying, but their lines yet hold! The dragon finds itself penned in... but only for a moment...

One siege weapon destroyed by fire breath, and a fire has started in the HQ!
The Red is forced to stay still for now.


The floating fortresses slowly spread out in a circle around the Red, ready to rain down (figurative) fire. This is your time to strike!

Temur and Isaac are up! Escalation is at 1!
Everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.


The army will move and control the dragon according to their orders at the end of the round.
The preparations of the treasure chamber will be complete at Escalation 2




pre:
The Red
AC29	PD23	MD27	3319/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Quick fire save for Temur: 13 saves.
Crap, been forgetting something. Gonna start applying it now.

As Ryu, Lina, and Penitent go toe to toe with the Red himself, the air around them swims with the incredible heat radiating from the iconic dragon. Their armor curls at the edges and their hair smolders. The fire resistance potions help, but not always enough!
Ryu and Penitent take 41 damage, Lina takes 20, just from being engaged with the Red! Lina resisted.

Ryu's legendary blows have pulverized scales and rent dragonflesh! Watching the human Guardian of Drakkenhall fight is incredible in his display of strength and prowess... but now he has received the attention of the Red.
Ryu looks up and sees the Red staring down with murderous intent. Once again the endless flames build in the mouth of the Dragon, but these are different! A searing beam of fire, almost white in its brilliance, streaks down on Ryu, covering him in flame! The flame's brightness leaves afterimages in all your eyes, and when the Icon is done you fear that there will be nothing left but scorch marks. But Ryu, still, barely, hangs on, though who knows how long his flaming body will hold on!

The Red targets Ryu with a focused flame attack!
Hits PD, beats Fire resistance!
Ryu takes 225 fire damage, plus ongoing 30 fire damage and weakened! (save ends both)
Weakened = -4 to attacks and defenses.


With this incredible strike, the Red raises his head, beats his wings, and roars. The air around the battlefield seems to get hotter, but most of you are unscathed... Except Isaac and Ryu! The flame covering Isaac's arm suddenly flares up, covering the Necromancer in fire! And Ryu, barely clinging on already, feels the heat become more intense.

The Red fans the flames! Targets everyone on fire.
Hits Isaac and Ryu's PD!
Isaac ongoing increases to 20! Ongoing on Ryu increases to 35!
Their saves vs. fire are now 16+!


But Foras is hardly finished, sending another wave of deadly bolts flying towards the Icon. You can see the Red starting to bleed glowing blood from many wounds... But its not enough yet. Not nearly enough!
Far in the distance, a small, blue light appears on the slopes of the volcano. The Goblins have completed their preparations. What to do next is up to you.

The Armies of Foras fire again!
Siege weapons do 100 damage, Fortresses do 90, Undead Wraiths do 20!
Bomb preparations are complete!


Ryu desperately needs assistance, but he still clings to life!

Lina and Ryu are up! Escalation is at 3!
Everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.


The army will move and control the dragon according to their orders at the end of the round.
The bomb is set!




pre:
The Red
AC29	PD23	MD27	2821/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The Red is sent flying by Ryu's blow, a blow compounded by Lina and Penitent's stalwart and ferocious attacks! Glowing hot blood erupts from his eye, and the ground shakes once more as the Icon roars in pain!
But from his back, the Red begins to beat his mighty wings, creating an enormous windstorm with every flap! The hobgoblin spearmen are sent flying backwards, and the existing fires spark and enflame with the dry wind! The floating fortresses twist and spiral, their helmsmen fighting for control! The HQ manages fine, but the other three fortresses are not nearly as experienced. One of the fortresses enters a spiral and crashes into the ground, sending goblins and debris flying.
Ryu, Lina, and Penitent are sent flying, though the veteran adventurers are expertly caught by their wyvern mounts.

The Red creates a windstorm! Everyone gets disengaged, the spearmen are stuck for a round. The fortresses are sent spinning, and one is destroyed!

The Red growls and raises its wings. It's going to try to take off!

Temur and Isaac are up! Escalation is at 3!
Everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.


The army will move and control the dragon according to their orders at the end of the round.
The bomb is set!




pre:
The Red
AC29	PD23	MD27	2118/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Temur’s incredible strike cuts a gout across the Red’s neck, sending a torrent of blood that flashes into red steam in the air! But such strength can not go unpunished. The Red turns a glowing, baleful eye to the hobgoblin, and retaliates!
Temur is batted once, then swatted from the sky, rider and wyvern tumbling to the wasteland ash! His fur smolders once more from the Red’s terrible heat, unconscious... but alive!

With a smoldering ring left around the draconic Icon, the Red launches upward, retreating towards the sky...

The Red claws at Temur!
Miss, 16+ hit, hit!
Temur takes 190 damage and 20 ongoing fire damage! (save ends). He's down!
Red tries to fly away!


Except for the Bugbears of Foras, waiting patiently for the perfect moment to strike! Arrows, enchanted with stone form tips, rain from what seemed like empty ground into the Red’s wings and body. One could paralyze a dragon, and now hundreds rain on the Red, sending him crashing back to the ground.

Hidden Bugbears strike! The Red is taken out of the sky and crashes to the ground!

With the Red sent back to the earth, the armies of Foras prepare another withering hail of fire. The siege engines continue firing, creaking under the repeated strain. But the centerpiece of the Dragon Slayers HQ can now make its mark. A black bolt streaks from the roiling orb, enveloping the Red in dark purple energy. Scales curl under the glow, and the Icon moves with noticeable slowness and pain!

Annihilator effect: The Red is Weakened (the debuff) for this battle and will continue to be weakened (the narrative) for the adventure.
Siege engines deal 100 damage to the Red!
Flying Fortresses stabilize.


But despite everything, something deep within the Red begins to glow hot with fury. What could be next?

Ryu and Lina are up! Escalation is at 4!
Everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.




pre:
The Red
AC(25)	PD(18)	MD(22)	1833/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

M.c.P fucked around with this message at 02:42 on Jan 16, 2021

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Destruction piles on the Red from all sides! Glowing hot blood spills to the ash of the wastes, leaving puddles of glass and melted stone where they land. The Red is injured, bloodied, and vulnerable!
Except, at the last moment, the incredible power of the Icons. The Red calls on something deep, primal, and powerful. White hot flames tinged blue at the tips, cover the ancient dragon, forcing even the dragon slayers to fly back at the incredible heat. The Red streaks past the armies like a meteor, and with the same amount of power, sending the armies sprawling and the fortresses spinning. The Red's power can not be underestimated with such a display of strength!

And, you note with satisfaction or elation, fleeing in desperation.

You watch as the meteoric bolt that is the Red streaks towards the smoking volcano far away in the Wastes. Where, you note, the explosives are set and ready around the dragon's treasure horde.
Though you can't help but note the ragged, burned state of Foras' army. They fought well and did much, but it was at a terrible, terrible cost. Especially for the Hobgoblin frontlines.

Nevertheless, your prey has fled and gone to cower. Now you must finish the hunt.

Note for later, Red is gonna stay at 1454 HP

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
You make your way to the ancient, smoking volcano in which the Red makes its lair, leaving the fire and smoke of the pitched battle behind you. The brief respite is a welcome relief, but you know it will not last long.

The volcano itself is riddled with tunnels, carved out by magma in eons past, but Ryu's map helps you find the entrance closest to the Red's treasure chamber. The Toylson branded explosives are set to flood the Red's riches with molten rock, which should provoke the Icon out of its hole at the heart of the volcano. It is only a matter of sending an easy signal.

Except... As you approach and prepare to dismount, you see several goblins milling about the entrance. As you get closer, you see that they are injured. Some of them lightly, some badly. One of the larger ones, and thus the one most in charge, stands and waves you over as you land.

"Slayers! Problem, big problem! We finish bombs, have them all set... but some gobs want to see shiny gold! They say, only take a little... but then they change! Get mean, start fight!"

The goblin shuffles back and forth.

"One of them has the thingy that starts the boom! We can't set it off... unless you set bombs off manually!"

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The goblin points up the tunnel into the darkness.

“Bad Goblins are with the shinies, don’t know what they’re doing. Me and other goblins just ran, don’t know what happened in there.”

Ryu’s memory of the map let’s him know how to get to the treasure chamber directly.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Decision made, you make your way into the volcano. It smokes steadily, though right now there are no rumbles or threatening roars. Somewhere inside, the Red is recuperating from its battle with Foras' armies. Now you make your way into its layer to finally finish it off.

Ryu leads the way, though each of you has studied his map extensively. The twisted, lava carved passages would be an impossible maze without his Silver-given insight. However, no knowledge could have prepared you for what you come to see as you make your way to the treasure chamber.



Gold, riches, ancient armors and masterwork weapons, first edition tomes, enchanted bottles of vintages from previous Ages. Your heart's desires, your wildest dreams, everything in between. The Red has persisted through all the known Ages and beyond, and what he keeps in his personal hoard speaks to that incredible power, longevity, and greed.

Among the mountains of gold and riches, the Goblins admire and play among the armors and coins. They're in their own little worlds. One of them has a small, runic box at his hip. The detonator!

He seems nearly catatonic now. It should just be a moment's work to grab it, or indeed the goblins, and walk out.

Why, it's so easy, that you should probably pick up some things while you're here. Why, some of these weapons could fight an army by itself. And the riches! Your paltry third of the Blue's bank seems like pocket change. Clearly you have time to take some things...

Wisdom Check, everyone! 24 or less you're pretty hosed, 25-29 you are momentarily enraptured (a length of time according to narrative needs), 30+ you shake off the call of hoard!

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Isaac, Temur, and Lina roll initiative! I got Ryu's on Discord, but y'all are surprised right now.

Ryu shakes the hobgoblin, but its to no avail. And in his frustration, Ryu fails to notice the piles of gold and gems begin to shift by themselves...

Only when a shadow creeps across the golden floor does Ryu turn, only to see a looming, golden monstrosity rise out of the hoard! Its eyes are gems, and shimmering gold coins form into the clinking, shimmering visage of some vicious amorphous beast! But already the beast lunges forward, nearly burying Ryu in an avalanche of ancient treasure!

Hoard Guardian rolls 30, beating Ryu's Initiative!
Hoard Guardian engages, batters Ryu with treasure!
31 hits hard, 28 hits! Ryu takes 192 damage!


But the other Dragon Slayers are too enamored with the glint of wealth to notice just yet! And even worse, shades begin to crawl out of the treasures, the spirits of the greedy who fell to the hoard's curse! The spirits gaze with malevolent ghostly eyes and grasp with darkened hands.

Isaac, momentarily, looks up. The scene before him shakes something at his core, but he can't seem to control his body...
But Temur and Lina have it worse. They grasp at the treasure in their hands, fighting off the spirits that approach... but the wildness in their eyes shows a paranoia at their core. They're only out for themselves right now!

Ryu is up! Isaac, Temur, and Lina are surprised! Escalation is at 0.
Temur and Lina are called by the hoard! They can ONLY attack the greedy spirits and CANNOT use healing or buffs on other people.
This effect ends after two 11+ saves. GM eyes Ryu's feat of strength rolls




pre:
Hoard Guardian
AC28	PD26	MD20	870/870 HP
Greedy Spirits x10
AC25	PD22	MD18	500/500HP

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Things are looking worse and worse for the Dragon Slayers, as the madness of the gold-lust prevents you from working together. The grasping hands of the spirits encroach from all sides, clawing at everything you own! Their weak strikes are no problem for your battle-hardened selves... except, unfortunately, for Isaac, who finds himself dangerously battered by clutching ghostly limbs!

Lina clutches at her bag of gold, using it to ward off two of the spirits, but she is surprised from behind! The spirits clutches her backpack, leaving her stuck in a vicious tug of war.

Hoard Spirits Swarm! 3 vs Lina, 3 vs Temur, 2 vs Isaac, 2 vs Pyrrhus
Lina: Hard Hit, Miss, Miss. Temur: Miss, Miss, Miss. Isaac: Hit, hit. Pyrrhus: Miss, Hit.
Lina takes 35 damage, Isaac takes 70 damage, Pyrrhus takes 35 damage
Lina is stuck until disengaged from the mooks!


The arrival of the spirits and the sound of swords against gold wake your instincts. Isaac shakes himself from his reverie and breaks the enchantment, seeing the state you're in! But Temur and Lina are more concerned with their riches, battling the spirits for their lucre, but unseeing of the way the treasure itself was their true enemy.

Initiatives from Temur, Lina, and Isaac! You can go if you beat 30. Escalation is at 1!
Temur and Lina are called by the hoard! They can ONLY attack the greedy spirits and CANNOT use healing or buffs on other people.
This effect ends after two 11+ saves. GM eyes Ryu's feat of strength rolls




pre:
Hoard Guardian
AC28	PD26	MD20	861/870 HP
Greedy Spirits x10
AC25	PD22	MD18	500/500HP

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The pile of moving treasure fixes Ryu with its gemstone eyes, and Ryu is beset by the demands of the wealth of the Red! Voices and demands fill his mind, and it proves too much! Ryu, slowly, collapses to his knees... but not first without offering his Uncle's sword to the hoard! The sword becomes part of the jingling mass, though perhaps one could seize it with a little effort...

But for now, the living pile of treasure is moving on to the rest of you. It lurches towards Pyrrhus, and once again nearly buries the undead dragon in coinage and gems. Pyrrhus shudders under the weight, but still stands!

Spirit of the Hoard Demand's Ryu's Riches as a quick action!
Crit! Ryu takes 60 damage and is down! The Dragonslayer Katana becomes part of the Hoard and can only be retrieved with a Standard Action!
I had a cool sword sprite to stick in the monster but it wasn't working :(
Spirit of the Hoard engages Pyrrhus, Smashes twice!
Miss, hit! Pyrrhus takes 90 damage!


Isaac barely stands, the only lucid Dragon Slayer remaining. Can his intellect turn this battle around?

Everyone is up Escalation is at 1!
Temur and Lina are called by the hoard! They can ONLY attack the greedy spirits and CANNOT use healing or buffs on other people.
This effect ends after two 11+ saves. GM eyes Ryu's feat of strength rolls




pre:
Hoard Guardian
AC28	PD26	MD20	861/870 HP
Greedy Spirits x10
AC25	PD22	MD18	500/500HP

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The Guardian of the Hoard shudders to a stop, seemingly surprised at Ryu's continued resilience. Another wave of ancient gold tries to knock him away, but still he hangs on!

RETCON: Ryu stays up, gets targeted by attacks, still 1 hit, 1 miss for 90 damage.

Everyone is up Escalation is at 1!
Temur and Lina are called by the hoard! They can ONLY attack the greedy spirits and CANNOT use healing or buffs on other people.
This effect ends after two 11+ saves. GM eyes Ryu's feat of strength rolls




pre:
Hoard Guardian
AC28	PD26	MD20	861/870 HP
Greedy Spirits x10
AC25	PD22	MD18	500/500HP

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
As Isaac turns to face the huge mass of moving treasure, he finds himself staring directly into its gemstone eyes! Isaac finds himself briefly consumed by flashing images... Books! Fancy robes! The finest in magical reagents! Isaac clutches at his head and forces himself to look away, which breaks the brief enchantment.
Except, to his horror, Isaac finds he no longer has his Obsidian Orb! It bounces away and seems to be immediately consumed by a mound of gems.

Hoard Guardian fixes Isaac with a horrid stare!
32 vs MD hits! Isaac takes 30 damage and drops his obsidian orb!
A standard action is needed to retrieve the orb.


But everyone else is too wary of the giant golden monster to be concerned with magical trinkets. The beast surges forth again, tearing towards Ryu with shocking speed. Ryu is once again slammed by a fist of ancient armors, but the Stalwart rolls with the punch, easily avoiding the followup slam and jumping upright.

Hoard guardian surges forward, engages Ryu!
Smashes with treasured fists! 29 hits, Nat 1!
Ryu takes 90 damage!


The greedy spirits that remain fruitlessly toss themselves against Temur's shield and Pyrrhus' red dragon bones, but have nothing to show for the effort.

Spirits claw at Temur and Pyrrhus!
22 misses, 21 misses, Nat 1. No damage!


Things are, barely, looking doable. But the ancient hoard of the Red has claimed countless, countless souls. More spirits, eyes glowing with ancient, unfulfilled avarice, form in the shadows of the piles of treasure. The guardian needs to die!

Another 5 hoard spirits appear!
Everyone is up Escalation is at 2!



pre:
Hoard Guardian
AC28	PD26	MD20	777/870 HP
Greedy Spirits x3
AC25	PD22	MD18	124/500HP
Greedy Spirits x5
AC25	PD22	MD18	250/250HP

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Horde Guardian sheds 64 damage worth of coins!

Even as you surround and prepare your weapons, this moving pile of treasure and hatred fights to the last! Ryu, taking a brief break at the back, finds his eyes once again caught by the glint of ancient weaponry and heraldry. Images of incredible swords fill his mind, and as he tries to shake it off, Ryu realizes he's tossed his sword aside, where it almost disappears among the treasure!
Guardian Demand's Ryu's riches! 28 vs MD hits! Ryu takes 30 damage! Ryu loses his sword and must use a standard action to pick it up!

While Ryu digs for his sword, the great mass of gold rares up to punish you for your temerity... and its mighty fists swing at Penitent and Pyrrhus! Or, at least, they would. The ancient dragon and the battle-hardened paladin scatter its attacks into so much coinage.
Guardian swings at Penitent and Pyrrhus! uh... i rolled a 1 and a 2.
yeah okay i'm gonna call it.


It is but the work of moments for you to finally pull this animated treasure pile apart, having finally dispelled the sorcerous traps which enthralled you when you first entered this room. You collapse into piles of coins, which look like so much gravel next to your mission and your quest. How long has it been? Hours? A year?

Slowly, the plan drifts back to your mind. Magical explosives, set to flood this very chamber with lava, and a chance to draw the Red himself from hiding within the magma of the volcano. The goblin you came here to rescue is still here, finally lucid. Which is to say he's stuffing every available container with coins, but the remote detonator still sticks out of a pocket.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
You instinctively take cover, and just in time! Gold and jewels fly up around you as suddenly the world seems to lurch, and you clutch yourselves in a vain hope that you are not simply buried in gold or the very mountain itself.

But just as quickly, it stops. You risk a glance upwards, and still see the gold and jewels around you. Did something go wrong? But then, you notice the stars in the sky, and the oppressive red glow that begins to creep in around the treasures and gold.

Toylson's explosives have more than flooded the treasure chamber. They've sent it out the side of the mountain!


Quickly the mounds of metal begin to melt and coalesce into islands of gold that thankfully float on the lava beneath your feet. Thank goodness for your fire resistance potions, or the sheer heat would be cooking you alive already! But you still need to be careful, lest the liquid rock pull you underneath its molten flows.

As you scramble to relative safety, another eruption rocks the volcano, sending arcs of fire through the night sky. But this was no ordinary eruption. Your plan worked! The Red has left its chamber to save its treasure! This is your chance to strike!
It is only as he roars in terrifying fury, swooping down on the side of the mountain, that you consider your sudden position.
It lands below you on the flow, seemingly unable to stay aloft. The elemental annihilator! The Red's wings crackle and stiffen from the residual power. It can't seem to fly for very long!

You prepare yourselves, as best you can, to take on another Icon. The Red dies tonight!

Platforms! No check to move between them, but they're not lasting long!
DC 25 - standard action, preserve a platform
DC 30 - quick action, preserve a platform

DC 30 - standard action, make a platform
DC 35 - quick action, make a platform.

If you go in the lava, you'll be stuck. If someone doesn't get you out, then you'll start getting pulled under.
No damage though, that's literally what I said the resistance potions do.

Roll initiative! Beat a 36(!) to go first!
also I assumed everyone topped up, please note if you're not quite topped though.
Escalation is at 1, but remember, The Red gets it too.




pre:
The Red
AC29	PD24	MD27	1600/4000 HP

Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage.

M.c.P fucked around with this message at 00:49 on Jun 3, 2022

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Red breathes Iconic Fire!
4 targets! Targeting Ryu, Temur, Isaac, and Lina!
Hits Ryu and Isaac, CritsLina, Misses Temur!
Ryu and Isaac take 75, Lina takes 150. They take ongoing 15 fire damage.


The Red comes roaring out of the lava flow, sending plumes of molten rock as he climbs down the mountain after you. Your experience and speed can't keep up with the dragon's Iconic will! The Red's breath sweeps over you, leaving you only able to desperately cover your extremities. Temur's shield just holds against the breath, but the rest of you are not so lucky. Lina in particular is taken unawares, and takes terrible burns!

The Red calls upon the flames Icons! Flames roar higher!
Hits Isaac and Ryu, ongoing fire damage increases to 20 and becomes a hard save![/i]

The force of an Iconic dragon commands the flames as well! Lina is fortunate to avoid further flames, but Isaac and Ryu find the flames wreathing their bodies taking on a blue hue, taking on a searing heat and a lifelike will to live!

Platforms! No check to move between them, but they're not lasting long!
DC 25 - standard action, preserve a platform
DC 30 - quick action, preserve a platform

DC 30 - standard action, make a platform
DC 35 - quick action, make a platform.

If you go in the lava, you'll be stuck. If someone doesn't get you out, then you'll start getting pulled under.
No damage though, that's literally what I said the resistance potions do.

Everyone is up! Escalation is at 1!




pre:
The Red
AC29	PD24	MD27	1600/4000 HP

Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The deathly chill of the north bears down on the lava flow, cooling the molten rock!
But the thrashing of the Red is greater than mere weather. With a surging motion, the great dragon breaks apart the treasures and melting piles of gold floating on the liquid rock. Lina's adhesive holds as the three of you are rocked back and forth by the waves, but Penitent falls into the lava as the ground gives away underneath him!

Platform DCs are reduced by 5 by Isaac!
The Red destroys 2 platforms! The one 3 of you are sharing is saved by your efforts. Penitent's platform sinks! He's stuck!


But you have no opportunity to respond as the Red's great bulk rears out of the side of the mountain. He moves like a wave, practically ignoring your desperate attempts to stop him with mere blades! Temur, Ryu, and Lina stand together on their swiftly melting pile, facing an Icon of fire!

The Red moves to Engage Lina and Temur (while remaining engaged with Ryu and Penitent)
Ryu and Penitent get Opportunity Attacks! Penitent hits, 44 damage! Ryu just misses! 9 damage!


But the Dragon Slayers are up to the challenge! A great claw comes bursting out of the lava, but it is deftly parried, blocked, and dodged! You escape totally unscathed!

The Red Attacks with fiery claws! Targets Penitent, Lina, and Temur!
Misses Penitent, Misses Lina, Misses Temur. uh...


But as the ancient treasures sink and melt, the angry spirits trapped within them rise out of the toxic spumes, mingling with their smoke to form gaseous terrors that swoop to engulf you. Or, they would have, but their furious reach is no match for your skill... Except Lina! She is caught unawares and breathes the burning, toxic fumes. They choke the words from her lungs with malicious intent!

The Red summons 4 Smoke Minions! They roll 32 for initiative and move immediately!
Engage and attack Isaac, Ryu, Temur, and Lina!
Misses Isaac (?!), Misses Ryu, Misses Temur, Hits Lina!
High roll! Lina takes 55 damage, and will take 55 more if they make any action but a basic action until the end of the Spirits' next turn! (IE Hampered but cooler)


Platforms! No check to move between them, but they're not lasting long!
DC 20 - standard action, preserve a platform
DC 25 - quick action, preserve a platform

DC 25 - standard action, make a platform
DC 30 - quick action, make a platform.

If you go in the lava, you'll be stuck. If someone doesn't get you out, then you'll start getting pulled under.
No damage though, that's literally what I said the resistance potions do.


Everyone is up! Escalation is at 0 for now...




pre:
The Red
AC29	PD24	MD27	916/4000 HP

Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage.

Smoke Spirits
AC26	PD29	MD24	320/320HP (80)

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M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
The Red thrashes in the roiling flowing lava as Isaac's terrible curse works its deathly toll. The last of the golden platforms splits and crumbles into the flow, leaving three Dragon Slayers huddled together against the last remaining rock of melting gold, glue, and stone.

The Red destroys 2 more platforms, leaving a single one!
The platform may not survive The Red's undivided attention...


But The Red seeks revenge against the soul-rending strike from the necromancer. A gout of flame roars into the air, engulfing Isaac and Pyrrhus! Pyrrhus withstands the torrent of fire, undead bone and flesh crackling under the iconic flame, but Isaac falls under the wave of iconic fire! Even as he lies slumped on Pyrrhus' back, the flames threaten to turn his body to ash!

The Red unleashes his fiery breath! 2 targets! Targets Isaac and Pyrrhus!
22 vs PD hits Isaac! 38 vs PD hits Pyrrhus! Both take 75 damage! Isaac is down!
Pyrrhus takes 15 ongoing fire damage! Isaac's fire damage increases to 35!


The Red saves a last gout of flame to sear his own torn flesh closed, sealing the wound left by Ryu's mountain cleaving strike.

The Red saves against Ryu's bleed!

In another part of the flow, Penitent sinks to his neck in the roiling flow of molten rock. The resistance to fire is holding strong, but he is at risk of suffocating in the flow!

Penitent sinks further into the Lava! He is Helpless!

Platforms! No check to move between them, but they're not lasting long!
DC 20 - standard action, preserve a platform
DC 25 - quick action, preserve a platform

DC 25 - standard action, make a platform
DC 30 - quick action, make a platform.

If you go in the lava, you'll be stuck. If someone doesn't get you out, then you'll start getting pulled under.
No damage though, that's literally what I said the resistance potions do.


Everyone is up! Escalation is at 2!




pre:
The Red
AC29	PD24	MD27	424/4000 HP

Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage.

Smoke Spirits
AC26	PD29	MD24	0/320HP (80)

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