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Author Topic: Prepare For Trouble (Week 2 Climax)  (Read 13242 times)

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sentrygun

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Re: Prepare For Trouble (Week 2 Climax)
« Reply #180 on: April 25, 2012, 05:45:34 PM »

Is that us gaining a Surge worth of healing and a surge worth of THP, or just a surge worth of THP?
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Maxmaps

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Re: Prepare For Trouble (Week 2 Climax)
« Reply #181 on: April 25, 2012, 06:52:44 PM »

The latter, temp HP only.
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R^2

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Re: Prepare For Trouble (Week 2 Climax)
« Reply #182 on: April 25, 2012, 07:24:59 PM »

Latir is sprayed with acid and watches the ferocity with which the Darkness that Drowns, combined with Ottimus' control, attacks his allies.

He is calm. Something has clicked.

He locks eyes with Ottimus, upon his slimy throne. (Divine Challenge, the Darkness is marked again.)

He takes a deep breath. "My dwarven ancestors... I understand now." (Dwarven Armor power, gain HP equal to a healing surge.

"If I cannot live as a good dwarf... perhaps I can still die as one."

"Everyone!" Latir looks at Ilex. "If you must retreat, retreat!" He makes eye contact with Bertram. "If you can still attack, attack!"

He looks at Wanda. "I will protect you."

Holding his holy symbol aloft, he emits a beam of Just Radiance onto the Darkness that drowns. In addition to the
3 + 2 + 4 = 9
damage this deals, the Darkness cannot make any attacks that do not include Latir until the end of my next turn.

He grips the throttle on the chainsaw, and leaps to the one spot no lunging slime, no spray of acid arrows can reach.

He disappears into the Darkness that Drowns with the sizzle of scorching ooze.

(I have no idea what this will end up doing, but I imagine swallowing a burning dwarf with a live chainsaw is about to give Ottimus the worst indigestion of his life.)



 __d_____________________________________________
|..........|.........................|..........d
|..........d........ffffffffff.......d..........d
|...G......|.........................|..........d
|..........__________%%%%%%%__________..........d
>..........d........|%%%%%%%|...................|
>L1..._____________.LR.....W........I...d..KL3|
>...........M..4...C.BX.........b..............|_________
%%%.....%%...........%DDDDDDA......%%%%BBB...%%%%%%%%%..f|
|%%.....%%i.....rr...%DDDDDD.......%%%%BBB......i%%%%%..f|
|%%.....%%i.....rr...%DDDDDD.......%%%%.........i%%%%%...|
|%%.....%%i..........%%%%%%%.......%%%%........yi%%%%%...|
|%%.....%%i.......%%%%%%%%%%%%%....%%%%.........i%%%%%...|
|%%fF...%%i.......%%%%%%%%%%%%%....%%%%........s%%%%%%...|
|%%....f%%........%%%%%%%%%%%%%....%%%%.........e....3...|
|%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%..................|
_%%%%%%___________________________________________________
 ++++++
 ++++++
 ++++++

p - prisoners
G - Goo Trap
} - Flaming Boulder (Lights on fire on contact) blocked line of sight, 5 feet tall.
> - Collapsed Wall

+ Ship
^ Difficult Terrain
. - Floors
_ | - Walls
i - Railing (Does not obstruct vision, difficult terrain, +5 to Jump Checks if jumping from this tile)
BBB - Warpwood Beetle (Occupants: Gulden)
L# - Ladder(ascends to matching L# on Floor 2)
% - Water (10 Feet Deep)
d - Doorways
f - Furniture

HP/Status

M - Morgiana  52/66 +4/4 Temp (Rune of Hope) AC/F/R/W 23/19/24/22, Blurred (+2 to all defenses, Invisible when >4 squares from enemies)
K - Karvan  49/93   S. Mark: 1  Slowed(Save Ends)
X - Ilex 4/82    AC/F/R/W 29/27/21/26  Bloodied, +4 resist (Rune of Protection)
R - Ragjen HP 46/79 20/20 Temp +4 resist (Rune of Protection) +2 to all defenses until start of next turn (Insightful Presence)
a - Latir 96/99  +4 Damage, +4 resist (Rune of Protection), +2 to all defenses until start of next turn (Insightful Presence), Bloodied
B - Bertram   68/110 HP 0/20 temp, +4 resist (Rune of Protection)
    Wrath of the Gods: +4 to damage rolls until end of encounter
    Swift Panther Rage: +2 to movement until end of encounter, can shift 2 squares
    Insightful Presence: +2 to all defenses until start of next turn
m - Meran 46/70 -2 Surge, +2 AC (Invoker Defense Feat), Dazed til end of next turn
    Wrath of the Gods: +4 to damage rolls until end of encounter
t - Tikka

A - Kahlua  5/84 AC/F/R/W 25/22/22/20  Bloodied
b - Beatrice   30/89 Bloodied
    Wrath of the Gods: +4 to damage rolls until end of encounter
W - Wanda   2/63  Bloodied
    Wrath of the Gods: +4 to damage rolls until end of encounter
3 - Bethany
4 - Humphrey
I - Isaac
d - Dwarf Male Prisoner
e - Dwarf Female Prisoner
s - Goliath Prisoner
y - Young Human Prisoner

D - Darkness That Drowns 165/500  AC/F/R/W   10/28/10/10 Rune of Roaring Fire Taking 5 fire damage per turn (Save ends), Bloodied
C - Clarice
F - Firebeard  111/111       AC/F/R/W 32/29/16/22  -5 Defenses
N - Gran   HP 80/200      AC/F/R/W 26/28/19/21  Marked by Karvan, Bloodied, Engulfed by Darkness That Drowns
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sentrygun

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Re: Prepare For Trouble (Week 2 Climax)
« Reply #183 on: April 25, 2012, 07:29:32 PM »

Ilex looks over as Latir urges her out and flares up a bit with some more energy. Doesn't seem like she's a big fan of not murdering this thing.

(oh and I take the 20 THP why not)
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Büge

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Re: Prepare For Trouble (Week 2 Climax)
« Reply #184 on: April 25, 2012, 08:16:24 PM »

Morgiana hears the chainsaw revving. She turns just in time to see Latir take a header into the inky soup.

"No!" She cries out, sloshing back towards the others. "Latir, no! Don't be a martyr!"

She whirls her hands about and conjures up a Phantasmal Assailant to strike the behemoth.

Quote
Phantasmal Assailant
1d20 +13 > 10
14 + 13 = 27 ... success

In her haste, Morgiana's mind momentarily fixates on Muscles. "I wonder what the little scamp is up to," she thinks.

Before she realizes it, she's crafted a phantom replica of the owlbear that claws at the ooze for 27 damage! The slime also takes an ongoing 5 damage and grants combat advantage (save ends), no doubt from being mauled by a giant baby owlbear ghost.



 __d_____________________________________________
|..........|.........................|..........d
|..........d........ffffffffff.......d..........d
|...G......|.........................|..........d
|..........__________%%%%%%%__________..........d
>..........d........|%%%%%%%|...................|
>L1..._____________.LR.....W........I...d..KL3|
>.............M4...C.BX.........b..............|_________
%%%.....%%...........%DDDDDDA......%%%%BBB...%%%%%%%%%..f|
|%%.....%%i.....rr...%DDDDDD.......%%%%BBB......i%%%%%..f|
|%%.....%%i.....rr...%DDDDDD.......%%%%.........i%%%%%...|
|%%.....%%i..........%%%%%%%.......%%%%........yi%%%%%...|
|%%.....%%i.......%%%%%%%%%%%%%....%%%%.........i%%%%%...|
|%%fF...%%i.......%%%%%%%%%%%%%....%%%%........s%%%%%%...|
|%%....f%%........%%%%%%%%%%%%%....%%%%.........e....3...|
|%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%..................|
_%%%%%%___________________________________________________
 ++++++
 ++++++
 ++++++

p - prisoners
G - Goo Trap
} - Flaming Boulder (Lights on fire on contact) blocked line of sight, 5 feet tall.
> - Collapsed Wall

+ Ship
^ Difficult Terrain
. - Floors
_ | - Walls
i - Railing (Does not obstruct vision, difficult terrain, +5 to Jump Checks if jumping from this tile)
BBB - Warpwood Beetle (Occupants: Gulden)
L# - Ladder(ascends to matching L# on Floor 2)
% - Water (10 Feet Deep)
d - Doorways
f - Furniture

HP/Status

M - Morgiana  52/66 +4/4 Temp (Rune of Hope) AC/F/R/W 23/19/24/22, Blurred (+2 to all defenses, Invisible when >4 squares from enemies)
K - Karvan  49/93   S. Mark: 1  Slowed(Save Ends)
X - Ilex 4/82    AC/F/R/W 29/27/21/26  Bloodied, +4 resist (Rune of Protection)
R - Ragjen HP 46/79 20/20 Temp +4 resist (Rune of Protection) +2 to all defenses until start of next turn (Insightful Presence)
a - Latir 96/99  +4 Damage, +4 resist (Rune of Protection), +2 to all defenses until start of next turn (Insightful Presence), Bloodied
B - Bertram   68/110 HP 0/20 temp, +4 resist (Rune of Protection)
    Wrath of the Gods: +4 to damage rolls until end of encounter
    Swift Panther Rage: +2 to movement until end of encounter, can shift 2 squares
    Insightful Presence: +2 to all defenses until start of next turn
m - Meran 46/70 -2 Surge, +2 AC (Invoker Defense Feat), Dazed til end of next turn
    Wrath of the Gods: +4 to damage rolls until end of encounter
t - Tikka

A - Kahlua  5/84 AC/F/R/W 25/22/22/20  Bloodied
b - Beatrice   30/89 Bloodied
    Wrath of the Gods: +4 to damage rolls until end of encounter
W - Wanda   2/63  Bloodied
    Wrath of the Gods: +4 to damage rolls until end of encounter
3 - Bethany
4 - Humphrey
I - Isaac
d - Dwarf Male Prisoner
e - Dwarf Female Prisoner
s - Goliath Prisoner
y - Young Human Prisoner

D - Darkness That Drowns 138/500  AC/F/R/W   10/28/10/10 Rune of Roaring Fire Taking 5 fire damage per turn (Save ends), ongoing 5 psychic damage/combat advantage (save ends), Bloodied
C - Clarice
F - Firebeard  111/111       AC/F/R/W 32/29/16/22  -5 Defenses
N - Gran   HP 80/200      AC/F/R/W 26/28/19/21  Marked by Karvan, Bloodied, Engulfed by Darkness That Drowns

[/quote]
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Bongo Bill

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Re: Prepare For Trouble (Week 2 Climax)
« Reply #185 on: April 26, 2012, 12:37:48 AM »

"Dammit, Latir!" shouted Bertram. "Are you - what are - rrrraaaaaahhh!"

He attacked with his very last Rage Strike (1d20+19=33, a hit, for 5d10+27=64 damage, then shifted (two spaces to the space indicated) to get a better angle at the damn thing.

 __d_____________________________________________
|..........|.........................|..........d
|..........d........ffffffffff.......d..........d
|...G......|.........................|..........d
|..........__________%%%%%%%__________..........d
>..........d........|%%%%%%%|...................|
>L1..._____________.LR.....W........I...d..KL3|
>.............M4...C.BX.........b..............|_________
%%%.....%%...........%DDDDDDA......%%%%BBB...%%%%%%%%%..f|
|%%.....%%i.....rr..B%DDDDDD.......%%%%BBB......i%%%%%..f|
|%%.....%%i.....rr...%DDDDDD.......%%%%.........i%%%%%...|
|%%.....%%i..........%%%%%%%.......%%%%........yi%%%%%...|
|%%.....%%i.......%%%%%%%%%%%%%....%%%%.........i%%%%%...|
|%%fF...%%i.......%%%%%%%%%%%%%....%%%%........s%%%%%%...|
|%%....f%%........%%%%%%%%%%%%%....%%%%.........e....3...|
|%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%..................|
_%%%%%%___________________________________________________
 ++++++
 ++++++
 ++++++

p - prisoners
G - Goo Trap
} - Flaming Boulder (Lights on fire on contact) blocked line of sight, 5 feet tall.
> - Collapsed Wall

+ Ship
^ Difficult Terrain
. - Floors
_ | - Walls
i - Railing (Does not obstruct vision, difficult terrain, +5 to Jump Checks if jumping from this tile)
BBB - Warpwood Beetle (Occupants: Gulden)
L# - Ladder(ascends to matching L# on Floor 2)
% - Water (10 Feet Deep)
d - Doorways
f - Furniture

HP/Status

M - Morgiana  52/66 +4/4 Temp (Rune of Hope) AC/F/R/W 23/19/24/22, Blurred (+2 to all defenses, Invisible when >4 squares from enemies)
K - Karvan  49/93   S. Mark: 1  Slowed(Save Ends)
X - Ilex 4/82    AC/F/R/W 29/27/21/26  Bloodied, +4 resist (Rune of Protection)
R - Ragjen HP 46/79 20/20 Temp +4 resist (Rune of Protection) +2 to all defenses until start of next turn (Insightful Presence)
a - Latir 96/99  +4 Damage, +4 resist (Rune of Protection), +2 to all defenses until start of next turn (Insightful Presence), Bloodied
B - Bertram   68/110 HP +27 temp,
    +4 resist (Rune of Protection)
    Wrath of the Gods: +4 to damage rolls until end of encounter
    Swift Panther Rage: +2 to movement until end of encounter, can shift 2 squares
m - Meran 46/70 -2 Surge, +2 AC (Invoker Defense Feat), Dazed til end of next turn
    Wrath of the Gods: +4 to damage rolls until end of encounter
t - Tikka

A - Kahlua  5/84 AC/F/R/W 25/22/22/20  Bloodied
b - Beatrice   30/89 Bloodied
    Wrath of the Gods: +4 to damage rolls until end of encounter
W - Wanda   2/63  Bloodied
    Wrath of the Gods: +4 to damage rolls until end of encounter
3 - Bethany
4 - Humphrey
I - Isaac
d - Dwarf Male Prisoner
e - Dwarf Female Prisoner
s - Goliath Prisoner
y - Young Human Prisoner

D - Darkness That Drowns 74/500  AC/F/R/W   10/28/10/10 Rune of Roaring Fire Taking 5 fire damage per turn (Save ends), ongoing 5 psychic damage/combat advantage (save ends), Bloodied
C - Clarice
F - Firebeard  111/111       AC/F/R/W 32/29/16/22  -5 Defenses
N - Gran   HP 80/200      AC/F/R/W 26/28/19/21  Marked by Karvan, Bloodied, Engulfed by Darkness That Drowns
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...but is it art?

Niku

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Re: Prepare For Trouble (Week 2 Climax)
« Reply #186 on: April 26, 2012, 06:49:22 AM »

She opens her eyes.

It is not quite the same as the fluttering of one's eyelids.  Instead, it is like awakening from a deepened sleep, the focus fuzzy, the mind slow.  Something is occurring.  She does not know what.  It is a long time before she is able to see why the laboratory, the cell, the prison where she has slept for time she cannot count is humming and shaking, a cacophony of unfamiliarity passing just outside the wall.  Like a hungover academy student after a series of poor life decisions, she stumbles, blindly reaching out to grab whatever she can to cover herself with.  Rubble and dust, broken equipment, prized possessions that had no meaning so long as she had relegated herself to the peace of being as a bit of stone on the floor of an abandoned place, Tikka clothes her skeletal frame that has long since dried.  Something is happening beyond the opening that has been made, but exactly what?

She is focused on her waking moreso than the absolute chaos erupting in front of her, viewing the scene as though it were happening on another plane entirely as she wanders on shaky legs from the rubble behind which she had been locked.  There is little urgency in her gait, leaping not to the aid of the adventurers nor the ..

Is that Ottimus?

(I enter, walk five ten squares, and equip my violin.  Also this is my first time in a D&D game ever so expect me to fuck up what I can and cannot do often and with great zeal!  Feel free to tell me HEY STUPID YOU CAN HELP US BY DOING X THING)





 __d_____________________________________________
|..........|.........................|..........d
|..........d........ffffffffff.......d..........d
|...G......|.........................|..........d
|..........__________%%%%%%%__________..........d
>..........d........|%%%%%%%|...................|
>L1..._____________.LR.....W........I...d..KL3|
>.........t...M4...C.BX.........b..............|_________
%%%.....%%...........%DDDDDDA......%%%%BBB...%%%%%%%%%..f|
|%%.....%%i.....rr..B%DDDDDD.......%%%%BBB......i%%%%%..f|
|%%.....%%i.....rr...%DDDDDD.......%%%%.........i%%%%%...|
|%%.....%%i..........%%%%%%%.......%%%%........yi%%%%%...|
|%%.....%%i.......%%%%%%%%%%%%%....%%%%.........i%%%%%...|
|%%fF...%%i.......%%%%%%%%%%%%%....%%%%........s%%%%%%...|
|%%....f%%........%%%%%%%%%%%%%....%%%%.........e....3...|
|%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%..................|
_%%%%%%___________________________________________________
 ++++++
 ++++++
 ++++++

p - prisoners
G - Goo Trap
} - Flaming Boulder (Lights on fire on contact) blocked line of sight, 5 feet tall.
> - Collapsed Wall

+ Ship
^ Difficult Terrain
. - Floors
_ | - Walls
i - Railing (Does not obstruct vision, difficult terrain, +5 to Jump Checks if jumping from this tile)
BBB - Warpwood Beetle (Occupants: Gulden)
L# - Ladder(ascends to matching L# on Floor 2)
% - Water (10 Feet Deep)
d - Doorways
f - Furniture

HP/Status

M - Morgiana  52/66 +4/4 Temp (Rune of Hope) AC/F/R/W 23/19/24/22, Blurred (+2 to all defenses, Invisible when >4 squares from enemies)
K - Karvan  49/93   S. Mark: 1  Slowed(Save Ends)
X - Ilex 4/82    AC/F/R/W 29/27/21/26  Bloodied, +4 resist (Rune of Protection)
R - Ragjen HP 46/79 20/20 Temp +4 resist (Rune of Protection) +2 to all defenses until start of next turn (Insightful Presence)
a - Latir 96/99  +4 Damage, +4 resist (Rune of Protection), +2 to all defenses until start of next turn (Insightful Presence), Bloodied
B - Bertram   68/110 HP +27 temp,
    +4 resist (Rune of Protection)
    Wrath of the Gods: +4 to damage rolls until end of encounter
    Swift Panther Rage: +2 to movement until end of encounter, can shift 2 squares
m - Meran 46/70 -2 Surge, +2 AC (Invoker Defense Feat), Dazed til end of next turn
    Wrath of the Gods: +4 to damage rolls until end of encounter
t - Tikka

A - Kahlua  5/84 AC/F/R/W 25/22/22/20  Bloodied
b - Beatrice   30/89 Bloodied
    Wrath of the Gods: +4 to damage rolls until end of encounter
W - Wanda   2/63  Bloodied
    Wrath of the Gods: +4 to damage rolls until end of encounter
3 - Bethany
4 - Humphrey
I - Isaac
d - Dwarf Male Prisoner
e - Dwarf Female Prisoner
s - Goliath Prisoner
y - Young Human Prisoner

D - Darkness That Drowns 74/500  AC/F/R/W   10/28/10/10 Rune of Roaring Fire Taking 5 fire damage per turn (Save ends), ongoing 5 psychic damage/combat advantage (save ends), Bloodied
C - Clarice
F - Firebeard  111/111       AC/F/R/W 32/29/16/22  -5 Defenses
N - Gran   HP 80/200      AC/F/R/W 26/28/19/21  Marked by Karvan, Bloodied, Engulfed by Darkness That Drowns
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R^2

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Re: Prepare For Trouble (Week 2 Climax)
« Reply #187 on: April 26, 2012, 07:10:56 AM »

I don't know if the chainsaw/fire does passive damage, but I kind of want Ottimus to have one turn of being locked down so my strategy actually succeeds at more than proving Latir can put his money where his mouth is about all that shit he gave Ottimus earlier about not retreating.

In other words, Goofus throws his troops into melee and retreats. Gallant takes great personal risk to protect his friends. I hope this is not lost on any mercenaries left hanging around, hidden in shadows, fleeing, or piloting a ship who might still be out for our blood later. Dramatic contrast!

Niku, To move is a move action, to draw is a minor action. You also have a standard action, aka the ability to attack or use a power, this turn. You can drop a heal/buff on anyone who is within the range of one of your powers  (although Morgiana is range 9, Bertram is range 16 or so), hit Ottimus with anything you have range 16+ on, or trade your standard action for another move action and walk a few more spaces to get into a better position.
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Niku

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Re: Prepare For Trouble (Week 2 Climax)
« Reply #188 on: April 26, 2012, 07:34:44 AM »

Yeah, I wasn't sure if entering was actually going to take up an action or not.  Making an edit accordingly to move in closer.
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Doom

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Re: Prepare For Trouble (Week 2 Climax)
« Reply #189 on: April 26, 2012, 09:30:22 AM »

Everybody who isn't already is now Level 13! Beatrice hits Level 12! Humphrey hits Level 12! Wanda rockets up to Level 10! Loot coming later...

Firebeard hops aboard the ship, which promptly shuts it's doors, spins it's cannons and unleashes a load of flak at anything in sight(nothing) for good measure, then 180s and takes off down a sewer tunnel. All of the possible escapees have escaped!

Ragjen, Bertram and Ilex charge the creature in unison, as does a... spiritual giant Muscles. A huge dip in the front of Darkness is swiftly beaten out, and the detonation of the ruby bead deals an immediate extra 62 damage to it. The whole of Darkness violently shudders and wavers, the great ooze losing structural integrity.

Latir plunges into the goo for an immediate 32 damage, viciously scorched by the acidic content. The chainsaw immediately goes to work, as does the napalm, whichs spreads along the beast and intermingles with the great roaring bonfire. Darkness That Drowns is now more burning, stinking oil and smog than actual ooze. Barely able to see, being actively digested and submitted to smothering ooze and choking smoke, Latir is barely able to move...

As if driven by some malice from beyond the grace, the skeleton of Carp Cod spins about in the ooze and lunges at him! The chainsaw makes short work of it, shattering the skeleton entirely and providing solid bits to step on. Ottimus soundlessly howls in fury as he gestures down at the approaching Latir and manifests the Touch of Jubilex, tendrils of the most violent and vibrant emerald ooze slipping out of the con-man's sleeves and gorging themselves upon Latir's flesh...

... But with 6/99 HP left, it is not enough! Latir draws the chainsaw around, vivisecting great chunks of Darkness with every motion of the roaring blades, and plunges the angry spinning blade into Ottimus' torso! Losing all structural integrity, Darkness That Drowns dissolves into the water around you all, the flooding of the room rising to 3 feet as it is topped off by a dull, oily residue that does not mix with the water, but rather sets on top of it. Carp Cod's remains, a great bulk of Darkness, and Ottimus himself are suddenly drawn downwards in a whirlpool motion as Darkness' body collapses. In it's death throes, Darkness seizes the Warpwood Spider and drags it under.

The last you see of Ottimus is a head going under, a hand grasping at the air, and that going under too. His play for a Council Seat has ended.

Latir, you begin to black out and sink into the water with Darkness That Drowns... but all of this fire causes the Grapnel you picked up somehow to discharge, it's gunpowder charge exploding! The hook fires out of the back-seat of your pants and hooks onto the railways overhead. As Ottimus and his Ooze vanish into the water, you're left hanging by the seat of your pants and the clip of your belt in the air. You black out.

The young prisoner boy runs up along the side of the railing and gestures to an inert bit of crystalline decor in the wall... he uses a bit of the Druidic tongue and focuses some energy upon it, and it begins to resonate a pleasant white-green, releasing the smell of fresh mint into the room. Water around the crystal begins to slowly purify. He calls to the two Dwarf prisoners and the Goliath prisoner to help him out and they circle the room, activating a few more measures... shortly, they're able to get the room to stop flooding and drain back down to 2 feet.

For now, you guys are able to catch an extended rest... post coming up shortly about the aftermath and searching the remains of the room.
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