Saren Of Tyria/MicelusSaren is disgusted and horrified, but she's been well trained-she draws on the power of her magic, sending the call to the Planes...
Many a plebe asks-where DO all those things Summoner make come from? Does a Summoner steal someones lunch every time he conjures a sandwich? Does someones house fall down every time he repairs his roof?
Nay!
Summoners work on two levels, primarily-the first, for summoning inanimate objects is willpower alone. Quite simply, they imagine an object, and it is. Summoners tap into the arcane power of dreams, imagination and insight-a dangerous realm to tread for some, because it is the very edge of the Planes of the Gods. Many orders of Zealous defenders of the Faith insist Summoners are irrevocably harming mortals connection to their Gods, claming the elemental powers of creation not gifted to them...
The second, for summoning living, sentient creatures is less complicated-they actually do have to take them from some place, and the most popular is the 'Prime Conjurers Plane'-a peaceful plane of animal and plant life, utterly empty of any degree of higher sentience. From this plane, any sort of animal can be drawn unresisting to serve the Conjurers will-a group of Planewalker Gaurdians keep it safe and pristine, and make sure 'withdrawls' are properly pacified and attuned to the Summoners wishes.
This place has been discovered by nearly all planes walking races, and agreed upon by extra-planar treaty as the pan-universal ground for Summoners to obtain fresh specimens-rouge summoners attempting to draw something from their own world, or others not agreed upon by the treaty is likely to draw elemental retaliation-in simpler terms, your charred corpse is throw into the aether.
In Sarens case, she has several connections to both the Prime Conjurers Plane, and several of the elemental places. For now. The Conjurers Guild, if pushed far enough, may revoke her rights to summon safely...
She recalls an obscure sort of Spider-An Assasin Spider, with long necks for killing other spiders. Saren sends out the call, hoping the guild hasn't taken official action yet-and she gets an answer.
A few moments later, there is a *pop*, and the smell of a wet stone walls and fungus, but that fades quickly. In it's place is a large, blocky looking assassin spider. It immediately extends it's neck and rends the large blood spider coming toward Saren...
Summoned Assassin Spider
Mobility: 0
Reflexes: 2
Power: 0
Intelligence: -4
Armor: 1
Magic Resistance: -1
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
Effects:
Spider Killer/+1 to all stats against arachnid enemies smaller than itself. Causes fear in sentient Arachnids.
Insect Mind/Feels no emotions, and is immune to fear and morale effects.
Working quickly, she utters the oath of binding-and it becomes solid, anchored to reality.
Cast: Object Summon (medium sized animal) -50% MP
Cast: Conjurers Seal -25% MP
Saren swings her staff around as the horde descends...
>Blood Spider Swarm targets [3] Creek-Greek
>Both sides seeking to kill
Round 1
-Mobility-
Saren [6+1]
Halbarad [1+2]
Al-Halam [5+2]
Creek-Greek [3+2]
Alithra [4+3]
Sir Charles [3+1]
vs
Blood Spider Swarm [3-2]
Saren Engages BSS!.. BSS is struck! Damage [8+3=11/2=5] (enemy takes 50% DF damage!)
-Assassin Spider Engages BSS! BSS is struck! Damage [1+1=2/2=1] (enemy takes 10% DF damage!)
Al Halam activates Precise shot!
Al Halam Engages BSS! BSS is struck! Damage [5+2+3=10/2=5] (enemy takes 50% DF damage!)
Alithra engages BSS! BSS is struck! Damage [5+1=6/2=3] (enemy takes 30% HP damage!)
Crit chance 3/10...[8], no crit.
Creek-Greek activates Hail of Pinions!
Alithra engages BSS! BSS is struck! Damage [5+1-1=5/2=2] (enemy takes 20% HP damage!)
Crit chance 5/10...[4-1], Crit! Effect? [1], Instant death!
Blood Spider Swarm Defeated
Saren orders her Assassin Spider to charge into the horde-scattering those in front of her and giving her teammates time to draw their weapons...she manuevers her staff in an spinning arc to deflect the Blood Spiders as they leap at her en masse, grimacing as hot blood rains down-they seem to almost implode as she hits them, and fall in a heap of misshapen limbs. Saren is careful not to get any of it in her eyes or mouth...
Al-Halam brings out his longbow-its made of some sort of softly glowing, pure white wood-and the string is a shaft of pure sunlight. His bows sings and the arrows fly, physically searing a path the beasts and lighting up the night with Holy radiance.
Alithra, the Dark Elf, doesn't pull a weapon-she plucks a string on her lute, sending out a beautiful chord...and a number of spiders simply drop dead where they stand.
"The powers of creation undo you, abominations..." She murmurs.
The Spiders keep coming-Sir Charles and Halbarad try to keep them back from the main group. Saren notices Creek Greek from the corner of her eye, spring into the air, flap his wings for altitude, and drop a veritable storm of feather shaped steel blades down upon the body of the Swarm-whatever they're coated with, it causes the spiders to keel over dead.
The group spends a few terse moments, slashing, crushing and cursing the life of out the twitching pile of gore. Luckily, no one was injured, but it did take a toll on everyones nerves...and everyone is quite messy. Saren plucks a spare eyeball from her shoulder and flicks it away. Eww.
Halbarad speaks first.
"Fine work, all. Especially you conjurer-though, I'd keep an eye on your pet...it seems sick..."Indeed-the Assassins spider glutted itself, and now it's shuddering quite unhealthily...
"Let's go-they call them swarms for a reason. They'll be more around here, waiting to feed on the dead..."...
The group moves on. Sir Charles is the first to spot the Elf and the Man-Feleris and Ochita. He points them out with his blade.
"Hold your fire-I know them both. It's Feleris and Ochita..."Halbarad moves forward to speak with them. The group, two adventurers stronger, continues moving toward his campsite. No one seem to know how, but two women have also fallen in the back-an old one and a young one...she smiles and waves when Saren sees her. Huh.
The trip is fairly quiet-whatever is out there doesn't want to tangle with them tonight. The Dark-Elf Alithra speaks to Saren.
"Conjurer, that was impressive what you did back there...What is the name you go by?"
Mobility: 1
Reflexes: 1
Power: 0
Intelligence: 3
Armor: 2
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
MP: 25% ()()()()()()()()()()
Effects:
Blessing of the Ancestor Spirits/Negates the first attack that would affect your HP, nullifying the attack completely.
-Deity Relations-
Ancestor God-Spirits
Piety: 40% ()()()()()()()()()()
-Items-
Equipped:
Conjurers Staff/Two-Handed Melee Weapon *gore spattered, Blood Spider Ichor*
Conjurers Robe/+2 Armor, Mana Battery (25/25 MP stored) *gore spattered, Blood Spider Ichor*
Lizardfolk Tribal Tattoos/Neutrality to Lizardfolk
Pack:
1xGreenScale Balm/Heals Reptilekin for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
1xSmoked Pork Ration/1 Day of Food
Powers:
Elemental Beckon
Cost: 25/50/100/200% MP
Upkeep: 10% MP per level
Reagents: Existing Elements
Effect: Saren can summon an extra-planar ally made of a primary element-fire, water, air, or earth-among others, but these are more difficult.
Said ally has four levels of power and size, based upon how much MP has been invested into it. All it requires is an existing example of the element you wish to conjure it from.
This spell is known by many Conjurers as basic self defense-it consists of invoking an elemental spirit from it's home realm with the promise of excitement and adventure. Most Elementals enjoy serving conjurers who keep them occupied, given the freedom to physically interact with the world-for, if their physical bodies are destroyed, they merely return back to wherever they came from-making them nearly fearless. They are not nearly mindless-many enjoying conversing and interacting with with their conjurer allies, sometimes forming strong friendships that last past the conjurers own life and extend to their children.
Object Summoning
Cost: ? MP
Effect: Saren's primary conjuring spell allows her to summon almost anything from her own willpower-literally, anything that she has touched or encountered before.
From a wagon wheel to a quiver filled with arrows to a basket of pears-obviously, the larger and more complex an object is, the more difficult and MP expensive it will be to summon it.
Also, said objects will only last about 30 seconds to a full minute before discorporating.
Conjuring is a business. The ability to summon objects from willpower is the most strenuous of any magic school-usually, multiple conjurers are used to share the burden of any prospective summon. This spell has infinite application, to the learned mind...
Conjurers Seal
Cost: 25% MP
Effect: Makes a summoned object permanent.
The speciality of the Company of Conjurers is to make a temporary object permanent-it's what elevated conjuring from a dead end school with little practical application into something that was feared and respected. It's an easy cantrip, actually-compared to the summoning itself, locking an object into reality is fairly simple, thought MP expensive.
By forging contracts with certain extra-planar allies, the Company of Conjurers has the ability to arrest the process of energy decay that usually makes summoned objects disappear.
Ancestors Wisdom
Cost: 50% Piety
Effect: +2 Intelligence for 24 hours
The collected knowledge of the ancestor spirits-gathered over many lifetimes, large and small, empowers the minds of those who pay respect to them.
>
Summoned Assassin Spider
Mobility: 0
Reflexes: 2
Power: 0
Intelligence: -4
Armor: 1
Magic Resistance: -1
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
Effects:
Spider Killer/+1 to all stats against arachnid enemies smaller than itself. Causes fear in sentient Arachnids.
Insect Mind/Feels no emotions, and is immune to fear and morale effects.
Blood Cursed/ ?
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ochita,
Feleris/TiruinOchita and Feleris talk and walk, sharing a ration of fresh potatoes. They both realize how they hunger they are once they start eating, and quickly finish them off.
Consumed: 1xPotato Ration (half each)
They eventually find Halbarad...a strange group-consisting of him, Saren the Lizardman Conjurer, A Dark Elf, a Kenku, A Human with a gleaming longbow and a fully armored Human who doesn't speak. And two women who stick to the back-the old Healer and...her daughter? They certainly act like it.
Other then the two women, the rest of the part covered in some sort of red slime that looks very nasty, not to mention unhealthy.
They make out Halbarads voice.
"Hold your fire-I know them both. It's Feleris and Ochita..."Halbarad greets you both warmly.
"Feleris-when I saw that storm, I feared the worst...tell me everything that happened. We should reach my camp in a short time...eh, sorry about the mess on me. Ran into a bunch of Blood Spiders...nasty buggers...none of us were hurt though, and that's a blessing let me assure you..."
Mobility: 1
Reflexes: 1
Power: 0
Intelligence: 3
Armor: 2
Magic Resistance: 2
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
MP: 100% ()()()()()()()()()()
Effects:
-Deity Relations-
None
-Items-
Equipped:
Verlaine Cutlass/One-Handed Melee Weapon
Robes of the Travelling Mage/+2 Armor, +2 Magic resistance
Leather Bag of Collected Literature/Provides bonuses and lore pertaining to a wide variety of skills and actions.
-Keys-
Elesias Scrying Crystal/Allows communication with Mother Elesias about once every 12 hours-depending on local magical conditions-and teleportation to and from her tower-but only one way forward, and one way back. Ochita can expend his own mana to boost the signal. Ochita has not used its teleportation abilities yet. It hums with energy-he can use it to contact Elesias now, if he wishes.
Pack:
4xHealing Potions/Heals 25% HP, 50% Defense, instant use
2xDried Fruit and Nut Rations/1 Day of Food
2xMana Potions/Restores 100% MP, Spell Overcharge, instant use
3xLaumwort Sprigs/ Heals 5% HP, 25% Defense, instant use. Two can be used to brew a Healing potion with time and the proper materials.
Powers:
Forcefield
Cost: 75% MP
Effect: Gives you an additional 4 armor and magic resistance that is depleted by damage. If not destroyed, the shield regenerates when he is out of combat.
Ochitas primary defensive spell has saved his life many times-stray arrows, bad falls, hostile blades, dart traps... It creates a light blue tinted shield of force that covers his body, protecting him from physical and magical harm.
Ether Missile
Cost: 5% MP
Effect: Offensive Magic, -2 to enemy reflexes to dodge. Negated by magic shields.
Offensive magic, highly accurate.
Simple, effective, deadly-a streak of enchanted energy missiles that pack a punch from afar. It is the bane of warriors, who cannot easily dodge the swarm of independently seeking flares, but those who possess magic shields or resistance of any sort can nullify them entirely.
Scry
Cost: 25% MP
Effect: Allows Ochita to astral project his spirit-his astral form can bypass walls, is invisible and undetectable, and is immune to damage from mundane means.
Of course, dangers are inherent-spending too long or going too far from his body could be fatal, and there are some less than physical beings which can still pose a threat to him. He can only maintain about a quarter of a mile distance, and a half an hour in this form completely safely.
Repair
Cost: ? MP
Effect: Restores a broken or corroded item to full functionality-all it requires is that you gather the pieces of the item together. Costs more or less, depending on how large and complex the item is.
Ochita's custom spell allows him to undo the wear of time and damage on items-he's used it on old books, of course, mending his robe, and his sword the few times it's actually been broken.
>
Mobility: 1
Reflexes: 2
Power: 1
Intelligence: 1
Armor: 3
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
ST: 100% ()()()()()()()()()()
Effects:
Camoflaged/+1 to Stealthy Actions
-Deity Relations-
Goddess of Life
Piety: 10% ()()()()()()()()()()
-Items-
Equipped:
Sylvan Longbow/Two-Handed Range Weapon
Ranges Cloak and Tunic/+3 Armor, +1 to Stealth
2xSylvan Daggers/One-handed Melee weapons
Pack:
21xSwiftflight Arrows/Ammunition
1xWaybread Loaf/1 Day of Food, +1 morale bonus to all stats for 24 hours after eaten
1xSunshine Liqeur/Heals 50% HP, 100% Defense, instant use
1xSunrod/A bright alchemic torch. Provides as many hours of bright illumination during the night, as it absorbs during the day. Command words are "Solara" to activate, and "Lunara" to deactivate. Doesn't burn or produce smoke, and can only be extinguished through magical means. Damages and stuns light averse creatures.
Powers:
Goddess's Balm
Cost: 50% Piety
Effect: Heals 50% HP, 100% DF in the user, or one of his friends.
Just a drop of the cooling water from the Goddess of Lifes springs can restore your strength. Using this on another good soul and expecting no reward can actually gain you her favor and reward you later in your travels.
Goddess's Cleansing Touch
Cost: 20% Piety
Effect: Heals all poisons, venoms, curses and and diseases in either the user or one of his friends.
The Goddess's touch removes all noxious maladies...physical and spiritual. As with all her aids, using this on another good soul and expecting no reward can actually gain you her favor and reward you later in your travels.
Aimed shot
Cost: 25% ST
Effect: +3 power and reflexes to next set of ranged attacks.
One shot...one kill. Requires you to be still and not engaging in melee combat.
Willpower
Cost: 50% ST
Effect: Restores 25% HP, 50% DF
Sylvan Rangers are taught to endure any hardship-what kills other races, they thrive in.
>
Rhogar/Zako[2-1]
Modifier:-1 Nighttime]
Rhogar peeks around-hmm, the wall seems pretty solid. He notices it's even been shored up in places, heavy grey bricks filling in gaps of blood red ones. It's clear there's a new master guarding the gates of the Fortress of Blood...in fact, he makes out a few flags adorning the walls-a green base, with red flames stylistically emanating from the head of a Silver eye Dragon. He might get a better look in the morning.
[1]
Feeling the familiar agitation, he checks the bracelet again, casting into his opponents mind...and reels!
Ouch! It feels like someone slugged him with a pair of iron knuckles-on the inside of his skull. Rhogar hears the Orcs laugher, and his voice through the pain.
"Ha...ha. Khasrach the Mother teach me how to defend myself from you. Did you like that Dragon-Man?"Rhogar closes the link, mulling over this new development.
[5]
[Toad Sneak 5-1 vs Rhogar Alertness 6]
Rhogar almost doesn't hear the stealthy padding behind him until it's too late. He snap rolls to the side, and hears-and feels-a violent whiplash strike the ground behind him.
As Rhogar regains his feet, he faces his opponent-it's a Froghemoth!
Which is to say, a frog about the size of a wagon-with a hunger to match. It emits a rumbling croak which vibrates the ground around Rhogars feet and plods forward hungrily, drawing it's long, slimy tounge back into it's cavernous maw for another strike...
Froghemoth
Mobility: 2
Reflexes: 0
Power: 2
Intelligence: -4
Armor: 2
Magic Resistance: -1
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
Effects:
Stunning Blow/ Consecutive blows have a chance of stunning opponent, giving you an additional, free attack. This can only be done once every five rounds.
Swallow Whole/Stunned opponents can be swallowed whole-competing mobility roll to escape, if failed, leads to a set of competing 1d3 rolls directly against remaining HP for the prey and predator to either escape or be digested...
Froghemoth
"That's one big Frog."
Reported last words of War Wind Junior the Kai Ranger
Froghemoths are fairly unpleasant swamp and plain dwelling beasts-bullfrogs the size of horse drawn carts-that are also thankfully rare. They are very dangerous, not only for their physical strength and bulk, but ability to launch cunning ambushes upon their foes from either the cover of water, or darkness.
In battle, they fight with little regards to tactics-merely trying to crush or smother their opponent to death, or merely swallow him outright. They are fairly cowardly, and will flee any battle that doesn't seem to be going their way.
Froghemoth skins are quite valuable on the market-their skin makes excellent water proofed armor, much valued by swamp and shore dwelling peoples.
Mobility: 0
Reflexes: 1
Power: 2
Intelligence: 2
Armor: 6
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
ST: 100% ()()()()()()()()()()
Effects:
Favor of Kron/Immune to Lightning Damage
-Deity Relations-
Kron the Thundering God
70% ()()()()()()()()()()
-Items-
Equipped:
Brightflash Clan Warhammer/One handed Melee Weapon, Greenskin Bane
Skysteel Full Platemail+Shield, Helm/+6 Armor,
Holy Symbol of Kron/Lightning Immunity
Key:
-1x Shackles of Time/Cannot be removed, allows you to sense the general area, direction and state of who is wearing the twin. Allows you to undo your previous turn in the game, once-other players affected can possibly resist it's effect on them, if there is any.
Pack:
3xGreenscale Balm/Heals Reptilekin for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
3x Krons Prime Beef Shanks/One Day of Food, +1 Morale Bonus to all stats for 24 hours
3x Stamina Potion/Restores all lost Stamina
2xSmoked Venison Ration/1 Day of Food
Powers:
Krons Thunder Bolt
Cost: 50% Piety
Effect: Offensive Magic, +4 Power against enemies not immune to electricity, +4 reflexes to hit against enemies not immune to electricity
A clap of thunder spells doom for Krons foes-his deadly bolts are both horribly powerful and unerringly accurate, seeking your enemy. Kron enjoys and reward his followers when using this technique to finish a battle-to kill, not merely wound, since he owns the souls of mortal who die by lightning and thunder.
Krons Wrath
Cost: 75% Piety
Effect: +2 to Mobility, Reflexes and Power against a chosen foe.
Kron is known to bless his champions with amazing power when fighting particulalry deadly foes-this is a costly and dangerous ritual to enact, for once you have invoked his wrath, you cannot stop attacking-not for mercy, not for death, not for anything-or his rage will turn upon you. Your foe must fall.
Crushing Blows
Cost: 20% ST
Effect: Ignores half the enemy armor on your next set of melee swings, rounded up
A warhammer like Rhogars tends to destroy most mundane armor-his rage lets his crush his enemies defenses-shattering shields, denting plate and breaking the bone underneath.
Hammer Throw
Cost: 25% ST
Effect: Ranged Attack, Requires Hammer. +2 Power, -2 reflexes to dodge for each target. Critical chances increased by 10%. Can hit up to three targets.
The Clerics of Kron are known to favor Hammers that can be thrown and retrieved like boomerangs-it's not very accurate, but the damage is considerable, and the technique can be used to plow into hordes of enemies.
>
Goseki Sakane/LawastooshortGoseki knelt down and picked up the needle like Jiang dagger, making it disappear into the fold of her cloak...just like the young to leave supplies behind...
Gained: Jiang Needle Blade
The Jiang Clan usually design their weapons less precise and more robust than their rivals the Sakane-the Needle Blade is their signature thrown weapon, similiar to a dart, but a good deal heavier. It's more difficult to aim then a Sakane Springblade, but packs more of a punch, and can even bypass armor if it hits the right spot.
She and Jiang Ninja have a stilted, guard conversation...but Goseki feels there may be more to thing young one than she first thought...
When they catch up the party-now seven strong-they keep to the back, silent and unassuming. Apparently no one needs immediate medical attention...but Goseki saw the twisted, diseased forms of the Blood Spiders they left behind. She doesn't like the look of them. Goseki hasn't seen such creatures in the natural world.
The Jiang tries to speak to you again.
"Old Mother, what you said earl..."But the Kenku Creek-Greek flutters from the head of the group to eye you both. He snaps his beak at them in an almost vicious gesture, but neither of them know what that could really mean.
"Caw...being safe? Who is pretty young friend, Old Woman? Kish da tah?"Goseki can sense the Jiang Girl tensing near her, very subtly.
Mobility: 0
Reflexes: 2
Power: 0
Intelligence: 3
Armor: 3
Magic Resistance: 0
DF: 100%
()()()()()()()()()() HP: 100%
()()()()()()()()()()ST: 90%
()()()()()()()()()()Effects:
Camoflaged, +1 to Stealth
-Deity Relations--None-
Equipped:Sakane Katana/One handed Melee Weapon, Hidden
Springblade/One handed melee weapon, thrown weapon, Hidden
Yoroi Armor/+3 Defense, +1 Stealth
Jiang Needle Blade/One handed melee weapon, thrown weapon, Hidden, -2 reflexes when thrown, Ignores 1 armor
Key:-1x Healers Kit: Disguised an an old ladies carrying bag, this not only houses Gosekis numerous antidotes and balms, but her poisons as well...the bottles are unlabeled, but varied-and only she knows which are which. It allows her apply an essentially limitless amount of poison to any of her weapons (all it takes is a drop), and doubles the normal healing rate of either herself, or anyone she is administering to. It has antidotes for nearly all known poisons and venoms as well, curing them about 75% of the time.
Pack:1x Spiced Rice Ball/One Day of Food
1x Meditating Incense/Heals Ninjas for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
1x Stamina Potion/Restores all lost Stamina
2xSilverleaf/1 Day of Food
2xTrotters Balm/Heals 50% HP, requires 1 turn of rest
1xKobold Bulb/Can be brewed into acidic Gnomeblight, a potent weakening poison against all Humanoids-only Gnomes particulalry so.
1xVial of Gnomeblight/When applied, creates horrible stinging wounds, causing your next attack to do an additional +10% HP damage if your opponent doesn't beat an unmodified Power Roll. If thrown, the stench released makes combat impossible in the miasmal cloud for any creature with a sense of smell or taste. Gnomes, Halflings and Hobbits-along with similiar kin-are terrified of it, take double damage, and have a chance of being struck unconscious by the gas.
Powers:Gosekis Wisdom
Cost: 10% Stamina
Effect: Goseki adds her intelligence score to her reflexes, power and mobility rolls for the next turn of combat. If used consecutively, Stamina drain doubles.
Gosekis Intiution
Cost: 10% Stamina
Effect: Goseki can specify an action or single attack on her turn to receive this buff-that action will be rolled twice, with the higher roll being used.
Storm of Hidden Blades
Cost: 10% Stamina
Effect: Physical Ranged attack, -1 Power, -2 enemy reflexes to dodge. Ignores normal armor. Can be envenomed.
Gosekis Reckoning
Cost: Free
Effect: Goseki can instantly appraise anyone she meets-determining their true powers, intents and capabiltes. This takes one turn of at least casual contact, or 2-3 in combat. Against that target, you permanently gain +1 to all stats when in combat with them, or +1 to all stats when fighting alongside them, non-consecutively. Doesn't work on other Ninjas.
=Targets Appraised=
Feleris Valinar/He's a Sylvan Ranger...good with a bow...he has the fortitude to endure any obstacle...
->
Rykmar/IronyOwlCria nods somberly...and if Rykmar were a little more paranoid, he could swear he detects the slightest hint of condescension...
"We'll do whatever we have to do...master."Then she turns back to her incantations, casting two bags of strange powder-one white, one black-into a circle where she has gathered a pile of ash and bones arranged in a Hexagon shape. An Orc skill lies in the center, a spike driven through it's head. Unlike her ordinary, meek voice, Crias summoning voice is strong and utterly emotionless, without a trace of fear...
Rykmar reaches into the Bag of Greed. It's empty! He looks inside-dumps it out...nothing. Was this supposed to be a moral lesson?
Still puzzled, a half an hour later, Cria does the final set of incantations.
Attendite me vocat, proceres Umbra ..
Peto a te beneficio, et peccator offero in sinistra ut dextra Sanctum sacrificium. Gustate holocausta et gaudere ...
Laudate sempiterna nox ... finis omnium ...
Umbra proceres, in cineres haec forma tollere mors!
Liga ea consilium meum!
Fiant nati trepidus sit amet ... by pallidum Lunae Lumen!As soon as she finishes, the night goes quiet. Rykmar watches as the death energy is released-small insects tumble out of the sky, and tiny plants wilt and wither on the ground.
[3]
At first, Rykmar sees...nothing? Ahh, for a moment. Then it appears, rising from the ash circle-a skeletal humanoid figure, wreathed in a shadowy hood. An Ash Shadow.
Ash Shadow
They're everywhere...I tell you! The Necromancer has eyes in every corner...black shadows, but in the form of cloaked men...in the darkness, they come-no eye can mark them, they can slip through a keyhole in width... I'm not mad! I've seen them-you can see them, in the light! Only in the light!
But, now they know who I am, they know. And they're coming for me...you've got to believe to me! Please, I beg of you!
-From the final Trial of the disgraced Junor Paladin Eric the Bright, set to be executed for spreading falsehoods and panic against Church Doctrine. Found dead in his cell of unknown causes before the sentence was carried out.
Ash Shadows are insidious Necromantic minions-tormented spirits, bound to the Ashes of the recently dead and given form and will to do their masters bidding.
Their unique existence allows them a number of advantages-normal weapons can barely harm them, all to often swinging through harmlessly as if one was trying to attack a cloud of smoke...and yet, the grasping claws and choking mass of the Ash Shadow is no less a physical danger, however clumsy they might be. They can also alter their form subtly to become all but invisible in darkness-only a strong light can reveal them, but it does not weaken them as some undead are prone to. Necromancers use them often as spies and assassins-able to slip past the strongest mundane defenses with ease.
The major weaknesses of an Ash Shadow is vulnerability to magical attacks-which they have little defense against. Even a simple Ether Missile can easily slay them. Assuming the Mage sees the Ash Shadow in the first place.
Cria seems a bit winded.
"Isn't it beautiful, master? Did I please you?"Mobility: -1
Reflexes: -1
Power: 1
Intelligence: -2
Armor: 2
Magic Resistance: -2
Effects:
Incorporeal/You take half damage from physical sources, but double from magical ones. You cannot pass through walls, but you can squeeze your body past even the tiniest crack.
Invisibilty/You are invisible to the naked eye in any area not under direct light. Cannot go invisible in combat.
Mobility: 1
Reflexes: 1
Power: 1
Intelligence: 2
Armor: 3
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 80% ()()()()()()()()()()
MP: 100% ()()()()()()()()()()
Effects:
Demonic Vigor/Immune to Heat and Poison
Prides Folly/ +30% DF for 24 hours against Humanoids
Portion of Soul Removed (20% Lust)/ -20% permanently until recovered
Infernal Charisma/+1 Diplomatic rolls against Evil and Neutral aligned Humanoids. +2 to resist any magical attempts to control or influence you.
Greeds Wager/ 24 turns left, 0% toward Goal
-Deity Relations-
Nine-Hells Princes
30% ()()()()()()()()()()
-Favor-
Pride
Lust
-Neutral-
Gluttony
Wrath
Envy
Pride
Zealotry
-Disfavor-
Apaty
Sloth
Greed
-Items-
Equipped:
Demonrune Viziers Blade/One-handed Melee Weapon
Demonskin/Natural Armor:+3 Armor, Heat Immune, Poison Immune
Key:
Infernal Sapphire Signet Ring/Allows Demonic Communication and summoning of Demons directly from the Hell-Planes.
Bag of Greed/It shifts uncomfortably in your hands, sometimes feeling full, other times empty...but, when you open it and look there's nothing. It's currently empty.
Pack:
4xHealing Potions/Heals 25% HP, 50% Defense, instant use
1xUnknown Meat Ration/1 Day of Food
Powers:
Hellbolt
Cost: 10% MP
Effect: Offensive Magic, +2 Power against enemies not immune to both Poison and Fire
A combination attack, and Hells primary offensive tool, the Hellbolt combines searing acid and deadly flames in a one two punch-and if your foe is only resistant to one of them, then you can specify the other element to grow in strength to compensate.
Bloodwrack
Cost: 25% MP
Effect: -1 to all enemy stats, can be stacked. Four stacked Bloodwracks kills almost any mortal being if they aren't dead already.
Demons know pain. Born in the Hell-Planes, they feed on it...Bloodwrack is the first of many torments they have developed, that causes the very blood of the target to boil, but causes no lasting damage. Excellent for enforcing obedeiance in your thralls, crippling your enemies, or tormenting either for information or fun.
Etheral Jaunt
Cost: 50% MP
Use: Once a Day
Effect: Teleports the Demon to a random 'safe' place, at least within a half mile of where you were standing. Works once a day.
Safe being a relative term. Long ago, Rykmar enslaved an Imps Soul and bound it to a glass bottle on his waist. The little bugger is almost useless-he tells very good jokes, thought-except for the fact he can teleport both you and himself from danger-for, while he despises Rykmar and wishes him dead, he knows of no one who can free except Rykmar. Given the alternative is him trapped in a bottle for a literal eternity, he merely helps the Demon as he is commanded, being very patient.
While, we wont drop you into a bottomless pit, but the spell doesn't account for dropping you into a pit deep enough to only break your legs, for example. He does have the typical Impish sense of humor.
Telepathy
Cost: Free to Communicate/10%+ MP to Pry
Effect: Used for controlling your minions without spokens words-or reading your opponents mind to discover what you wish of them. Only the strong willed can keep you from learning their secrets easily...of course, if a foe is completely unaware of your presence, they might not even notice your intrusion until it's too late.
Infernal Charisma
Cost: Free
Effect: +1 Diplomatic rolls against Evil and Neutral aligned Humanoids when using charm instead of Intimidation, increases strength of successful persuasion attempts. You gain +2 to resist any magical attempts to control or influence you.
Villian Turn![Megafail]
Tin-Cans in the wind can't find anyone to kidnap!
He gets frustrated, saying some very bigoted things toward Humans in general. Almost as if he was being smited by an angry God, he hears a loud and horrid bassy croaking behind him...
Before he can move, a giant stucky tounge whips out of the darkness, snaring and drawing him into a fanged mouth!
His last thoughts as the Giant Toad One devours him whole are that he at least escaped being eaten by the Dragon...
*Tin-Cans-in-the-Wind has Died*...
EveryoneNext turn everyone will have to eat a full meal if they have not already, and find a place to spend the night. In the case of Ochita, Feleris, Saren and Goseki they will reach Halbarads camp and should make plans for defense.
Rhogar will have to fight off the Froghemoth before he can rest...
Rykmar and Cria will also have to find an area to sleep, and Stromgands camp is probably not the best choice.
After RP, Post final actions before going to sleep, and preperations for the morn.