This post has potentially manipulated dice roll results.
Pip save: 21
Knight 1 save: 3
Knight 2 save: 5
Pip is knocked back from the explosion, the heat searing into him. The two knights, standing so close, are also thrown to the sides and burned. They are jarred out of their hypnotic trance to find flames lashing out at them.
Effort fires a pair of blasts at one, connecting on both as the man is thrown into the wall. You can feel the whole tower shake a bit as this happens. The fire probably isn't helping the stability of the shoddily made structure.
Kurama lashes out at the same man with his astral arms, delivering the killing blow before turning to the other armored figure. He connects against him as well, although he's not quite dead yet.
Pip recovers quickly, although he looks badly burned. He draws his scimitar for the first time in quite awhile, slashing at the remaining enemy.
Attack: 5 Damage: 8
He slices between some of his armor impressively as the man, barely holding on, crumples to the floor. Pip might have looked proud if he himself were not so injured. He falls to his knees and breathes deeply as he holds his side in pain.
Making quick work of the three mysterious figures, you're left alone in the tower - or so you think until you hear something else coming from further upstairs. A strange, distant sucking sound.
Effort manages to dodge the bulk of the blast. Still, hissing in pain, she reaches out and beings to douse the flames using thaumaturgy. Once the fire is relatively under control, she also taps into the power of her Rod of the pact keeper +1 to regain some of her magical composure.
"Pip. Maybe you should keep watch outside of the tower," she suggests, seeing how injured the little goblin is. "You could hide, and if we don't manage to defeat whatever awaits us upstairs, report back on this matter to the two monks. That is, if we are all in agreement," she adds, looking up at Brask.
Yeah, I got no healing potions, grumbles Brask. He looks at Pip. You hang in there, buddy. And keep safe and quiet. He turns back, and will head upstairs with the others.
As the others prepared to head up the stairs, Kurama walked towards Pip and slyly handed him the potion of healing he had purchased at the traveling marketplace. "Just in case you need it..." he whispered softly to the goblin before joining the others at the stairs.
"Can Cadamel see the source of that noise?" Kurama asked Effort quietly as the group slowly made their way up the stairs.
The second floor is filled with more crates - this was clearly some kind of hideaway for the organization where they were stashing and transporting illicit things across this part of the continent. The sound becomes slightly louder as you reach this floor, and you can make out the faint sound of voices upstairs as well. There are no bodies up here - it seems the fighting mostly took place downstairs.
Cadmael tries to get a better view from outside, but the top (fourth) floor has had its windows boarded up. He can see a tiny bit of movement through a space between two wooden planks making up the wall, but that's it.
"We should keep moving and strike while whomever is up there is unaware of our approach." Slowing his pace a bit, Kurama continued up the stairs towards the top of the tower.
Effort recalls Cadmael to her shoulder, and then nods at Kurama. Sending the owl to the rafters, she touches her forehead and then tries to emulate Kurama's quiet footsteps.
You make your way up the tower, with Brask bringing up the rear. The third floor is more of the same, although the crates and chests of illicit goods are smaller. There seems to have been less fighting here. Almost nothing is spilled or knocked over. The strange noise and voices become louder, and you can tell that there is some sort of odd chanting going on. As you start up the final staircase, Brask trips over a small crate, spilling out glass vials that clank to the floor. You pause, waiting for a response from upstairs, but nothing seems to change.
Peeking around the corner as they lead the party, Effort and Kurama can see most of the room on the fourth floor. At the far end, a trio of hooded figures stand over a strange rune etched into the floor. It glows red, and the sucking sound seems to be coming up from it. The chant is partially in a strange tongue, but Effort can make out certain words...
He will save us. The only one who can stop the pact. Bring us home.
The three figures seem to be completely focused on whatever their task is, but as Kurama steps forward onto the last step, something moves like a flash out of the corner of his eye. Before he knows it, a pair of fists come down toward him.
The first strike narrowly misses thanks to an overzealous attacker - his second strike, however, connects with a pressure point on your shoulder that pulses within you. You fall forward onto the floor, stunned. You're able to make out the figure as he steps out into the open. It is Orochi, the half-elf monk you believe is responsible for the calamity at The House of Truth.
"Ah, I did not expect to see you here, brother. It would be wise for you and your friends to head back the way you came." He enters a defensive stance, blocking the way to the ritual.
Effort, you simultaneously feel queasy and invigorated. It's strange, and like nothing you've felt before.
We can keep the same order as before if that's cool with everyone: Effort & Cadmael > Orochi & hooded figures > Brask > Kurama
"Whether or not this comes to blows depends on what 'pact' you are trying to prevent. We, too, have issues with the Dark Forest. Tell us whom you pray to, and why you felt it necessary to strike down my companion," she tells the man as she waves her fingers. Above the rune, a familiar, twisting hypnotic pattern appears, directly before the three chanters. (still a WIS 16 save)
One of the hooded figures slowly lowers his arms, as the chants become mumbles, and then nothing. The other two do not slow down - one squints briefly, but they both keep up with the ritual. The energy wanes a bit, but still, a pulse of force explodes out from the center, shaking the very walls of the tower.
Orochi leaps forward, pulling his fists back again and targeting Brask.
Attack: 22 Damage: 9
Attack: 14 Damage: 5
Slightly off-balance, he misses each time, only catching bits of fur. He quickly focuses himself, unleashing two more attacks.
Attack: 4 Damage: 8
Attack: 23 Damage: 12
Brask starts to grin as the third strike misses, but the fourth lands directly in his chest, stealing his breath.
Pip save: 21
Knight 1 save: 3
Knight 2 save: 5
Pip is knocked back from the explosion, the heat searing into him. The two knights, standing so close, are also thrown to the sides and burned. They are jarred out of their hypnotic trance to find flames lashing out at them.
Effort fires a pair of blasts at one, connecting on both as the man is thrown into the wall. You can feel the whole tower shake a bit as this happens. The fire probably isn't helping the stability of the shoddily made structure.
Kurama lashes out at the same man with his astral arms, delivering the killing blow before turning to the other armored figure. He connects against him as well, although he's not quite dead yet.
Pip recovers quickly, although he looks badly burned. He draws his scimitar for the first time in quite awhile, slashing at the remaining enemy.
Attack: 5 Damage: 8
He slices between some of his armor impressively as the man, barely holding on, crumples to the floor. Pip might have looked proud if he himself were not so injured. He falls to his knees and breathes deeply as he holds his side in pain.
Making quick work of the three mysterious figures, you're left alone in the tower - or so you think until you hear something else coming from further upstairs. A strange, distant sucking sound.
DM - Above & Below
dex 13
Kurama was just too slow to notice the man begin to glow and took a full blast of fire to the face.
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
We can leave initiative...for now. :)
DM - Above & Below
Effort manages to dodge the bulk of the blast. Still, hissing in pain, she reaches out and beings to douse the flames using thaumaturgy. Once the fire is relatively under control, she also taps into the power of her Rod of the pact keeper +1 to regain some of her magical composure.
"Pip. Maybe you should keep watch outside of the tower," she suggests, seeing how injured the little goblin is. "You could hide, and if we don't manage to defeat whatever awaits us upstairs, report back on this matter to the two monks. That is, if we are all in agreement," she adds, looking up at Brask.
Yeah, I got no healing potions, grumbles Brask. He looks at Pip. You hang in there, buddy. And keep safe and quiet. He turns back, and will head upstairs with the others.
As the others prepared to head up the stairs, Kurama walked towards Pip and slyly handed him the potion of healing he had purchased at the traveling marketplace. "Just in case you need it..." he whispered softly to the goblin before joining the others at the stairs.
"Can Cadamel see the source of that noise?" Kurama asked Effort quietly as the group slowly made their way up the stairs.
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
The second floor is filled with more crates - this was clearly some kind of hideaway for the organization where they were stashing and transporting illicit things across this part of the continent. The sound becomes slightly louder as you reach this floor, and you can make out the faint sound of voices upstairs as well. There are no bodies up here - it seems the fighting mostly took place downstairs.
Cadmael tries to get a better view from outside, but the top (fourth) floor has had its windows boarded up. He can see a tiny bit of movement through a space between two wooden planks making up the wall, but that's it.
DM - Above & Below
(Mobile)
"We should keep moving and strike while whomever is up there is unaware of our approach." Slowing his pace a bit, Kurama continued up the stairs towards the top of the tower.
Stealth (if necessary): 15
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Effort recalls Cadmael to her shoulder, and then nods at Kurama. Sending the owl to the rafters, she touches her forehead and then tries to emulate Kurama's quiet footsteps.
Cadmael stealth: 6
Effort stealth: 23 (22 + 1 guidance)
Brask, give me a stealth roll as well, and then everyone give a perception check as you climb the tower.
DM - Above & Below
(Mobile)
Kurama perception: 13
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Cad perception: 19
Effort perception: 8
Brask's Stealth 5
Perception 9
Brask contributing in his usual way. :)
You make your way up the tower, with Brask bringing up the rear. The third floor is more of the same, although the crates and chests of illicit goods are smaller. There seems to have been less fighting here. Almost nothing is spilled or knocked over. The strange noise and voices become louder, and you can tell that there is some sort of odd chanting going on. As you start up the final staircase, Brask trips over a small crate, spilling out glass vials that clank to the floor. You pause, waiting for a response from upstairs, but nothing seems to change.
Peeking around the corner as they lead the party, Effort and Kurama can see most of the room on the fourth floor. At the far end, a trio of hooded figures stand over a strange rune etched into the floor. It glows red, and the sucking sound seems to be coming up from it. The chant is partially in a strange tongue, but Effort can make out certain words...
He will save us. The only one who can stop the pact. Bring us home.
The three figures seem to be completely focused on whatever their task is, but as Kurama steps forward onto the last step, something moves like a flash out of the corner of his eye. Before he knows it, a pair of fists come down toward him.
Attack: 20 Damage: 7
Attack: 13 Damage: 9
Kurama, roll a constitution save.
DM - Above & Below
(Mobile)
Kurama CON save: 10
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
The first strike narrowly misses thanks to an overzealous attacker - his second strike, however, connects with a pressure point on your shoulder that pulses within you. You fall forward onto the floor, stunned. You're able to make out the figure as he steps out into the open. It is Orochi, the half-elf monk you believe is responsible for the calamity at The House of Truth.
"Ah, I did not expect to see you here, brother. It would be wise for you and your friends to head back the way you came." He enters a defensive stance, blocking the way to the ritual.
Effort, you simultaneously feel queasy and invigorated. It's strange, and like nothing you've felt before.
We can keep the same order as before if that's cool with everyone: Effort & Cadmael > Orochi & hooded figures > Brask > Kurama
DM - Above & Below
"Whether or not this comes to blows depends on what 'pact' you are trying to prevent. We, too, have issues with the Dark Forest. Tell us whom you pray to, and why you felt it necessary to strike down my companion," she tells the man as she waves her fingers. Above the rune, a familiar, twisting hypnotic pattern appears, directly before the three chanters. (still a WIS 16 save)
She backs away behind Brask as she speaks.
(Cadmael gives advantage to Brask's next attack)
WIS saves: 10 22 21
DM - Above & Below
One of the hooded figures slowly lowers his arms, as the chants become mumbles, and then nothing. The other two do not slow down - one squints briefly, but they both keep up with the ritual. The energy wanes a bit, but still, a pulse of force explodes out from the center, shaking the very walls of the tower.
Orochi leaps forward, pulling his fists back again and targeting Brask.
Attack: 22 Damage: 9
Attack: 14 Damage: 5
Slightly off-balance, he misses each time, only catching bits of fur. He quickly focuses himself, unleashing two more attacks.
Attack: 4 Damage: 8
Attack: 23 Damage: 12
Brask starts to grin as the third strike misses, but the fourth lands directly in his chest, stealing his breath.
Brask, roll a CON save.
DM - Above & Below