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Chapter Seventeen: Taking the Fight to Loviatar!

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Kaerri's Man. =)
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(Part 1 of 2) - The Wayward Wanderers

Location: In the Wayward Wagon, beyond Highwind and into the forested wonders and dangers of Shandra's Evergreen.
Time/Date: Late evening, Sunday, the 17th of November in the year 1118.
Weather: The evening air is crisp, cool, and as the name of the city goes... high and windy! Big surprise!

Mr. Bernstein again in a favorite of mine. =) I can't get enough of the harp and what I think is a xylophone (?) starting at mark 0:19. That sound has enchanted me for years!
"Elmer Bernstein - Complete Heavy Metal Score - 19 - The Sword (Taarna Prepares).wmv"


The Wayward Wanderers lift off with about half a dozen goodie baskets and many more flowers, well-wishes, and blessings of Highwind's citizens for your luck and survival! Mamapaw shouts her commands and guides the reins with care and grace. The jade hippogriffs follow her every command and to soar along the heavens with them pulling you along quickly becomes a safe and pleasant experience - with the entire mountain city of Highwind beneath you! Trios of miniature dragons, flying in formation, guided by their armored and ever-vigilant Highwindian Dragon Riders, light their magical crossbows and thus gain your attention. You see them wave you off toward the east, and then turn and escort you to the edge of the great city's walls. To fly alongside the Highwindian Dragon Riders, the only aerial military force on the side of light and good known to proper civilization on the entire continent of Averlund - this is something younger Highwindians and would-be adventurers and daydreamers dream of. They stand and stare below you, on safe ground, surrounded by the white and green high city walls, in the comfort of the protection of their young and intrepid King Thayne Wildegard.

The moon hangs in the black star-filled sky as, in the distance, armies of gray and black clouds march across heaving their gusts and rain across the land. You hear a trumpet sound a two-noted blast and then with a salute, the trio of Highwindians on their beloved draconic steeds they call "meeps" swing back toward civilization while with each passing moment at thousands of feet above Averlund, you plunge deeper into the lack of civilization.

The wind howls from up here forcing you to shout if you wish to be heard. Nitwit clings onto the driver's seat with a death-grip but his eyes stare about in child-like awe at the scene of dark-skied heavens all about you. Up here, it is as if you fly above your troubles, and nothing can touch you. But even the skinny little kobold that is your guest knows sooner or later, something in Sharseya will come and touch you one way or another.

Mamapaw seems content to take in the feeling of the wind whipping at her fur while Powerpaw and Bria hold on and exchange smiles with you.

Bria's cheery shout carries her gentle spirit with each word. "Flying never gets old, does it?" From Luna's shoulder, Sparkle seems to agree as the aged dragoness simply inhales the air of the blue evening sky and gazes at the countless twinkling stars above your heads.

wall-murals-beautiful-background-of-the-night-sky-with-stars.jpg.jpg
(Image credit: Pixers.com)
 
jaydude jaydude Tag!

(Part 2 of 2) - Lady Paladin Alisa of Mielikki

Location: Inside Shandra's Evergreen, east of the city of Highwind about 10 long, long miles away from the City Atop the Mountain.
Time/Date: Late evening, Sunday, the 17th of November in the year 1118.
Weather: The evening is blue and cloudy and filled with stars that shine and sparkle - if only Alisa had the time to sit and admire them!

"Riddle of Steel/Riders of Doom - Conan the Barbarian Theme (Basil Poledouris)"


It was only supposed to be another harrying assault against the Armies of the Black Fang, one more stab against the two-year war that had torn countless acres of Mielikk's fabled forests apart. To harry the ogre patrols - that was the aim of the Highwind Rangers, those skulking, fearless lads and ladies in their cloaking face-paints, battle-worn leather armor, and bows so notched with kills that they threatened to snap upon the next pull. Alisa, a paladin, was a fine and rare ally for the Rangers, this they knew. As Protectors of the Green, the Rangers had asked for Lady Alisa's help in getting to the bottom of the dreaded mystery that threatened to hurl the tide of the battle more into evil's favor - the ogres were no longer armed with blood-stained, knotted clubs and stinking old hides, but now walk in huge cuirasses that rang when struck!

Ogres! They carried shields the size of men cut from wood with woodworking skills unknown to the dumb brutes. And worse still - they struck now with forged steel! Steel they had clearly been trained to use! Bad enough to take on a group of the cruel monsters when they could send a man flying with one swing of their greatclubs - now the heartless despoilers of the forests could slice through a man with a single blade-stroke! But who? Who was forging these things?

Rumors came from the forest creatures, those that still dared to lurk in these parts. The Highwind Rangers spoke to them and learned of hobbit-sized dragon-people! Scaled crews of slit-eyed creatures that came up from the bowels of the earth as if evicted from darkness the sun had never touched. Kobolds, the Rangers had called them. Alisa, though a mighty Paladin of many earned deeds, knew nothing of such creatures in this part of Averlund. Kobolds were cavern-dwellers, said the legends, and Alisa - like nearly all Highwindians - had never met one. Too busy were fighting Highwindians in taking on the foul ogres and frost giants, wyverns and hellhounds, and worse brought on by the Armies of the Black Fang. Who had time to find out if the kobolds, rumored to be skilled in craftwork, were indeed in the employ of the Black Fang?

These were the thoughts Lady Paladin Alisa could have mused a short while ago. But not now! All had changed in a span of heartbeats when she became suddenly separated from her fellows during their ambush! Six Rangers and she ambushed a score of armored and steel-carrying ogres - a fight the Rangers were hoping to win or at least drive off the dim-brained rockheads back to their own front lines. The ambush had just started when the half-dozen Ogre Magi appeared out of thin air and entered the fray! Worse still, one of their brainy number held some strange drum which it beat rhythmically with what looked like a pair of human femurs. These drums blasted the earth and sent Alisa flying and flying far! When she landed on got her breath back, she found she still held her holy composite longbow, but it was one of her few companions now that the entire ogre force was racing after the Rangers!

But this, Lady Paladin Alisa of Mielikki knew, was not something for the Highwind Rangers to be unduly worried about - they were in their element. They would not stay and fight but harry and escape like will o' wisps into the evening trees. This left Alisa alone in Shandra's Evergreen and free to pursue. But as she rose, the Highwind-born young woman caught sight of something stranger than all that she had seen yet tonight.


He was perhaps 100 paces away. Calm. Alone. Completely untroubled by the score of ogres in chain mail and worse stomping and shouting and swinging, all within earshot. Any typical creature of this family, unless they were without their instincts, sense of hearing and smell, would be nowhere near this place!

It was then that young Alisa Virtanen remembered the tale well for she knew it by heart.

Mielikki creates the bear as told by magoism.net!

Although if you've time for the tale told more deeply, look here to finnmyth.wordpresscom!

The great forest creature, secure in its own power, holds the gaze of Lady Paladin Alisa, but only for a moment. This, the holy knight of the wood can bet her life on, is no chance meeting. The massive ursine, instead of looking north toward the minor earthquake caused by the running, partially lost, and terribly scraped-up and bleeding ogres, slowly gazes in a southeasterly direction. There, towards a gathering of tall bushes and shrouding shrubs, he peers for a few heartbeats. This furry son of Otso with his shiny coat and peaceful eyes, is no threat of any kind to Alisa. This she knew. But when she looks back from the bushes and shrubs the ursine was looking to, she finds the huge and furry creature gone without a trace.

This is not the first time that a creature close to the Maiden of the Forest has acted thusly and, Alisa can bet it will likely not be the last. But what does she do? Partly lost in forest as she is, she might fly after the Rangers in case one of them stumbled, or she might chase after a bear that should not be here, or she might follow to where his gaze last swept. Or something else entirely.

One thing about the world of Sharseya holds true for most - the whole plane is a like a playground in one important sense - you go wherever you will and create your own destiny.

What does Alisa do?
 
Separated from the group of rangers, Alisa's first instinct once she had gotten back to her feet was to try and rejoin them. But then she saw the bear.

Slinging her longbow - Heartseeker - back over her shoulder, the paladin looked towards the great mammal with curious eyes. Bears were the prize creation of her goddess, and one would not have come here if it was solely following its natural instincts. Based on that logic, she took this to be either a deliberate sign of Mielikki's, or the prelude to a message from her. When she looked away from the bushes and shrubs the bear had been directing its attention to however, she found it had vanished.

Initial instinct told Alisa that if her goddess wished to deliver a message through the bear, the creature would have spoken to her directly. If Mielikki had wanted her to follow the bear, said bear would not have just disappeared as if trying to avoid leaving tracks. With that in mind, she silently drew her rapier, and slowly approached the bushes and shrubs the bear had been looking at.
 
Auri more in amazement than fear turns his turtle-head to Stewart the sage. "Well, what do we do?"

"The only thing we can do when the Wayward Wanderers go forth to adventure!" shouts Stewart the sage with great confidence in his voice. "We hang on and enjoy the ride!"
Kaerri grins at Auri, Stewart, and Beatrice, and her grin is in her voice as well as on her face. "Sometimes that's all we can do too!" she tells them. For the present, the shadowdancer seems content to view the ride from inside the wagon, albeit where she can see much of what's going on in front of the wagon at least.

Trios of miniature dragons, flying in formation, guided by their armored and ever-vigilant Highwindian Dragon Riders, light their magical crossbows and thus gain your attention. You see them wave you off toward the east, and then turn and escort you to the edge of the great city's walls....You hear a trumpet sound a two-noted blast and then with a salute, the trio of Highwindians on their beloved draconic steeds they call "meeps" swing back toward civilization...
Kaerri leans out to wave at the dragon riders and their meep-mounts when they draw the party's attention. She leans out again at the sound of the trumpet and offers the trio a casual two-finger salute of her own before returning to her place just inside the open door. "It's something else, isn't it?" she agrees with Bria, but her attention (and skilled sharp eyes) are on the air around them, wanting to see any possible incoming whatevers long before they can become an immediate threat.
 
Otiorin Taletreader

Otiorin, now clad in his adventuring gear, his rig and his newly-acquired weapons, perched comfortably on the roof of the enchanted wagon. He could not keep the grin from his face as the vehicle soared up into the night sky, the billowing wind setting his cloak flapping and fluttering behind him like the wings of his grandsire. This must be how it feels to fly, oh but how much more glorious must it feel to take wing without mystical artifice to make it so? To feel the wind with your own wings, to experience the power of your own muscles tensing and twisting those wings to lift you higher, turning, wheeling, diving. I envy you, Charmsring, wherever you are but I hope you are safe and well.

He waved a farewell to the HIghwindian Dragon Riders as they broke off their honor flight and bade the Wayward Wanderers a safe journey. Now they were clear of the brightly-lit city, which had appeared as a sea of shimmering motes beneath them, so far below. The only light now came from the distant stars and moon high above them, and perhaps, once every so often, the pinprick light of a campfire within Shandra's Evergreen. Perhaps some fellow adventurers clustered around the fire, sharing good cheer, food and drink, perhaps tending to their injured, perhaps planning their next mission into the trackless forest depths. Otiorin chuckled at the memory of this very party doing just such things prior to taking possession of this wonderous wagon and it's equally delightful draft animals. Sitting watch while his friends rested, swapping out with Bren, Leonard or Kitrin, the smell and sound of Bronze's portable forge and anvil ringing out through the night. He missed those of his companions who had parted company with the Wanderers to pursue great and portentious destinies of their own and sent a wish out to the watching stars to bless their travels and their travails, to see them to their destinations and back safely home again.

"While visiting Highwind was something I would not have passed up for anything, I feel better for being on the road once more. The journey is sometimes more important than the destination.", he said to himself.
 
Luna nods in agreement with Otiorin. "I feel the same. It is a good feeling to be on the move again." She looks out across the sky from her seat on the Wagon with a smile on her face.
 
Oreleth smiles, saying, "I must say, flying high above the land like this is certainly much faster than slogging along on foot, and the view is amazing! Especially when there is no danger of slamming into any buildings!" She grins at Luna with the light hearted ribbing.
 
Luna fires off a glare at Oreleth and sticks her tongue out at her, but the excitement of flying quickly soothes her mood back to her normal, upbeat one.
 
Captain Hesperus Captain Hesperus Tag.

Separated from the group of rangers, Alisa's first instinct once she had gotten back to her feet was to try and rejoin them. But then she saw the bear.

Slinging her longbow - Heartseeker - back over her shoulder, the paladin looked towards the great mammal with curious eyes. Bears were the prize creation of her goddess, and one would not have come here if it was solely following its natural instincts. Based on that logic, she took this to be either a deliberate sign of Mielikki's, or the prelude to a message from her. When she looked away from the bushes and shrubs the bear had been directing its attention to however, she found it had vanished.

Initial instinct told Alisa that if her goddess wished to deliver a message through the bear, the creature would have spoken to her directly. If Mielikki had wanted her to follow the bear, said bear would not have just disappeared as if trying to avoid leaving tracks. With that in mind, she silently drew her rapier, and slowly approached the bushes and shrubs the bear had been looking at.
As Alisa nears the bushes, there is a faint rustle here, an odd movement there. Something appears to be attempting to hide inside the brush. Or perhaps... several somethings.

Most often, I roll the Perception checks of your Characters if they have no way of knowing something is up. In this case, however, Lady Paladin Alisa has every reason to think something is up. Since you're a beginning Player in my game, I will ask - do you want to spend an Action Point to add to your Perception check?

If you want the advice of your fellow Players, feel free to chat away in The Adventurers' Table!

* * *​

"While visiting Highwind was something I would not have passed up for anything, I feel better for being on the road once more. The journey is sometimes more important than the destination.", he said to himself.
Bria tries to push her long brown hair from her face as it blows ceaselessly in the wind. "That's really similar to an old Ko saying, Oti," she says, her spirit cheered by his nearness. "'Keep both eyes open on your path, for to keep one fixed solely on your destination means to journey half-blindly.'"

While Otiorin is able to enjoy the feel of wood that comes from Elfish lands, he is not yet able to discern how to operate the token dedicated to Rillifane Rallathil.

The harmless Healer reaches over and taps the aged wooden disk of Elven make she gave to him earlier. " I saw you focusing on it earlier, but I don't know what you gleaned. In case you didn't know it, well, I couldn't figure it out either so I asked The Endless One. He says you do the same thing the Wood Elves do when they form a circle and dance around one of Rillifane's cherished trees. But what could that be?"

Otiorin, having learned this long ago in Waterwind, knows that the Wood Elves who celebrate the Leaflord raise their voices in the language of their birth and bring melodies to life in honor of trees everywhere. Otiorin now knows that doing this simple thing activates Quall's Feather Token.

Kaerri Kaerri
"It's something else, isn't it?" she agrees with Bria, but her attention (and skilled sharp eyes) are on the air around them, wanting to see any possible incoming whatevers long before they can become an immediate threat.

Since Kaerri Rainshadow is keeping alert, she receives a chance at succeeding at a Perception roll.

Is Kaerri doing anything special or specific while watching the air around the aloft Wayward Wagon? See Jaydude's note above for a hint of what I'm getting at. =)
 
Captain Hesperus Captain Hesperus . jaydude jaydude Tag.

(Part 1 of 2 - Lady Paladin Alisa of Mielikki)

d20 Perception check result: 14.
Action Point result: (because Alisa is 13th level, roll 1d6 twice; go with the highest; 4 + 4) = 4.
Perception: +7.
Grand total: 25!
A very good total for a Paladin!

Note for Jaydude. In Pathfinder, Skills are resolved using Difficulty Classes (DCs). Much like Saving Throws, these are target numbers that tell the DM or player to match or beat.

A DC of 15 is an average for low-level PCs while PCs of your level can expect to see DCs around 20 to 22 on a regular basis, depending on the difficulty of what you're trying to do.

So a roll result of 25 is pretty good! =)

If you put lots of Skill Points into fewer Skills, you'll sometimes be able to come across easy information without having to roll, and accomplish things that other Characters with lesser or no skill won't even have the chance to roll for!

However, having lots of Skill Points scattered across a large number of Skills, like Alisa, allows for more Trained Actions that other more specialized Characters won't be able to roll for at all. Kind of like a jack-of-all-trades.

Alisa looks closely and listens even more closely. There in the quiet of the evening, she senses three small forms, perhaps Dwarf-sized or smaller, like that of gnomes. A flash of leathery skin here, a sharp claw there.

Giving her education, she comes to a strong realization. Kobolds! These creatures should not be here! These child-sized reptilian troublemakers are creatures that roam the tunnels and caverns beneath the surface of the magical forest called Shandra's Evergreen. Cunning, crafty, and known for their ability to attack using traps and teamwork, kobolds are said to have descended from evil dragons.

Kobolds have not been seen above ground around Highwind since Alisa was a child - at least not in numbers.

And now, in the dim of the eve, Alyssa senses anywhere between 3 and 5 of the little skulkers in the soft, green bushes directly ahead of her. They definitely seem to sense her and are remaining out of sight.

Such is Alisa's skill and experience that these creatures, even if they were triple in number, would not approach a serious threat for her. They could be driven back into the underground with ease or killed as she sees fit. If these are typical kobolds, this tiny group is of no real threat to a Lady Paladin.

What does Alisa do?
 
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Kaerri Kaerri

(Part 2 of 2 - The Wayward Wanderers)

d20 result: 15.
Action Point result: (because Kaerri is 14th level, roll 1d6 twice; go with the highest; 5 + 1) = 6.
Perception: +29.
Grand total: 50!
Incoming DM humor: With a result like that, Kaerri the Rogue peers up into the sky, past the clouds, beyond the very stars, and sees God. God winks back, smiles, and says, "Nice bonuses you've got there, Kaerri!"

While the Wayward Wanderers are gazing up into the sky and all across magnificent star-touched heavens, Kaerri's attention is drawn below. Down in the forest, some of the wood seems to move and rush forward on its own accord, like some great river. Even the Treants of her beloved Forest Eternal, do not move with such fervor and apparent resolve.

But then the half-elf gets a closer, steady look. These are not treants at all but ogres! Precisely two-dozen of the cruel, towering brutes appear to be chasing something down in Shandra's Evergreen.

You are too high up to hear anything, but you also see exactly six floating masses of blue-skinned demolishers weaving over and around the trees directing the chaotic horde. Ogre Magi - unquestionably!

(With her incredible result) Kaerri spots a sure glimpse of several green-clad fellows attempting to escape the ogres. Who they are she is too far to tell, but they definitely know what they're doing in the woods.

"Intriguing, my wielder," rolls Wave's slow, deep, and familiar voice into Kaerri's mind. "This dull-minded gang of louts is far too south of the war's front lines. Yet I spy the glint of steel on their shoulders and in their eager hands. They are too small to be a flanking element of any use to their own. What do they here so far from their masters?"

What does Kaerri do?
 
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Captain Hesperus Captain Hesperus . jaydude jaydude Tag.

(Part 1 of 2 - Lady Paladin Alisa of Mielikki)

d20 Perception check result: 14.
Action Point result: (because Alisa is 13th level, roll 1d6 twice; go with the highest; 4 + 4) = 4.
Perception: +7.
Grand total: 25!
A very good total for a Paladin!

Note for Jaydude. In Pathfinder, Skills are resolved using Difficulty Classes (DCs). Much like Saving Throws, these are target numbers that tell the DM or player to match or beat.

A DC of 15 is an average for low-level PCs while PCs of your level can expect to see DCs around 20 to 22 on a regular basis, depending on the difficulty of what you're trying to do.

So a roll result of 25 is pretty good! =)

If you put lots of Skill Points into fewer Skills, you'll sometimes be able to come across easy information without having to roll, and accomplish things that other Characters with lesser or no skill won't even have the chance to roll for!

However, having lots of Skill Points scattered across a large number of Skills, like Alisa, allows for more Trained Actions that other more specialized Characters won't be able to roll for at all. Kind of like a jack-of-all-trades.

Alisa looks closely and listens even more closely. There in the quiet of the evening, she senses three small forms, perhaps Dwarf-sized or smaller, like that of gnomes. A flash of leathery skin here, a sharp claw there.

Giving her education, she comes to a strong realization. Kobolds! These creatures should not be here! These child-sized reptilian troublemakers are creatures that roam the tunnels and caverns beneath the surface of the magical forest called Shandra's Evergreen. Cunning, crafty, and known for their ability to attack using traps and teamwork, kobolds are said to have descended from evil dragons.

Kobolds have not been seen above ground around Highwind since Alisa was a child - at least not in numbers.

And now, in the dim of the eve, Alyssa senses anywhere between 3 and 5 of the little skulkers in the soft, green bushes directly ahead of her. They definitely seem to sense her and are remaining out of sight.

Such is Alisa's skill and experience that these creatures, even if they were triple in number, would not approach a serious threat for her. They could be driven back into the underground with ease or killed as she sees fit. If these are typical kobolds, this tiny group is of no real threat to a Lady Paladin.

What does Alisa do?

A group of kobolds? That was not something Alisa would have expected to come across here. Still, she thought, at least it was something she could handle if things came to fighting.

"I can see you, creatures!" she called out. "And I have to say, I thought your kind preferred to keep below ground!"
 
Kaerri-by-peritwinkle-sm.png

Art by Peritwinkle
Character sheet
Hit Points: 99/99
Armor Class: 27
Touch Armor Class: 17
Shadow Illusion: 3/3
Shadow Call: 2/2
Shadow Jump distance: 80/80 feet
Defensive Roll: 1/1
Rogue Talent Resiliency: 1/1
Stinger -- uses of Slow remaining: 3/3
Charm of Bastet -- uses of Cat's Grace remaining: 1/1
Action Points: 14
Caught by a glimpse of movement far below, Kaerri leans a little further out from the doorframe, then just a smidge farther. "Huh," she comments interestedly. "Couple-dozen ogres, and half-a-dozen ogre-magi, too far south of the frontlines to be part of the war. Looks like they're chasing someone, too. Several someones in dark green. Not sure who they are, but they know their way around a forest. Some of Mielikki's, maybe?" She peers down at the ground below them, then shakes her head. "I can't see them any clearer. Anyone who's pissed off thirty ogres can't be all that bad, though."
 
Oreleth raises up an eyebrow and immediately tries to spot the horde of ogres that Kaerri has pointed out. "That many ogres will take quite a lot of ass kicking to take out. Personally, I'd say we thin the herd a bit, but I'm not sure we can take on that many at once, especially those ogre-magi." She fingers her bow, thinking. "I can put enough arrows down range to probably take out an ogre or ogre mage in one strike. Luna, do you happen to have a Haste spell ready to go, then follow up with some sparkle-sparkle-boom-boom on the ogres on the ground? If we manage to use your area of effect spells, whomever does not run right away can be quickly dealt with."

Purr Purr , can I make a Monster Lore roll to get an idea of how hard it will be to take on this bunch? I have a +8 to my roll.
 
Luna cranes her head out to try and spot the ogres as she goes ahead and casts her first spells; Mage Armor II and Protection From Arrows. Best to be prepared. "Yes, I can put a Haste spell on everyone easily. I also have several Chain Lightning spells that can thin their numbers out quite easily. Can the Wagon be set to hover? That way, our melee fighters can jump down to the ground and hit the ogres."
Level: 13
Class: Wizard
Hit Points: 74 +1d6
Action Points: 11 / 10
Diamond of Fate: 1

Armor Class: 18 - 24 Mage Armor II. +2 from Ring of Force Shield
Touch AC: 14 Flat Footed: 22

Initiative Bonus: 2
Fortitude Save: +6
Reflex Save: +7
Will Save: +16

Base Attack: +6 / +1
Melee: +4 / -1
Ranged: +8 / +3

Mage Armor II and Protection From Arrows active; duration of 13 hours

Spells memorized:
Cantrips (4): Mage Hand, Light, Detect Magic, Read Magic
1 (7): Magic Missile x4, Shield x2, Unseen Servant
2 (7): Web x2, Protection From Arrows, Glitterdust x2, Scorching Ray
3 (6): Haste x2, Fireball x2, Slow, Lightning Bolt
4 (5): Empowered Scorching Ray x3, Ball Lightning
5 (5): Cone of Cold x3, Empowered Fireball x2
6 (4): Chain Lightning x2, Maximized Lightning Bolt x2
7 (2): Prismatic Spray, Mage Sword

+7 damage to all Evoker spells
 
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"Better to try for the ogre-magi, if we can," Kaerri advises, though her tone is light rather than cautious. "They're the ones in charge. If we can take them out, the rest'll be less of a threat. Still, those ogre-mages aren't gonna take being attacked very well, and they'll probably try to strike back." She looks around at the others. "That being the case, how's about we see if we can get down just above the tree-tops before we start our shooting?" She grins. "Still a bit high for 'jumping down' but landing this wagon quick amongst a forest full of trees isn't something I'd like to try." She tilts her head questioningly. "Unless it's something you want to try, Powerpaw's-mum? I think most of us have some kind of ranged weapon -- or spells -- but he's the one might need to be waiting whilst we go first. On the other hand, the ogre-magi are all floating about, so he might find it's the ordinary ogres that stay within his reach. Not that there aren't plenty of them!"
 
Captain Hesperus Captain Hesperus . jaydude jaydude Tag.

(Part 1 of 2 - Lady Paladin Alisa of Mielikki)

A group of kobolds? That was not something Alisa would have expected to come across here. Still, she thought, at least it was something she could handle if things came to fighting.

"I can see you, creatures!" she called out. "And I have to say, I thought your kind preferred to keep below ground!"
At the sound of Alisa's voice, five separate sections of evening-cloaked brush suddenly shake and stir as if grasped by gigantic hands! "Aaaaaah!" Alisa hears several surprised cries followed by a cacophony of yips, barks, growls, and hissing and while Alisa does not speak Draconic, she knows it when she hears it. Some audible phrases and exclamations are popular enough among intelligent races to travel even over the high boundary we call language.

Or in other words, the kobolds start shouting out things that sound like, "Yaaaaiee! Weezy been caught!"

"Run fer yer lives!"

"Heeeey! Get'cha back heeere! Quit'cher runnin'!"

Of course, these are not direct translations, but creatures found skulking in brush caught by an armed and armored threat larger than them might logically produce such violent eruptions of vocal calamity. In but scant moments, Alisa hears more than sees the flight of three of the owners of such voices while two more seem to stand their ground. From inside the bushes, spears - small by Alisa's size and crafted well-enough for their purpose - stick out threateningly toward the Lady Paladin. Behind them, the Highwindian can see two pair of fear-filled eyes that still stand their ground. In the Common tongue, she is addressed by shaky, reptilian voices that lisp and try their best to sound menacing.

"You'se! Duhhh-don'tcha take one other step! Disss here's holy ground, yessee? An'... an'... we're gonna guard it whether you'se likes it or not!"

"Yuh!" yips the other. "So, lissen scaleless! Uh, take yer clanky pale self... somewhere else, okay? There's nuthin' here for ya! Nuthin' but... pain!"

"Yeah!" follows the first with a hiss. "Pain! Tha'sss right! Now goes away befer the dumb-stumps come an' sees you!"
 
Psychie Psychie

(Part 2 of 2 - The Wayward Wanderers)

can I make a Monster Lore roll to get an idea of how hard it will be to take on this bunch? I have a +8 to my roll.
Oreleth turns inwardly toward her own life experiences, education, and the many tales of others - at least those who would share them with a far-off elf born of sacred, mystery-filled woods.

Oreleth's single moment of pondering provides her the following:

Oreleth has reason to believe the raw power alone of the Wayward Wanderers might readily disperse this ogre horde, if but focused wisely. This is especially true with their current advantage of holding surprise and being up in the sky where most of the ground-bound ogres with their hardy swords and axes cannot reach them. However, the basic tactics of someone of Oreleth's experience tells her that the more the fight moves toward melee, the greater the chances of the Wayward Wagon being damaged, overrun, or even tossed out of the sky and into ruin. While each of you are mightier than any single ogre, Oreleth now knows these ogres are better armored and better armed than those of the typical forest or cavern variety. If they somehow board the Wayward Wagon, your entire party and everyone inside the wagon will be in serious trouble. The Wayward Wagon was never meant as a vehicle of war.

Oreleth sees even from way up here that the cooling weather and autumn state of these old woods is proof enough to hold against even Luna's fireballs if she tosses them directly into the group and not into the trees.

Strategy is key here, especially against the blue-skinned ogre magi Kaerri has spoken of - so sayeth Oreleth's teachings in Lore: Monster.

* * *​

Caught by a glimpse of movement far below, Kaerri leans a little further out from the doorframe, then just a smidge farther. "Huh," she comments interestedly. "Couple-dozen ogres, and half-a-dozen ogre-magi, too far south of the frontlines to be part of the war. Looks like they're chasing someone, too. Several someones in dark green. Not sure who they are, but they know their way around a forest. Some of Mielikki's, maybe?" She peers down at the ground below them, then shakes her head. "I can't see them any clearer. Anyone who's pissed off thirty ogres can't be all that bad, though."
Powerpaw carefully crawls alongside Kaerri and peers downward, his cat eyes spying the forest-mauling horde instantly, but not much more. "Sumbuddies in green? Where? How you do dat, face?" His eyes roaming, Powerpaw grasps his great longbow and looks below in vain.

"Better to try for the ogre-magi, if we can," Kaerri advises, though her tone is light rather than cautious. "They're the ones in charge. If we can take them out, the rest'll be less of a threat. Still, those ogre-mages aren't gonna take being attacked very well, and they'll probably try to strike back." She looks around at the others. "That being the case, how's about we see if we can get down just above the tree-tops before we start our shooting?" She grins. "Still a bit high for 'jumping down' but landing this wagon quick amongst a forest full of trees isn't something I'd like to try." She tilts her head questioningly. "Unless it's something you want to try, Powerpaw's-mum? I think most of us have some kind of ranged weapon -- or spells -- but he's the one might need to be waiting whilst we go first. On the other hand, the ogre-magi are all floating about, so he might find it's the ordinary ogres that stay within his reach. Not that there aren't plenty of them!"

Mamapaw looks over from the driver's seat and sees the ogres mad trample through the tender forest below. Her wrathful snarl is enough to make one cringe. "By Mielikki's golden songbirds! I recognize those creatures from when you freed me from my prison! Ogres! Those brainless brutes are costing the forest creatures dearly!" The Felane Druidess's voice calls clearly over the sound and power of the winds that rush by you. "Are the ogre magi the blue ones that snake through the sky?"

"Sure are," Healer Bria imparts. "They are the wizards of ogre-kind, able to vanish and call upon more of their own evil magic for their own cruel delights!"

Luna cranes her head out to try and spot the ogres as she goes ahead and casts her first spells; Mage Armor II and Protection From Arrows. Best to be prepared. "Yes, I can put a Haste spell on everyone easily. I also have several Chain Lightning spells that can thin their numbers out quite easily. Can the Wagon be set to hover? That way, our melee fighters can jump down to the ground and hit the ogres."
As Luna calls upon her own sorcery to defend herself, Powerpaw replies to the Wizardess's offer while looking down into the stomping, crashing horde of evil. "You want me ta jump inta that while you guys blast 'em with all kindsa magic?" Powerpaw shouts to Oreleth. "Ta heck wif dat! Keep me up here an' I'll shoot wif ya an' repel any boarders wif my maul!"

Mamapaw calls out to Oreleth. "I would call upon the fury of nature's lightning to add to Luna's own!"

Bria looks to Oreleth, her tone excited by youth yet evenly-tempered by wisdom. "We don't need to slay them all - if we thin their numbers, they'll likely away into the woods and break chase with whomever they're after! What say you, Oreleth?"

"Yeah!" Powerpaw licks his long teeth. "What's da plan, boss?"
 
Oreleth mulls it over for a moment, then says, "We go for it. Luna, use your Chain Lightning to hit as many of the ogre magi as you can, and if there are any spare bolts, use them on the ground pounders. Once your spell has gone off, the rest of us will engage any of the surviving magi from range. I don't think that we'll have to worry about the ogres on the ground doing too much to us as long as we stay up here, so don't use that Haste spell just yet."

She readies her bow, then continues with, "Mamapaw, fly us in closer to get within range for Luna's spell. Once the spell is cast, that will be our signal to open up on the beasties and teach them the error of their ways."
Hit Points: 91 +d10 per level
Action Points: 11 / 11
Bonus Action Point: 1 / 1
Diamond of Fate: 1

Armor Class: 24
CMD: 26
Fort Save: +9
Reflex Save: +13
Will Save: +6 (+11 vs Fear)
Perception: +15

Base Attack Bonus: +13 / +8 / +3
Melee Strike: +15 / +10 / +5
Ranged Strike: +18 / +13 / +8
Initiative: +5 / +7 when bow is in hand
CMB: +11

Attacks per Round:
1st - Manyshot (firing two arrows). "To Hit:" +18 (+20 First Attack, -2 Rapid Shot). Damage: 2d8+12 (+6 Base damage).
2nd - Improved Vital Strike. "To Hit:" +13 (+15 Second Attack, -2 Rapid Shot). Damage: 3d8+6 (Improved Vital Strike, +6 Base damage).
3rd - Normal Attack. "To Hit:" +8 (+10 Third Attack, -2 Rapid Shot). Damage: 1d8+6
4th - Rapid Shot Bonus Attack. "To Hit:" +18 (+20 First Attack, -2 Rapid Shot). Damage: 1d8+6
+1 damage vs targets within 30 feet.

Spells
Level 1: Shield x2, Burning Hands x2, True Strike
Level 2: Web x2, Flaming Sphere, Glitterdust
Level 3: Haste, Fireball
 
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Luna nods. "Understood. As soon as we are in range, I'll torch 'em!"
Level: 13
Class: Wizard
Hit Points: 74 +1d6
Action Points: 11 / 10
Diamond of Fate: 1

Armor Class: 18 - 24 Mage Armor II. +2 from Ring of Force Shield
Touch AC: 14 Flat Footed: 22

Initiative Bonus: 2
Fortitude Save: +6
Reflex Save: +7
Will Save: +16

Base Attack: +6 / +1
Melee: +4 / -1
Ranged: +8 / +3

Mage Armor II and Protection From Arrows active; duration of 13 hours

Spells memorized:
Cantrips (4): Mage Hand, Light, Detect Magic, Read Magic
1 (7): Magic Missile x4, Shield x2, Unseen Servant
2 (7): Web x2, Protection From Arrows, Glitterdust x2, Scorching Ray
3 (6): Haste x2, Fireball x2, Slow, Lightning Bolt
4 (5): Empowered Scorching Ray x3, Ball Lightning
5 (5): Cone of Cold x3, Empowered Fireball x2
6 (4): Chain Lightning x2, Maximized Lightning Bolt x2
7 (2): Prismatic Spray, Mage Sword

+7 damage to all Evoker spells
 
At the sound of Alisa's voice, five separate sections of evening-cloaked brush suddenly shake and stir as if grasped by gigantic hands! "Aaaaaah!" Alisa hears several surprised cries followed by a cacophony of yips, barks, growls, and hissing and while Alisa does not speak Draconic, she knows it when she hears it. Some audible phrases and exclamations are popular enough among intelligent races to travel even over the high boundary we call language.

Or in other words, the kobolds start shouting out things that sound like, "Yaaaaiee! Weezy been caught!"

"Run fer yer lives!"

"Heeeey! Get'cha back heeere! Quit'cher runnin'!"

Of course, these are not direct translations, but creatures found skulking in brush caught by an armed and armored threat larger than them might logically produce such violent eruptions of vocal calamity. In but scant moments, Alisa hears more than sees the flight of three of the owners of such voices while two more seem to stand their ground. From inside the bushes, spears - small by Alisa's size and crafted well-enough for their purpose - stick out threateningly toward the Lady Paladin. Behind them, the Highwindian can see two pair of fear-filled eyes that still stand their ground. In the Common tongue, she is addressed by shaky, reptilian voices that lisp and try their best to sound menacing.

"You'se! Duhhh-don'tcha take one other step! Disss here's holy ground, yessee? An'... an'... we're gonna guard it whether you'se likes it or not!"

"Yuh!" yips the other. "So, lissen scaleless! Uh, take yer clanky pale self... somewhere else, okay? There's nuthin' here for ya! Nuthin' but... pain!"

"Yeah!" follows the first with a hiss. "Pain! Tha'sss right! Now goes away befer the dumb-stumps come an' sees you!"

Alisa had to stifle a chuckle at the antics of the kobolds, whether they were bickering amongst themselves, or feebly attempting to sound tough. Nevertheless, she shifted into a more relaxed stance, trying to look like less of a threat without actually sheathing her weapon.

"Holy ground to who?" she asked. "And by 'dumb-stumps', you wouldn't happen to mean the ogres, would you?"

There had to be a reason that her goddess had directed her to this group of kobolds, she thought.
 
Kaerri-by-peritwinkle-sm.png

Art by Peritwinkle
Character sheet
Hit Points: 99/99
Armor Class: 27
Touch Armor Class: 17
Shadow Illusion: 3/3
Shadow Call: 2/2
Shadow Jump distance: 80/80 feet
Defensive Roll: 1/1
Rogue Talent Resiliency: 1/1
Stinger -- uses of Slow remaining: 3/3
Charm of Bastet -- uses of Cat's Grace remaining: 1/1
Action Points: 14

Kaerri nods. Oreleth's plan sounds simple but solid. In general, Kaerri was in favor of simple plans. Less things to worry about when the fur started to fly, so to speak, and more wiggle room if things got messy. She pulled back just inside the door (she had been leaning to see outside it, so this is more just straightening up than actually moving). Back in a secure position, she pulls out an odd-looking rectangular object and whispers, "Alsti," to it, causing it to unfold itself into a light crossbow. She loads a masterwork bolt into it, makes sure her other ammunition is within easy access, then leans back out to seek a target.
 
Otiorin Taletreader

Otiorin listens intently to Oreleth, Kaerri and Luna discussing the party’s options. He knew his own skills, he was adequately able to fight from range or in the cut and thrust of melee. His hands moved in arcane motions, even as his lips intoned the incantation for Mage Armor and the magical protection shimmered briefly as it came into contact with his equally magical armor. The two melded their powers to grant him the immunity of a warrior in far heavier armor. He turned to the others as he unslung his twinned crossbows, Sylvia and Sylvan, loaded their cassettes, and spoke.
“Whether those monsters were chasing anyone or no, they cannot be abided to rampage so close to Highwind unopposed. There are innocents on the roads running to the city, who would have little chance against such a horde. I am ready whenever you are.”
He then smiled and cast True Strike on himself, his senses expanding until the Ogre Mages came into stark focus beneath him.
“Let’s get into the action!”
 
Nevertheless, she shifted into a more relaxed stance, trying to look like less of a threat without actually sheathing her weapon.

"Yeah!" comes a small voice from behind. "You'se don't look so tough when yer surrounded, do yuh?"

"Shaddap!" says another to the first. "Yer s'posed ta he sneakin' all quiet-like!"

"Well, so is you!"

"Gaaak!" he gaks.

"Holy ground to who?" she asked.
"Nunya, that's who!"

"Yeah! Nunya Bizness!" The smallest of their number adds with a toothy grin and a puffed up chest. "I'm da new guy an' even I know dat!"

The first snarls with a grin of his own. "Yeeeah, now shaddap, new guy!"

"And by 'dumb-stumps', you wouldn't happen to mean the ogres, would you?"

There had to be a reason that her goddess had directed her to this group of kobolds, she thought.
The five kobolds burst out from their various hiding places around Alisa. "Nuuu!" One raises and waves his arms frantically at Alisa.

"Shhh!" Pleads another who is busy cringing and looking about frantically.

"Psss pss pss!' Yet another clamps his own muzzle shut with his free paw and points at Alisa's mouth as if to strongly suggest she do the same. None of the red-scaled reptilians are over three feet in height and they seem as slight and fast as the reptiles that must be their ancestors. They seem thin, even for their kind, as if they have not eaten well. Alisa can tell even in the evening hour the cracked nature of their slitted eyes strongly suggesting a lack of quality sleep.

kobold-5e.jpg
(Image credit: Nerds and Scoundrels)

Four of the five swiftly lower their voices and quiet themselves, their little ears turning as they listen warily to outside sounds. The silence is finally broken when the new guy blurts out to the rest.

"Wut?" He innocently squeaks. "We not supposed to say 'ogre' or somethin'?"

"GRAAAAAHHH!!"

Sure enough, Shandra's Evergreen explodes in violence! Trees quiver, branches shake, and the ground beneath your feet trembles as Alisa hears and feels the oncoming rush of a group of ogres heading your way!

Minus this decapitated head, but they'd be happy to substitute Alisa's for it, I'm sure!
CcXigmYUEAAPuE1.jpg
(Image credit: The excellent Jack Wang!)

Half again as tall as a Highwindian human male and far stronger, eight of these beastly creatures come crashing forth, but unlike the club-wielding, hide-clad brutes Alisa has most certainly faced in the past, these ogres possess steel! From tip to toes, each of the monstrosities is bedecked in ring mail or chain mail armor that shows no sign of age or serious wear! Instead of the bone-covered sticks or uprooted young trees, these ogres grip great axes and greatswords that gleam of steel far beyond their dim-witted abilities to forge!

"OGRES?!" the first spits the word out in the Common tongue. "Yooou no call us ogres!! We tol' you, squirmy-squishies!! WE... IS... DUMB-STUUUUMPS!!" The whole throng of them begin cheering and chanting, stomping and clanging their fists to their chests.

"Ahhh!" cry the koblds.

"What do we dooo?"

"Quick! All of ya, follow me!"

Then every one of the kobolds does the first thing that comes to mind. Since they have little chance of outrunning the great muscle-bound hulks, all five of the reptilians hide behind Lady Paladin Alisa for cover! From about 70 feet away through an area of somewhat sparse vegetation, the ogres stare at Alisa in mild confusion mixed with cruel grins as they whisper to each other and nod.

The newest whimpers to the human. "H--hey, tall lady! D-- don't l--let 'em beat up tha holy ground! It's rilly important!"

What does Alisa do?
 
Glancing behind herself, Alisa gave a little grumble. Whether the kobolds thought that she had a chance of fighting off the ogres, or just wanted to use her as a human shield, the paladin didn't feel too optimistic about her chances of beating the eight newcomers in a straight-up melee fight.

In which case, she decided, there was really only one option for her.

She sheathed her rapier, and raised both her palms in an apparent display of surrender. If the kobolds thought she was going to give herself up however, they would soon be corrected when Alisa opened her mouth and called out "If you ogres think you can catch me, you are truly without reason!"

Then she bolted, running through the forest to her left. With any luck, the ogres would be goaded into coming after her, and she could draw them away from the kobolds and supposed holy ground before escaping them.
 
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