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Dick Burglar
Mar 6, 2006

Jascha the Lost

Jascha dashes into the skirmish, launching a volley of crackling arrows at the beast as he moves.

Move to H7.
Two-Fanged Strike vs AC on Brasexei: 1d20+19+2+1 33 Hit. 1d12+13 23 2d6 9
Forgot the second attack: Two-Fanged Strike vs AC on Brasexei: 1d20+19+2+1 37 Hit. 1d12+13 18 Since both attacks hit, I add +WIS damage, which is +4.
Minor: use daily power of Rain of Hammers ki focus, letting me make an at-will attack on the target I attacked: Twin Strike vs AC (Rain of Hammers): 2#1d20+19+2+1 28 41 Both hit. 2#1d12+7 19 11

Dealt a total of 84 damage this turn.


pre:
Jascha   						 
HP: 79/79 (THP: __)      AC:   28    Passive Insight: 20
Surges: 6/7 (V: 20)      For:  23    Passive Perception: 29
Initiative: +12  	 Ref:  28    Action Points: 0
Speed: 7     	         Will: 26    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Sensing Eye (Minor)     [ ] Elven Accuracy                   [ ] Healing Lore    
Hunter's Quarry (M.)    [ ] Invigorating Stride              [X] Sure Shot            
Summon Armor (Minor)    [ ] Second Wind                      [ ] Flying Steel
Nimble Strike           [ ] Defensive Volley                 [X] Attacks on the Run
Twin Strike             [X] Disruptive Strike
                        [ ] Combined Fire
                        [X] Two-Fanged Strike
                        [X] Biting Volley
                        [ ] Wind Fury Assault
                        [ ] Archer's Glory
                        

Item Powers
[ ] Screaming Bow (Daily)
[X] Rain of Hammers Ki Focus (Daily)
[ ] Silt Sandals (Daily)


Conditionals/Passives:

Reactive Stealth: If you have any cover or concealment when you roll initiative, can make a Stealth check to hide.
Superior Will: Can make a save against daze/stun at the start of your turn, even if it is not a (save ends) effect.
Hunter's Aim: You don't take the normal -2 penalty to attack rolls against your quarry if it has cover/concealment.
Grounding Shot: Ignore attack penalty for ranged attack vs prone target, and deal +2 damage to prone enemies.
Silt Sandals: Ignore difficult terrain and leave no tracks in dirt, sand, silt. Can move across non-solid surfaces.
     If you end your turn on a non-solid surface, you sink. 

Dick Burglar fucked around with this message at 19:05 on Feb 24, 2019

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Wol
Dec 15, 2012

See you in the
UNDERDARK


Shaiha's little rope-and-metal scorpion lashes out with surprising power and impales Brasexei. Another spell, and Kalakote is once again reinvigorated to rejoin the fight!


When Brasexei misses Relentless Harrier: Summoner's Staff: Kalakote gains 7 THP.

Standard Action: Relentless Harrier Attack (Melee 1 vs. AC). Target Brasexei (32; Hit). Brasexei takes 25 damage.
Free Action: Healing Infusion: Curative Admixture. Kalakote regains 39 HP.

Relentless Harrier: 40 / 40 HP. 30 AC; 25 Fort; 30 Ref; 28 Will

Damage Summary: 25 to Brasexei.
Positional Summary: I am in I4; Relentless Harrier in B5.
Others' Status:
Reminder: All enemies next to my conjurations or summons grant CA.


pre:
Shaiha Nilil   						 
HP: 81/81 (THP: 00)      AC:   28    Passive Insight: 20
Surges: 4/8 (V: 20)      For:  23    Passive Perception: 23
Initiative: +6  	 Ref:  28    Action Points: 1
Speed: 5     	         Will: 26    Vision: Low-light
Languages: Common, Dwarven
Resists: 11 acid
Saving Throws: +2

At Will			Encounter			     Daily
Ethereal Chill         [ ] Second Wind                   [X] Obedient Servant
Thundering Armor       [ ] Lab Conditioning              [X] Flameheart Defender
                       [ ][ ] Healing Infusion           [X] Relentless Harrier
                       [ ] Sudden Slime                  [ ] Arcane Springboard
                       [ ] Ice Shard Traps              
                       [ ] Phantasmal Henchman          
                       [ ] Gale-Force Infusion          
                       [ ] Planar Gateway               
                       [ ] Energy Conversion
                       [ ] Slick Concoction
                       [ ] Enduring Summons

MBA: +17 vs. AC; 1d8+6 damage.
Crit: +3d8 damage.
Item Powers
[ ] Rod of Absorption (Encounter): Deactivate the aura (save ends) of a creature I hit.
[X] Rod of Absorption (Daily): Immediate Interrupt as below.
[X] Summoner's Staff (Daily): Immediate Interrupt as below.
[X] Salve of Power (Daily): Lose 1 healing surge to regain an encounter attack power.
[X] Hero's Armour (Daily): When I spend an action point, forgo usual feature to let ally
within 5 use second wind as a free action.

Immediate Actions (descending priority; will not react to / target minions)
-- When summon is hit: Attacker rerolls and must use second roll (Day [Summoner's Staff])
-- When ally is hit and dealt 9+ damage: They gain resist 9 all to the triggering attack, and 9 THP
after damage (Enc [Energy Conversion])
-- When I & at least 2 allies targeted by area/close: All attacks take -5 penalty (Day [Rod of Absorption])
-- When I take damage from area/close: Halve the damage and shift 2 squares (Enc [Lab Conditioning])

Summoning:
Defensive Minions: Summons gain +2 to all defenses.
Tome Expertise: Enemies next to my conjurations/summons grant CA. An enemy immune to fear
is immune to this effect.
Summoner's Staff: When an enemy misses my summon, I or an ally within 5 of the summon gain 7 THP.
Summoner's Slip: After using a conjuration/summoning power, teleport 2 squares.

Arcane Rejuvenation
When an ally uses a magic item daily power, they gain 11 THP.

Action Point:
Summoner's Action: Give one minor action command to each summoned creature as a free action.
Hero's Armor: Gain +2 to all defenses UEoMNT.

Other Features:
Arcane Empowerment: 1/Day, spend a short rest with a magic item: Recharge its daily power, or give its
wielder a free action to gain a +2 bonus to an attack roll after rolling once before the next extended rest.
Ooze Master 10: Acid attacks make targets grant CA UEoMNT.
Ooze Master 5: Roll twice on Dungeoneering checks.
Superior Will: Save against dazing / stunning effects at start of turn.
Rapid Infusion: Use Healing Infusion as a free action on my turn.
Quick Fix: Roll Arcana to disable, identify, or sense magical phenomena, or Thievery to disable or 
identify devices, as a minor instead of a standard action. Take -4 to such checks.
Lesser Ring of Feather Fall: I take no damage from falling.

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.




Zevra gestures and waves her hands behind her twilight veil, moving spirits around the battlefield like pieces in a chess board. Once flies into Jascha to strengthen his limbs, while another flows through Kalakote, quickening his feet.

Move action: Move Warlord Spirit from C10 to H7, Jascha's square.
Minor action: Dismiss Spirit companion.
Free Action: Summon Spirit Companion in square B11.
Standard Action: Spirit Infusion on Kalakote. Spirit Companion disappears. He can shift 1 square as a free action and make an immediate MBA against the dragon with +2 to hit and +4 damage.
Free action: Summon Spirit Companion in square D10.




pre:
Haunted Zevra   						 
HP: 81/81 (THP: 0)      AC:   25    Passive Insight: 26
Surges: 6/9 (V: 20)      For:  24    Passive Perception: 28
Initiative: +11  	 Ref:  26    Action Points: 1
Speed: 6     	         Will: 27    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Spirit Infusion		[ ] [ ] Healing Spirit		[ ] Spirit of the healing Flood    
Spirit of the Tempest	[ ] Ironbreaker Claws		[ ] Ancient Progenitor’s Spirit            
Voice of Battle		[ ] Granite Armor		[X] Ancient Warlord’s Inspiration
Call Spirit Companion	[ ] Blood-Red Mist                    
Spirit’s Wrath		[ ] Intellect Pummel
Summon Armor (Minor)	[ ] Speak With Spirits
                      	[ ] Engaging Pursuit
                        [ ] Insightful Warning
			[X] Twilight’s Veil

Ghost Dog Companion
HP: 38/38 (THP: __)		AC:   28    Passive Perception 29 
Surges: -			For:  26    
Initiative: - 			Ref:  26    
Speed: 6  			Will: 26

Conditionals/Passives:

Resist 10 Fire
Elemental Spirit: Allies adjacent to the Spirit Companion gain +2 to saving throws
Spirit of Vigor: When Spirit is summoned as a minor action, one adjacent ally gains +4 Temp HP
Healing Spirit: When Healing spirit is used, target makes a saving throw, one ally adjacent to 
Spirit Companion heals 3d6 HP, all gain 6 temp HP
Spirit’s Step: When Spirit Companion is dismissed, one adjacent ally can shift 1 square, +1 to hit any adjacent enemies.
Spiteful Retaliation: if enemy’s attack causes spirit to disappear, enemy is dazed UENT.
Spirit Companion: Conjuration. Uses Zevra's defenses. Can’t flank. Occupies 1 square. 
Allies can move through, enemies can’t.  Can make OAs from enemy movement but nothing else.
 Can only be targeted by melee or ranged attacks. If dealt 15 damage by single attack, disappears, and Zevra takes
10 damage. Can’t be affected by conditions or forced movement, ignores difficult and hazardous terrain.
Dog Companion Aura: Allies adjacent to dog companion can teleport within aura as move action, 
enemies give Zevra combat advantage
Totem Expertise: ignore partial Concealment/Cover

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Brasexei shrieks in pain. Distracted, she only manages to get off one attack - to slam her weight into the pool of water she has created in an attempt to push away her enemies

Standard: Tidal Wave vs Fort: 3#1d20+17 21 26 24 5d4+20 34
(Targeting Harrier, Sathain, Kalakote)
On miss, half damage


Brasexei
Damage Taken: 348/????
AC/F/R/W : 28/26/26/26
Immunities: Forced Movement / Immobilize / Prone
Primordial Recovery: At the end of her turn, Brasexei clears all Stunned, Dazed, Dominate, Blind or Weakened status effects
Primordial Action: Brasexei takes an extra standard attack at the start of her turn. If she is unable to take this action due to an effect such as Daze, Dominate, or Stun she does not take that action, and instead the effect ends

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...
Sathain

Sathain's telekinesis breaks the wave into smaller, harmless splashes. He presses the group's momentary advantage. His metal flail heads hover, prepared to strike, and he points the flail's handle forward, his face even paler than usual with strain. His power manifests as violet strands, coils of force that loop around Brasexei's limbs and try to force her down. For a moment, it looks like he might actually do it, might bring even this immense beast down to the ground with the power of his naked will--but then he groans and Brasexei surges back up. Still, his power clings to her, and visibly slows her, making her vulnerable as she attacks.

"Stay on it!" he yells, his voice trembling with strain.

---

Standard action: Impose Your WIll, aug 2. 1d20+22=33, a hit. Brasexei takes 2d10+9=19 damage, grants Combat Advantage, and every attack she makes provokes an OA from everyone who is threatening her UEMNT. She remains marked by Sathain.

Status: cover (+2 defenses) for Sathain and adjacent allies.
Triggers: If the boss hits Sathain, Forceful Reversal attack as a reaction. If it attacks and doesn't include him, Mind Spike. If it moves, follow with Blurred Step.


pre:
Sathain

HP: 81/103 (BV:51)          AC:	30 	Passive Insight: 17
THP: 0	                        Fort: 27 	Passive Perception: 15
Surges: 14/15 (V:25)	Ref:	26	Vision: Low-Light
Initiative: +9	                Will: 28	Action Points: 1
Power Points: 8/9          Speed: 5

Power Cards
At Will		              Encounter		            Daily
Eldritch Strike              [ ] Adept's Insight	      [x] Living Fortress
Battlemind's Demand           [x] Persistent Harrier	    [x] Nightmare Vortex
Mind Spike                 [ ] Dimension Slide            [ ] Intellect Hammer
Concussive Spike             [ ] Impose Your Will             [x] Battle Aspect
Forceful Reversal             [x] Rebind the Will
Lodestone Lure                 [ ] Fast Talk
Thought Projection           [ ] Wrathful Warrior

Item
[ ] Shield of Eyes - don't grant CA when flanked UEMNT (D)
Deep-Pockets Cloak - draw or store an item from the cloak(AW, 1/round)    

Passives
Fragment of the Way: expend 1 PP at end of short rest to deal +1[W] with next weapon attack
Bracers of Mighty Striking - +4 damage to MBAs (Eldritch Strike)
Hat of Disguise: +5 to Bluff to pass myself off as someone else
Shield of Eyes: +2 AC vs OAs
Wielder's Action: spend AP to make attack, get 1 PP back
Superior Will: Save vs stun/daze at start of turn even if not save ends.
Flail Expertise: when I hit with a melee attack using a flail and the attack lets me slide the target, knock them prone instead
Dragging Flail: whenever I use a flail to knock an enemy prone, also slide them 1 square
Rushing Cleats: increase the push or slide effect of any close or weapon attack by 1
Hindering Shield: whenever I pull, push, or slide a creature with an attack while using a shield, slow that creature USMNT
Fail of Winds: +1 all forced movement
[/quote]

Wahad
May 19, 2011

There is no escape.
Kayode "Baba" Babatunde

The beast's hide erupts into flame, but it barely seems to scratch it at all.

Move: G14.
Standard: Argent Rain on A6-C8 at 1d20+19=22. Miss. The burst creates a zone of fire that lasts USOMNT. Any enemy that ends their turn in the zone or leaves the zone takes 10 fire damage. They can take this damage only once.



pre:
Kayode   						 
HP: 70/80 (THP: )        AC:   29    Passive Insight: 25
Surges: 6/7 (V: 20)      For:  23    Passive Perception: 20
Initiative: +12  	 Ref:  26    Action Points: 0
Speed: 6     	         Will: 29    Vision: Normal
Power Points:  6/8       Languages: Common, Primordial

At Will			Encounter			     Daily
Avenging Shackles       [X] Argent Rain                      [ ] Celestial Fist    
Dimensional Scramble    [ ] Aspect of Agility                [ ] Force Spheres            
Dishearten              [ ] Bound by Fate                    [X] Mind Blast   
Kinetic Buffer          [ ] Dream Blade
Manifest Dream Form     [ ] Far Hand
Thought Projection      [ ] Mind over Flesh
                        [ ] Mind Shroud
                        [ ] Oath of Enmity
                        [ ] Second Wind

Item Powers
[ ] Raven Cloak (Daily)
[ ] Repulsion Armor (Daily)
[ ] Silt Sandals (Daily)

Conditionals/Resists:
Courageous Mind: +1 to saving throws while bloodied. 
Dominating Mind: When inflicting save ends daze, dominate or stun, target takes -2 to the first save.
Dreaming Advantage: When using an AP to make a psionic attack, gain CA against any enemy adjacent to dream form.
Eyes of the Deep Dwarf: Gain darkvision as long as you have one PP.
Human Ingenuity: When using an AP, regain a PP. 
Raven Cloak: Resist 5 cold and necrotic.
Resilient Focus: +2 to all saves.
Silt Sandals: Ignore difficult terrain and leave no tracks in dirt, sand, silt. Can move across non-solid surfaces.
If you end your turn on a non-solid surface, you sink. 
Staff of Expertise: Do not provoke OAs from ranged or area attacks with a staff. Melee attacks with a staff get reach 1.
Superior Will: Save vs daze and stun at the start of your turn. 

Dick Burglar
Mar 6, 2006

Jascha the Lost

"You don't have to tell me twice," the elf growls in response to Sathain's command.

Despite Baba's attack having little effect on the beast, it creates an opening that Jascha exploits, sending a charged arrow into a soft spot in Brasexei's hide and driving it deep. When the creature flinches from the attack, he sends a trio of follow-up shots.

Immediate Reaction to Baba's area attack: Combined Fire vs AC: 1d20+19+2+1 31 Hit, for 3d12+13 36 damage.
Standard: Twin Strike vs AC: 2#1d20+19+2+1 25 Miss. 32 Hit, for 2#1d12+7 10 19 damage, plus quarry: 2d6 6
Free attack granted by Zevra: Ranged Basic Attack vs AC: 1d20+20+2+1 34 Hit, for 1d12+13 14 damage.

Total of 75 damage dealt this turn.


pre:
Jascha   						 
HP: 79/79 (THP: __)      AC:   28    Passive Insight: 20
Surges: 6/7 (V: 20)      For:  23    Passive Perception: 29
Initiative: +12  	 Ref:  28    Action Points: 0
Speed: 7     	         Will: 26    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Sensing Eye (Minor)     [ ] Elven Accuracy                   [ ] Healing Lore    
Hunter's Quarry (M.)    [ ] Invigorating Stride              [X] Sure Shot            
Summon Armor (Minor)    [ ] Second Wind                      [ ] Flying Steel
Nimble Strike           [ ] Defensive Volley                 [X] Attacks on the Run
Twin Strike             [X] Disruptive Strike
                        [X] Combined Fire
                        [X] Two-Fanged Strike
                        [X] Biting Volley
                        [ ] Wind Fury Assault
                        [ ] Archer's Glory
                        

Item Powers
[ ] Screaming Bow (Daily)
[X] Rain of Hammers Ki Focus (Daily)
[ ] Silt Sandals (Daily)


Conditionals/Passives:

Reactive Stealth: If you have any cover or concealment when you roll initiative, can make a Stealth check to hide.
Superior Will: Can make a save against daze/stun at the start of your turn, even if it is not a (save ends) effect.
Hunter's Aim: You don't take the normal -2 penalty to attack rolls against your quarry if it has cover/concealment.
Grounding Shot: Ignore attack penalty for ranged attack vs prone target, and deal +2 damage to prone enemies.
Silt Sandals: Ignore difficult terrain and leave no tracks in dirt, sand, silt. Can move across non-solid surfaces.
     If you end your turn on a non-solid surface, you sink. 

Dick Burglar fucked around with this message at 19:49 on Feb 24, 2019

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Kalakote PDF

Empowered by spirits and chemicals, Kalakote falls upon Brasexei's side with a frenzy of strikes! He brings his blade up in a massive surge of momentum that carries through to leading it with one hand, the blade carving through flesh before going up and over his shoulder, landing behind him and impaling the ground, a single hand on the hilt to keep that path steady. With his other hand he thrusts a palm forward and applies a withering burn of magic to a scale yet uncleaved beside the wound, preparing it!

Reaching over his back with the second hand he takes his sword and brings it back overhead for a monstrous cleave, his armor shaking with the discharge of magical energy that rolls along it like an invisible wave of fog, defiling energies building up and billowing out from the undisciplined discharge of raw power! He finds new purchase in Brasexei's hide, ripping a deeper chunk out of the wicked worm! "I AM RENEWED, CREATURE!!!"

Granted Action: Shift to C10 and swing and a hit for 19 Damage.
Move -> Minor: Ardent Vow on Brasexei for +9 damage and Divine Sanction.
Minor: Divine Strength for +6 Damage and +4 Attack on Force of Arms.
Standard: Force of Arms hits AC 30 for 39 Damage and Brasexei has Divine Sanction: 8 Holy Damage if not including Kalakote in an Attack. Brasexei also has -1 AC(Save Ends.)

pre:
Kalakote PDF  						 
HP: 96/105 (THP: 0/10)         AC:	27()	Passive Insight: 25
Surges: 12/12 (V: 31)	For:	27()	Passive Perception: 20
Initiative: +8		Ref:	22()   	Action Points: 0/1
Speed: 7		Will:	26()      Vision: Normal
Languages: Common, Giant(Literate), Deep Speech(Literate)	
DR 1, Resist 5 Necrotic

At Will			Encounter	           Daily
Ardent Strike		[ ] Second Wind            [X][X][X][ ] Ardent Vow
Holy Strike      	[ ] Stone's Endurance      [X] Blood of the Mighty
Body Equilibrium        [X] Divine Strength        [X] Frenzying Smite
Divine Challenge         OR Divine Mettle          [X] Death Angel
                        [ ] Heedless Fury          [X] Blade of Black Wind
                        [ ] Vice's Reward          [ ] Dwarven Vigor(I)
                        [ ] Strength from Valor    [ ] Piercing(I)
                        [ ] Valiant Rush           [X] Octogram(I)
                        [X] Force of Arms  
                        [ ] Lawbreaker's Doom
                        [ ] Dispensed Justice
                        [ ] Red Death
                        [ ] Leaping(I)
                        [ ] Scabbard(I)

Melee: +20 Attack, 1d10+14 Damage
Challenge: 14 Damage (6 + 2 Cha + 6 Str)
Sanction: 8 Damage (6 + 2 Cha)
Withering: -1 AC per Weapon Hit. Cumulative, Save Ends current stack.
Implement: +13 Attack

Passives:
Power Athlete: Roll Twice on Athletics to Jump/Climb
Disciple of Stone: +7 THP when spending Healing Surge
Heavy Blade Expertise: +2 Defenses against OAs
Divinity's Shield: +2 F/R/W UEONT after using Channel Divinity
Immobilizing Action: Immobilizes LD Target on successful Hit with AP Action
Physical Resolve: +2 to Saves against Weakened/Slowed/Immobilized
Skull Mask: Enemies have -2 to Saves against Fear effects

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.




Zevra's mother continues to harry the terrible beast, letting out a banshee's wail that shivers and temporarily clouds the giant creature's mind.


Standard: Intellect Pummel vs Will: 1d20+16 28 hits for 2d6+8 12 damage and the dragon is dazed UeonT.
Minor action: dismiss Zevra's Mom.
Move->Minor action: Summon Zevra's Mom in D9, Kalakote gains 4 Temp HP.



pre:
Haunted Zevra   						 
HP: 81/81 (THP: 0)      AC:   25    Passive Insight: 26
Surges: 6/9 (V: 20)      For:  24    Passive Perception: 28
Initiative: +11  	 Ref:  26    Action Points: 1
Speed: 6     	         Will: 27    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Spirit Infusion		[ ] [ ] Healing Spirit		[ ] Spirit of the healing Flood    
Spirit of the Tempest	[ ] Ironbreaker Claws		[ ] Ancient Progenitor’s Spirit            
Voice of Battle		[ ] Granite Armor		[X] Ancient Warlord’s Inspiration
Call Spirit Companion	[ ] Blood-Red Mist                    
Spirit’s Wrath		[ X] Intellect Pummel
Summon Armor (Minor)	[ ] Speak With Spirits
                      	[ ] Engaging Pursuit
                        [ ] Insightful Warning
			[X] Twilight’s Veil

Ghost Dog Companion
HP: 38/38 (THP: __)		AC:   28    Passive Perception 29 
Surges: -			For:  26    
Initiative: - 			Ref:  26    
Speed: 6  			Will: 26

Conditionals/Passives:

Resist 10 Fire
Elemental Spirit: Allies adjacent to the Spirit Companion gain +2 to saving throws
Spirit of Vigor: When Spirit is summoned as a minor action, one adjacent ally gains +4 Temp HP
Healing Spirit: When Healing spirit is used, target makes a saving throw, one ally adjacent to 
Spirit Companion heals 3d6 HP, all gain 6 temp HP
Spirit’s Step: When Spirit Companion is dismissed, one adjacent ally can shift 1 square, +1 to hit any adjacent enemies.
Spiteful Retaliation: if enemy’s attack causes spirit to disappear, enemy is dazed UENT.
Spirit Companion: Conjuration. Uses Zevra's defenses. Can’t flank. Occupies 1 square. 
Allies can move through, enemies can’t.  Can make OAs from enemy movement but nothing else.
 Can only be targeted by melee or ranged attacks. If dealt 15 damage by single attack, disappears, and Zevra takes
10 damage. Can’t be affected by conditions or forced movement, ignores difficult and hazardous terrain.
Dog Companion Aura: Allies adjacent to dog companion can teleport within aura as move action, 
enemies give Zevra combat advantage
Totem Expertise: ignore partial Concealment/Cover

Wol
Dec 15, 2012

See you in the
UNDERDARK


Despite its hardy construction, Shaiha's critter still finds itself battered by the wave. A quick spell, though, and everything's right again. Another, and the energies from Jascha's missed arrow warp and writhe into a glimmering, aetherial serpent. With fang and claw, both serpent and scorpion assail Brasexei, the world's arcane fabric eager to reclaim the ancient beast.


When Brasexei misses Relentless Harrier: Summoner's Staff: Sathain gains 7 THP.

When Jascha misses Brasexei, Immediate Interrupt: Phantasmal Henchman. Conjure a Phantasmal Henchman in -B8.

Minor Action: Enduring Summons. Relentless Harrier regains 20 HP.
Minor Action: Phantasmal Henchman Attack (Melee 1 vs. Will). Target Brasexei (33; Hit). Brasexei takes 16 psychic damage and grants CA UEoMNT.
Standard Action: Relentless Harrier Attack (Melee 1 vs. AC). Target Brasexei (36; Hit). Brasexei takes 19 damage.

Relentless Harrier: 40 / 40 HP. 30 AC; 25 Fort; 30 Ref; 28 Will

Damage Summary: 25 to Brasexei.
Positional Summary: I am in I4; Relentless Harrier in B5.
Others' Status:
Reminder: All enemies next to my conjurations or summons grant CA.


pre:
Shaiha Nilil   						 
HP: 81/81 (THP: 00)      AC:   28    Passive Insight: 20
Surges: 4/8 (V: 20)      For:  23    Passive Perception: 23
Initiative: +6  	 Ref:  28    Action Points: 1
Speed: 5     	         Will: 26    Vision: Low-light
Languages: Common, Dwarven
Resists: 11 acid
Saving Throws: +2

At Will			Encounter			     Daily
Ethereal Chill         [ ] Second Wind                   [X] Obedient Servant
Thundering Armor       [ ] Lab Conditioning              [X] Flameheart Defender
                       [X][ ] Healing Infusion           [X] Relentless Harrier
                       [ ] Sudden Slime                  [ ] Arcane Springboard
                       [ ] Ice Shard Traps              
                       [X] Phantasmal Henchman          
                       [ ] Gale-Force Infusion          
                       [ ] Planar Gateway               
                       [ ] Energy Conversion
                       [ ] Slick Concoction
                       [X] Enduring Summons

MBA: +17 vs. AC; 1d8+6 damage.
Crit: +3d8 damage.
Item Powers
[ ] Rod of Absorption (Encounter): Deactivate the aura (save ends) of a creature I hit.
[X] Rod of Absorption (Daily): Immediate Interrupt as below.
[X] Summoner's Staff (Daily): Immediate Interrupt as below.
[X] Salve of Power (Daily): Lose 1 healing surge to regain an encounter attack power.
[X] Hero's Armour (Daily): When I spend an action point, forgo usual feature to let ally
within 5 use second wind as a free action.

Immediate Actions (descending priority; will not react to / target minions)
-- When summon is hit: Attacker rerolls and must use second roll (Day [Summoner's Staff])
-- When ally is hit and dealt 9+ damage: They gain resist 9 all to the triggering attack, and 9 THP
after damage (Enc [Energy Conversion])
-- When I & at least 2 allies targeted by area/close: All attacks take -5 penalty (Day [Rod of Absorption])
-- When I take damage from area/close: Halve the damage and shift 2 squares (Enc [Lab Conditioning])

Summoning:
Defensive Minions: Summons gain +2 to all defenses.
Tome Expertise: Enemies next to my conjurations/summons grant CA. An enemy immune to fear
is immune to this effect.
Summoner's Staff: When an enemy misses my summon, I or an ally within 5 of the summon gain 7 THP.
Summoner's Slip: After using a conjuration/summoning power, teleport 2 squares.

Arcane Rejuvenation
When an ally uses a magic item daily power, they gain 11 THP.

Action Point:
Summoner's Action: Give one minor action command to each summoned creature as a free action.
Hero's Armor: Gain +2 to all defenses UEoMNT.

Other Features:
Arcane Empowerment: 1/Day, spend a short rest with a magic item: Recharge its daily power, or give its
wielder a free action to gain a +2 bonus to an attack roll after rolling once before the next extended rest.
Ooze Master 10: Acid attacks make targets grant CA UEoMNT.
Ooze Master 5: Roll twice on Dungeoneering checks.
Superior Will: Save against dazing / stunning effects at start of turn.
Rapid Infusion: Use Healing Infusion as a free action on my turn.
Quick Fix: Roll Arcana to disable, identify, or sense magical phenomena, or Thievery to disable or 
identify devices, as a minor instead of a standard action. Take -4 to such checks.
Lesser Ring of Feather Fall: I take no damage from falling.

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Brasexei roars, shaking the ground with her fury. She whips her body around, forming powerful currents within her constructed lake. The currents cause the lake floor to become unstable and jostles the nearby party members. Her thrashing seems to be that of an animal knowing its end is coming. She shrieks and roars more as she throws her body around.

Rip Tide vs REF (Henchman): 1d20+17 28 5d4+20 34
I rolled this wrong and only did one attack roll :gonk: Here are the rest:
Rip Tide vs REF (Harrier, Sathain, Kalakote): 3#1d20+17 23 23 31
On miss, half damage


Brasexei
Damage Taken: 537/????
AC/F/R/W : 28/26/26/26
Immunities: Forced Movement / Immobilize / Prone
Primordial Recovery: At the end of her turn, Brasexei clears all Stunned, Dazed, Dominate, Blind or Weakened status effects
Primordial Action: Brasexei takes an extra standard attack at the start of her turn. If she is unable to take this action due to an effect such as Daze, Dominate, or Stun she does not take that action, and instead the effect ends

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...
Sathain

Sathain's telekinesis focuses in front of him, like the prow of a silt skimmer, breaking the force of the water and splitting it around him as best. He's tugged and battered by the sudden current, but keeps his feet--and counter-strikes at the Primordial, sending the metal flail-heads hammering into its flank with brutal impacts even as the she generates the riptide.



---

Taking half, or 17 damage.

Opportunity attack on the boss thanks to Impose Your Will! Everyone else in melee with her gets an OA too.
Eldritch Strike for 1d20+22=42, a crit! That's 10+13+3d6=31 damage.

Standard action: another Eldritch Strike, for... another crit??? 1d20+22=42, dealing 10+13+3d6=28 damage this time.

Brasexei takes a total of 59 damage.

Status: cover (+2 defenses) for Sathain and adjacent allies.
Triggers: If the boss hits Sathain, Forceful Reversal attack as a reaction. If it attacks and doesn't include him, Mind Spike. If it moves, follow with Blurred Step.


pre:
Sathain

HP: 64/103 (BV:51)          AC:	30 	Passive Insight: 17
THP: 0	                        Fort: 27 	Passive Perception: 15
Surges: 14/15 (V:25)	Ref:	26	Vision: Low-Light
Initiative: +9	                Will: 28	Action Points: 1
Power Points: 8/9          Speed: 5

Power Cards
At Will		              Encounter		            Daily
Eldritch Strike              [ ] Adept's Insight	      [x] Living Fortress
Battlemind's Demand           [x] Persistent Harrier	    [x] Nightmare Vortex
Mind Spike                 [ ] Dimension Slide            [ ] Intellect Hammer
Concussive Spike             [x] Impose Your Will             [x] Battle Aspect
Forceful Reversal             [x] Rebind the Will
Lodestone Lure                 [ ] Fast Talk
Thought Projection           [ ] Wrathful Warrior

Item
[ ] Shield of Eyes - don't grant CA when flanked UEMNT (D)
Deep-Pockets Cloak - draw or store an item from the cloak(AW, 1/round)    

Passives
Fragment of the Way: expend 1 PP at end of short rest to deal +1[W] with next weapon attack
Bracers of Mighty Striking - +4 damage to MBAs (Eldritch Strike)
Hat of Disguise: +5 to Bluff to pass myself off as someone else
Shield of Eyes: +2 AC vs OAs
Wielder's Action: spend AP to make attack, get 1 PP back
Superior Will: Save vs stun/daze at start of turn even if not save ends.
Flail Expertise: when I hit with a melee attack using a flail and the attack lets me slide the target, knock them prone instead
Dragging Flail: whenever I use a flail to knock an enemy prone, also slide them 1 square
Rushing Cleats: increase the push or slide effect of any close or weapon attack by 1
Hindering Shield: whenever I pull, push, or slide a creature with an attack while using a shield, slow that creature USMNT
Fail of Winds: +1 all forced movement

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Kalakote PDF

Taller than the wave that blasts through him, Kalakote marches forward and draws his blade up overhead. Billowing waves of arcane fury whip around him and leech from the timeless vitality of the originating beast that yielded the carapaces for his armor. The flow of the ethereal mends his wounds and amplifies his coming strike, the defilement crackling through even the warrior wielding it and rendering his bones and armor supernaturally brittle for a moment.

It is worth the trade off as he cleaves off another stretch of scales and the flesh beneath from the great wyrm.

OA: OA hits for 17 Damage.
Move -> Minor: Ardent Vow on Brasexei for +9 Damage.
Standard: Heedless Fury vs Brasexei hits for 38 Damage and applies Divine Sanction(8 Radiant) and -1 AC(Save Ends, stacks with prior two.) Kalakote has -5 Defenses UEOMNT.
Minor: Armor of Dwarven Vigor. Use Second Wind and regain additional 8 HP.

pre:
Kalakote PDF  						 
HP: 102/105 (THP: 0/10)         AC:	27()	Passive Insight: 25
Surges: 12/12 (V: 31)	For:	27()	Passive Perception: 20
Initiative: +8		Ref:	22()   	Action Points: 0/1
Speed: 7		Will:	26()      Vision: Normal
Languages: Common, Giant(Literate), Deep Speech(Literate)	
DR 1, Resist 5 Necrotic

At Will			Encounter	           Daily
Ardent Strike		[X] Second Wind            [X][X][X][X] Ardent Vow
Holy Strike      	[ ] Stone's Endurance      [X] Blood of the Mighty
Body Equilibrium        [X] Divine Strength        [X] Frenzying Smite
Divine Challenge         OR Divine Mettle          [X] Death Angel
                        [X] Heedless Fury          [X] Blade of Black Wind
                        [ ] Vice's Reward          [ ] Dwarven Vigor(I)
                        [ ] Strength from Valor    [ ] Piercing(I)
                        [ ] Valiant Rush           [X] Octogram(I)
                        [X] Force of Arms  
                        [ ] Lawbreaker's Doom
                        [ ] Dispensed Justice
                        [ ] Red Death
                        [ ] Leaping(I)
                        [ ] Scabbard(I)

Melee: +20 Attack, 1d10+14 Damage
Challenge: 14 Damage (6 + 2 Cha + 6 Str)
Sanction: 8 Damage (6 + 2 Cha)
Withering: -1 AC per Weapon Hit. Cumulative, Save Ends current stack.
Implement: +13 Attack

Passives:
Power Athlete: Roll Twice on Athletics to Jump/Climb
Disciple of Stone: +7 THP when spending Healing Surge
Heavy Blade Expertise: +2 Defenses against OAs
Divinity's Shield: +2 F/R/W UEONT after using Channel Divinity
Immobilizing Action: Immobilizes LD Target on successful Hit with AP Action
Physical Resolve: +2 to Saves against Weakened/Slowed/Immobilized
Skull Mask: Enemies have -2 to Saves against Fear effects

Doomykins fucked around with this message at 00:51 on Mar 21, 2019

Wahad
May 19, 2011

There is no escape.
Kayode "Baba" Babatunde

A glowing fist streaks down for the heavens and pounds the elemental creature back into the ground. Baba calls out from his covered position: "Keep on it! It is faltering!"

Standard: Celestial Fist at 1d20+16=30. Hit for 2d10+9=17 radiant damage, and Brasexei is immobilized (save ends). For each failed save, Brasexei takes an additional 5 radiant damage. Aftereffect: Brasexei is slowed (save ends).

pre:
Kayode   						 
HP: 70/80 (THP: )        AC:   29    Passive Insight: 25
Surges: 6/7 (V: 20)      For:  23    Passive Perception: 20
Initiative: +12  	 Ref:  26    Action Points: 0
Speed: 6     	         Will: 29    Vision: Normal
Power Points:  6/8       Languages: Common, Primordial

At Will			Encounter			     Daily
Avenging Shackles       [X] Argent Rain                      [X] Celestial Fist    
Dimensional Scramble    [ ] Aspect of Agility                [ ] Force Spheres            
Dishearten              [ ] Bound by Fate                    [X] Mind Blast   
Kinetic Buffer          [ ] Dream Blade
Manifest Dream Form     [ ] Far Hand
Thought Projection      [ ] Mind over Flesh
                        [ ] Mind Shroud
                        [ ] Oath of Enmity
                        [ ] Second Wind

Item Powers
[ ] Raven Cloak (Daily)
[ ] Repulsion Armor (Daily)
[ ] Silt Sandals (Daily)

Conditionals/Resists:
Courageous Mind: +1 to saving throws while bloodied. 
Dominating Mind: When inflicting save ends daze, dominate or stun, target takes -2 to the first save.
Dreaming Advantage: When using an AP to make a psionic attack, gain CA against any enemy adjacent to dream form.
Eyes of the Deep Dwarf: Gain darkvision as long as you have one PP.
Human Ingenuity: When using an AP, regain a PP. 
Raven Cloak: Resist 5 cold and necrotic.
Resilient Focus: +2 to all saves.
Silt Sandals: Ignore difficult terrain and leave no tracks in dirt, sand, silt. Can move across non-solid surfaces.
If you end your turn on a non-solid surface, you sink. 
Staff of Expertise: Do not provoke OAs from ranged or area attacks with a staff. Melee attacks with a staff get reach 1.
Superior Will: Save vs daze and stun at the start of your turn. 

Dick Burglar
Mar 6, 2006

Jascha the Lost

"I do not know how this creature was brought into this world," Jascha's voice is flat as he nocks an arrow. "But I know how it shall be sent from it."

Twin Strike vs AC: 2#1d20+19+1+2 31 Hit! 23 Reroll below. 2#1d12+7 9 18 2d6 7
Elven Accuracy reroll: 1d20+19+1+2 41 Both attacks hit, for a total of 34 damage.


pre:
Jascha   						 
HP: 79/79 (THP: __)      AC:   28    Passive Insight: 20
Surges: 6/7 (V: 20)      For:  23    Passive Perception: 29
Initiative: +12  	 Ref:  28    Action Points: 0
Speed: 7     	         Will: 26    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Sensing Eye (Minor)     [ ] Elven Accuracy                   [ ] Healing Lore    
Hunter's Quarry (M.)    [ ] Invigorating Stride              [X] Sure Shot            
Summon Armor (Minor)    [ ] Second Wind                      [ ] Flying Steel
Nimble Strike           [ ] Defensive Volley                 [X] Attacks on the Run
Twin Strike             [X] Disruptive Strike
                        [X] Combined Fire
                        [X] Two-Fanged Strike
                        [X] Biting Volley
                        [ ] Wind Fury Assault
                        [ ] Archer's Glory
                        

Item Powers
[ ] Screaming Bow (Daily)
[X] Rain of Hammers Ki Focus (Daily)
[ ] Silt Sandals (Daily)


Conditionals/Passives:

Reactive Stealth: If you have any cover or concealment when you roll initiative, can make a Stealth check to hide.
Superior Will: Can make a save against daze/stun at the start of your turn, even if it is not a (save ends) effect.
Hunter's Aim: You don't take the normal -2 penalty to attack rolls against your quarry if it has cover/concealment.
Grounding Shot: Ignore attack penalty for ranged attack vs prone target, and deal +2 damage to prone enemies.
Silt Sandals: Ignore difficult terrain and leave no tracks in dirt, sand, silt. Can move across non-solid surfaces.
     If you end your turn on a non-solid surface, you sink. 

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Jascha's arrows strike true between Brasexei's eyes. She reels back and shrieks a final time before forming her body into a coil and disappearing in a crashing tidal wave. The lake beneath her disappears as though it had never existed.

From behind the party appears a familiar figure, without any discernible sign of how he got there. His usual gentle and kind aura seems to have shifted to one of worry. "Honored friends...tell me, what was that beast you battled? I hope that it wasn't the leviathan herself...a creature such as her was only last summoned when the gods themselves were struck down..."

Wahad
May 19, 2011

There is no escape.
Kayode "Baba" Babatunde

Baba's first concern is everybody's safety; he comes up to the fallen beast and his companions standing around it, and helps up those that have fallen. When Daclamitus appears, Kayode's own brow knits deep. "It goes by the name of Brasexei, apparently - but if it was here to kill gods, I presume it must've been weakened. 'twas a man - or a thing that was once a man - called Antaeus what summoned it, for that purpose long ago, and now again after we slew him down below." He takes a few steps towards their patron, then gestures back at the fallen primordial. "But you and this Antaeus seem to both recall a time when gods - not the sorcerer-kings, but true gods - were still around. How is this possible? With the lich, I can understand it, but what are you that you have seemingly lived for so long?" His voice grows accusatory, though the old man manages to bide his anger well enough. The questions are meant to probe, but not to insult.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Kalakote PDF

With a roar of triumph Kalakote raises his blade overhand with both hands! Then he rushes over the span of the vanished lake, his excitement turning to low frustration as the corpse of the beast has vanished entirely. "What foul outcome is this?" To vent that frustration that sours their victory he slashes the ground, as though it would reveal the lake and Brasexei were merely hiding a foot below in the solid rock. Nothing would be forthcoming regarding Brasexei's remains and he'd have to sigh and take it in stride. "A God-killer.. it thrashed against us mortals like any other worm of the desert."

Holstering his blade he rejoins the others and considers their honored benefactor. "The sorcerer remembered your name, and with great fury."

Dick Burglar
Mar 6, 2006

Jascha the Lost

"Hnn," the elf rumbles as the creature falls. The killing brings him no joy, but at least in death the beast can do no further harm to Athas.

The way Brasexei disappears and leaves no trace bewilders Jascha, but even more bewildering is the sudden appearance of the group's benefactor. How disturbingly convenient, he thinks, but knows better than to say aloud. For now, he will let the other, more diplomatic, members of the group question Daclamitus.

For now.

Dick Burglar fucked around with this message at 14:55 on Apr 11, 2019

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Daclamitus frowns and a small, colorful bird perched on his shoulder inches closer to his head and puffs its feathers out - clearly reading its master's tension. He locates a rock to sit upon and does so with a heavy sigh.

"Antaeus was one of the most gifted sorcerers of his age - the time you know as the Green Age. He was a brilliant, capable sorcerer - the likes of which we had never seen. Most Athasians are unaware but the gods were brought down by primordials - ones like Brasexei. But these primordials did not merely roam the world like wild animals. They were called forth, to serve a purpose."

Daclamitus breathes in pauses thoughtfully. The bird on his shoulder coos quietly. "He was part of the Brotherhood of Silence who sought more power beyond what he already had - for what purpose, we will never know. Nor would I want to," he quips. "The had entreated the gods for divine power, to be able to cross planes as they wished, to live forever that they may continue their work. Obviously...they was denied this wish. Mere mortals such as they would not have been able to cope with such power. They decided that if they could not be given the power they sought, they would take it for themselves. They made themselves into liches and called forth primordials - to summon a beast as terrible as the primordials would destroy a regular mortal - and waged war upon all of the gods. One by one they fell..."

Daclamitus takes the moment to look the party in the eyes and adds "...all except for me."

Wahad
May 19, 2011

There is no escape.
Kayode "Baba" Babatunde

Baba's fuzzy brow remains deeply furrowed, his expression now concern and awe in equal measure. If Daclamitus was speaking the truth - certainly not an impossibility with all the information that they had, at this point - then they were in the presence of true divinity, something unheard of on Athas. The sorcerer-kings might have god-like powers, but most people knew, even if they could not say it, that they were not true gods. Yet he remains silent, unsure of what to say in light of this revelation, so he leans on his staff, and studies Daclamitus intensely.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Kalakote PDF

The big fellow is already soothing mild irritation that such a great beast would have the indecency to leave this world without leaving remains. Most unnatural. Now their Honored Benefactor..

His voice rumbles forth room his helmet. "An Order of Fools, seeking to skip their place in the cycle of the world. And then to do the same to the world itself.. Honored Sage, leaving things unsaid and cutting against a shared intent later is beneath you. It is the way of a water thief. Come. Tell us your place in this and why you have not accepted your own end." Daclamitus is small, sure, but Kalakote doesn't think it's as easy as throwing around who is the strongest right now. "These things hunt Gods yet yield to Men? What is real here?"

Dick Burglar
Mar 6, 2006

Jascha the Lost

The elf stares at Daclamitus intently, studying him. He heard the man's words, but he is not convinced--this world has too many charlatans.

The elf idly handles an arrow as he thinks, probing the sharpened arrowhead with his thumb and forefinger, rotating the shaft with his hand.

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...
Sathain

Sathain's telekinesis fades away entirely as Brasexei vanishes, and he collapses, laying flat on the ground, his eyes closed against the relentless red sun, breathing deep. The strain of pitting his mental powers against the impossible bulk of the Primordial was proving extreme.

He barely stirs when Daclamitus arrives, but then slowly picks himself up, sitting, then standing. His jaw is clenched, and he's trembling. It would be easy to mistake it for fatigue, but his companions have traveled with him for long enough that it's easy to tell that while he might look composed on the surface, his emotions are churning, and they are not positive ones.

"There's so much," he snaps, and stops himself, and takes a long, shuddering breath instead.

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Daclamitus doesn't even flinch at Kalakote's clear displeasure, although the bird on his shoulder puffs its feathers out. He chuckles gently, "come now - would you have believed me if I told you the truth in the beginning? In a world with so little to believe in - you would have believed a strange old man telling you that he was not just one god, but one of many?" He adjusts his seat on the rock and elaborates.

"My place in all of this is that I am in fact the last remaining god. I was...the god of gods, you could say, and Antaeus' final target. Killing me would have plunged the world into a sort of chaos a mortal would not be able to grasp - even one who made himself into a lich. I managed to stay alive by tapping resources and followers of the pantheon where I could to stave off the Brotherhood. The battles were bloody, harsh, and numerous. I managed to lock myself into a ruined temple and sealed it shut - where the Brotherhood could never find me. I slept, so that I could not be tracked. Without my magic...other disasters happened." he waves his arm around to emphasize his point. "Had I not been pursued, I could have..done something to keep this world alive."

He sighs and pauses. "As I slept and time went on, I lost my powers. I was able to awaken periodically to conduct my search - for those who would be able to help me on the quest you are undertaking now. As far as Brasexei - she, like I, has been asleep for untold years. Her power has not returned to what it once was. To summon a creature like her, in Antaeus' time, was a terrible feat with a high cost. The mere presence of her kind heralded disaster and ruin."

Wahad
May 19, 2011

There is no escape.
Kayode "Baba" Babatunde

"And all this," the old man starts, gesturing back at the temple they had emerged from, "...is what, exactly?" Where the others seemed outraged, Baba himself was mostly just a bit lost. "Are we restoring Athas truly, as you said? Or...are we restoring you?" His head cocks slightly, and his worried old eyes are intensely focused on Daclamitus as he leans on his staff. "Because if it is the latter, I am truly not sure if I can continue."

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Daclamitus lets out a bark of a laugh, "Baba - wouldn't one argue that it is one in the same? In the Green Era, when my peers and I were at our full strength and able to use our powers as they were intended, the world was a much different place. Athas and I, and the other gods and goddesses, are one in the same."

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Kalakote PDF

"It is fortunate we happened upon the sorceror and his primal at this time." Sarcasm doesn't suit Kalakote so he doesn't bother. It really is lucky things turned out the way they did.

"Is this the bargain, then? A pilgrimage for the One God to earn a green world?"

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Daclamitus nods, "In so many words...yes. I am Athas, and Athas is me. Restoring one will restore the other. The next part of your pilgrimage will take you to one who thinks themselves, falsely, to be one with the elements. You must go to Gulg, where Lalali-Puy has tricked her followers into finding her divine. She possesses one of the orbs, and has been using it on the people of Gulg."

Dick Burglar
Mar 6, 2006

Jascha the Lost

Jascha steps forward and speaks, glaring at Daclamitus, pointing the arrow in his hand at the man accusingly.

"I have served a 'god' before, Daclamitus--the very one you speak of. How can I trust that you are more than another sorcerer-king, plotting to topple the others?"

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Daclamitus produces the orb from the wind temple and holds it in his hand at his eye level and focuses his gaze upon it. Around him and the party, a breeze blows past and abruptly picks up speed. The wind whips Daclamitus' robes around and strains at the roots of nearby shrubbery. Dust is kicked up into small dust devils - safely out of range of the party, and oddly moving nowhere at all. He releases his gaze and the wind returns to its usual - stagnant and arid. He holds out his free hand, "if you will hand me this orb, I will show you further proof."

Wahad
May 19, 2011

There is no escape.
Kayode "Baba" Babatunde

Baba sighs. "Well...I suppose we don't really have a choice, do we?" He retrieves the orb from his bag, and holds it, arm outstretched, up to Daclamitus. "I hope I am not making a mistake. But one more tyrant in the world is just one more we have to knock down, if it so ends." His expression holds reservation, but no real malice towards the self-proclaimed overgod. "A leap of faith it is, then."

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Daclamitus smiles softly and nods his head in thanks towards Baba as he takes the orb. He holds them out in front of him, next to each other but not quite touching. His eyes begin to glow a bright white as the sky darkens to a color of burnt wood and the air grows heavy. Not in the humid way of the average Athasian misty rain, but in a way foretelling that something much larger will happen. Lightning cracks across the clouds, followed by a deep rumble of thunder and howling wind. Barely a moment later, the skies seem to open up and pour endless amounts of water onto the ground as far as the eye can see. After a few moments of demonstrating his abilities, Daclamitus lowers the orbs. The wind dies down to intermittent breezes and the skies close back up. The clouds dissipate and the sky returns to its bright, burning state. Nearby, a pond has formed with crystal clear water, fed by a winding creek.

Daclamitus simply pronounces, "this is but a sample of the power held by the gods. With the orbs brought back together, they can return to this world and restore it to what it was, before the sorcerer-kings usurped us."

Dick Burglar
Mar 6, 2006

Jascha the Lost

Jascha closes his eyes, letting the anger fall from his face, and takes a deep breath. He holds it for a moment, silently thinking. When he opens his eyes and releases the breath, his dark expression is replaced with one of resigned fate.

“So be it,” the elf says quietly. He turns to the others, letting his voice swell. “Comrades! Let us make our way to Gulg! There, we may test how the loyal judaga fare against a feral dog.”

Jascha does not wait for the others, setting off straight away. He has always known the way back to Gulg, and that he would one day return. Despite the heat of the Athasian sun, the thought leaves him cold.

Wahad
May 19, 2011

There is no escape.
Kayode "Baba" Babatunde

"I suppose we must," Baba echoes, "If not for our patron, then at least against Lalali-Puy. I presume we can all agree that the sorcerer-kings are evil, and preventing them from gaining more power is a worthy cause. Let us be onward, comrades."

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Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Shault appears to be the same as when the party arrived - although with the addition of some wreckage of the ancient village. The skiff is just where it was left, with the crew having rested and shored up the vessel for its next trip. Zalcor, the captain, gleefully greets the party.

“I thought you would never return! The goliath woman living here was...kind as one could be to outsiders. But that isn’t the strangest thing! It….I don’t know how to explain it. It was like the mists, but heavier? It was though the sky itself was weeping! Did you see it too?” After a pause he collects himself with a clear of this throat. “Well, ah...shall we be off? The nearest town is Cromlin. From there, you should be able to get wherever you need to go.”

On the journey back to Cromlin, the region seems to be a different place. The suns, while hot, feels less oppressive. The wind powering the skiff feels cooler. Along the way, more oases appear to have cropped up - complete with clear blue water and small sapling trees. As the party and crew travel, the suns gently set and are replaced with a cooler-than-usual night sky.

When the morning comes, Zalcor rouses the party as the skiff pulls into Cromlin - bustling the same as the last time the party was here. “Alright - can’t say it was a pleasure traveling with you, but..glad to be of service. Best of luck with whatever it is you’re after. Hope it was all worth it.” He nods to the party and returns to the crew to tend to business.

Take a long rest and level up 2!

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