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M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
You walk out of the ruined, shattered cave with the young Callahan in tow. Outside you see the imperial soldiers you rescued... such as they remain. A weary few tend to wounds and see to their fallen. One of them turns to you, but seems to gaze past you as he nods and reports.

"You did it, didn't you? Whatever you did... I didn't think I'd see the end of an Icon, but..."

He gestures out to the rest of the camp, and the sprawling war camp beyond. It is utterly silent, save the crackle of torches and bonfires. Piles of dirt in humanoid forms litter the ground, with cruel metal weapons in their arms. Some are desiccated skeletons, both humanoid and animal. A few humans wander about, blinking like newborns in the light of the morning sun. It may take decades to understand the sway and power the shadows held over the orcs, and the mechanisms of their power. For now, though, it is ended.

A Dragon Slayer's work is never done though. Five shapes rise over the horizon, the Dragon Slayers Headquarters and the four floating fortresses of Foras. Below the armies of hobgoblins, goblins, and bugbears march past what was formerly orc territory into the Red Wastes.

The Orc Lord was a warm up. It was time to hunt the Red.

And take 2 incremental advances and a full recovery!
You've got armies, fortresses, and your own bad selves. How do you want to hunt the Red?


Everyone knows the legends of the Red Wastes. The Red moves like a pyroclastic cloud around the edges of the Empire, but the Red Wastes are its personal domain. Nothing lives here, because to live here is to defy the greatest of dragons. Or, at least, the greatest until the White arrives.
The Red is certain to meet you as you enter the Wastes, which you must prepare for... but the great creature is not so mindless as to fight to the death, and little can outspeed its flight, much less an army. What you do even in victory will determine if you can end the threat forever.

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Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

The quiet has never really brought solace for Ryu. For him, there can be no calm when the storm is in sight, but his restlessness is especially pronouinced this time. The battle with the Orc Lord is over, yet the war for the Dragon Empire draws near, and Drakkenhall's anticipation is palpable.

At first, Ryu attempts to stay produtive. The strange chuul armor no longer fits, and Ryu tasks Chirik with repurposing its magic for something to stave off the White's mental corruption. He attends a few strategy meetings on how to directly combat the Red; damaging its wings is key to removing its superior mobility, and under Temur guidance, he assists with the work needed to improve the fortress's ballistae. He spars with the most battle-hardened of the volunteer troops; many are now capable enough to function as shock troopers instead of regular infantry.

Soon enough, there's nothing further Ryu's limited skill set can contribute.He loses himself in a training regimen that's utterly insane even for his superhuman physique. Hour-long laps around the fortress without breaks. Repeatedly scaling the fortress's highest watchtower and jumping back down to the bottom level. Sword practice where thousands of innocent training dummies are destroyed and hundreds more sent overboard. At night, he constructs new training dummies from spare wood, then collapses on the dojo floor and sleeps a few fitful hours, rising before the dawn to do it all again.

Finally, even this self-torture grows dull, and Ryu's activities become more contemplative. He sharpens his sword compulsively. He rereads every book in the library that ever held his interest. Most frequently, he sits cross-legged on the floor of his room. He does not meditate, or plan, or pray. He merely waits.

Incremental advances: improved ability scores (DEX, WIS, CHA) and HP (240)
New gear: +2 helm of Psychic Armor
Feat and power shuffling

Icon Rolls (Positive Emperor, Conflicted Three): 5#1d6 1 6 4 6 4 2#1d6 1 5

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

As Jack almost collapses in front of him, Isaac catches his shoulders and keeps him steady as they speak. "You need not worry, Jack. I will not sully my accomplishments by begging the likes of these shadows for whatever scraps of their powers they would lend me." He looks him in the eye, makes his grasp on his shoulders firmer and nods. "I will make this victory my own. Our own."

He passes him off to Temur and Ryu for his final words to them.

As Jack draws his final breath, Isaac falls on one knee beside him and closes his eyes. "At long last your fight has reached its end. Now rest, Callahan. Your journey will begin anew soon enough." He sweeps his hand above the old ranger's corpse, using his powers to ease the spirit's transition. "Watch over your kin as you gather your strength in the realm of spirits. Witness our triumph, then venture beyond to where even my knowledge fails to reach."

"Farewell, my friend."

---

After standing up and habitually brushing dust off his robes, Isaac gives Lina and her 'new' boots a disapproving glance. "Be careful for what you wish for, Miss Callahan. Longevity like Jack's seldom comes cheap." Noticing her reaction to something that was seemingly not there, the necromancer smirks as he puts two and two together. "Though I'm getting the distinct impression that I do not have to tell you that."

Isaac nods in agreement with Ryu's words to Lina. "You will not find it a simple task to fill those shoes you are wearing, but I expect that you will prove to be up to the task. Welcome to the Dragon Slayers, Lina Callahan."

ArkInBlack
Mar 22, 2013

Temur Arderne

Temur poorly disguised a momentary look of frustration that overcomes his somber demeanor before Temur forces out "Did you wait until you were dying to suggest that just so I couldn't box your ears? You've met one of the only people to survive the Red's gullet, Jack. He launched us at a tower in barrels. Just..." Temur sighs. "Know peace, Jack. Your watch has ended, and those you leave behind will not sit idly and leave our duty unfinished."

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
You sit around the war room of the floating fortress, regarding a map of what is known about the Red Wastes. It isn’t much, save for the metaphorically looming presence of the unnamed volcano that is presumed to be the lair of the Red.

Legatos Baelsar, the scarred hobgoblin that commands the armies of Foras, stands at one end, pointing at the small blocks and balls on sticks which represent the assembled armies mustered in this final, grand assault.

The hobgoblin starts in the growling but precise tone of Foras natives.
“The ground forces are the best we have, but we have to say that, unless the Red is grounded, they are not going to be able to contribute much. We have the know how to build up stationary weapons; ballista, trebuchets, and airbursting payloads, that sort of thing.

The four additional flying fortresses are sturdy, and the crews experienced with manning the weapons. They’re... *sigh* goblin made, so they’re not exactly uniform. They’re armed with enchanted ballista with seeking bolts, but nothing heavier. Our Elemental Annihilator is the only one we have, and that’s at the top of you fortress here.

For now at least. You can provide or retcon better stuff with Icon Dice rolls.

As for the Red, scouts have reported fresh burns and distant sightings near the Elven forests. It doesn’t mean much though, the Red can cover vast distances incredibly quickly. At the very least, we’re certain he’s not on the South side of the Empire right now.

I doubt hunting him down will be the problem though. We’re in his territory now, and he guards it jealously against anything that might take a single piece from his supposed hoard. Our army here will get his attention without fail.

If, somehow, we can injure the Red and don’t all die in the process, then there is the volcano here. Deep in the red wastes, enormous and fiery, and various legends and tales of the Red making its home there. That’s all we have though, legends and tales. Our spies and scouts have never located or heard of a single soul who has seen the inside of it and lived to tell the tale.”

Icon dice can be invoked to get more information or retcon various preparations, if you like.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

“Like any beast, a dragon is most dangerous when cornered. Once grounded, I have no doubt the Red will retreat to this lair, about which we know nothing other than it’s heavily fortified, familiar to our target, and yes, inside an active volcano. A frontal assault would be suicide, and a siege would just give the bastard time to heal. So obviously we don't fight on his terms. Maybe we don't even fight on ours."

Rising from his seat, Ryu begins idly pacing along the walls of the room, tracing the wood with his finger. "For all their squabbling, the Three have perspective beyond mortal years. Their uneasy alliance is a long-term strategy; if the Blue and the Black went to war, for instance, the Red would just flatten the victor, and the rest of Drakkenhall. They'll all gain more from reviving the White than they could from fighting each other. But that doesn't mean they haven't been planning to fight each other, or making contingencies. When the Blue stood before us, she had an entire city as cover; direct violence wasn't an option. But the Blue speaks in bargains and deals; I offered her more favorable terms for the Geas and she was drat quick to fall in line. And if the Black was forced to make a stand, she'd probably self-destruct just so none could live to boast of slaying her. That is, assuming she didn't have a contingency for the situation."

Ryu suddenly stops as he feels the archway around the door. "From the Silver District." He turns to the rest of the room. "If the Black Fang doesn't have a way into that volcano, no one does. Give me a moment to see what they know." He closes his eyes in concentration, listening to the history of the stone, and the city, until he suddenly hears--

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
the frustration as Donaar's fire merely singed the wall behind the table. It took the red dragonborn a moment to register that he'd missed; his target had been there just a moment ago. "Typical Fang; vanishes as soon as he feels outmatched," he grumbled, tossing the expended wand aside and retrieving another handaxe. "Thava, you're sure we've checked this whole Lodge?"

"Sure as I can be, sarge." As she spoke, the scout continued to scan the room, crossbow at the ready. "Figure Heskan knew this dungheap better 'n me, and he helped Surina with them firebombs what you wanted set up."

"For all the drat good it did," Donaar mutters. Torinn's insistence on taking point had forced him to put Heskan and Surina in the middle of the formation, where a single kobold's acid bomb was enough to reduce an elite mercenary crew of five to a pair of elite mercenaries in way too deep. But they'd pushed on, only the tiefling had escaped the ensuing brawl alive, and he'd vanished for a second time now. There would not be a third.

"Specialist, cover the exit," Donaar barked. Before Thava had time to protest, the sergeant shoulder-checked her through the door and slammed it closed. "Just the two of us now, Kairon," Donaar hissed, bringing his axes to the ready. "If you're gonna try something, now's the time."

"I already have," came a voice from the near corner. Without hesitation, Donaar charged straight forward, tossing his axes both left and right in case his gut was wrong. It proved unnecessary; as predicted, Kairon had been standing in the center of the room, and the look on his face as Donaar's tackle broke the invisibility spell was more than worth the wait.

"Last chance," Donaar growled. "Give me the map and I'll make this quick."

"I don't have-" Kairon never finished, as Donaar smashed his head into the wall. The tiefling tried again; maybe he was even ready to give up the map, but Donaar was beyond caring, allowing himself to exult in the bloodshed as he pounded his great fists into the tiefling's smug face over and over and over and over and over, until finally there was only a bloody pulp oozing from the Fang lieutenant's neck.

"Sarge? 'dyou get'm? Tell me you got'm."

Thava's muffled voice from outside the door snapped Donaar back to reality. A quick glance around the room revealed what was hidden: the stone his fire bolt had struck before had fallen loose, revealing a small space behind it. After a moment of failing to wipe the blood from his gauntlets, Donaar discarded them entirely, grabbing the scroll within. Plans for a secret volcano lair? Well, the contact wasn't paying Donaar to think about what he was taking from the Black Fang. "He's not all I got," Donaar replied. "The map's here, and there's three fewer shares of reward money to go around." Donaar starts to grin as he opened the door. "Seems like my luck is finally-"

The blade that pierced Donaar's abdomen was unfamiliar, and he stared down at it dumbly. Black as night, with a green coating that burns where it met his flesh.
"Not luck, Donaar. Planning. Waiting. Yearsss of tolerating a ssstupid, brutal little man." The terrible hissing of Donaar's attacker filled his ears. He forced himself to reach toward the black sword, to pull it out and fight back, but the sensation of another blade between his shoulder blades forced the dragonborn to his knees. "Thava...?"
"Right behind ya, sarge," Thava's voice replied. "Right where I've alwaysssss been." Donaar's mind began to swirl; it was almost too difficult to gasp out "Why?"
"Nothing persssonal, kid. The map holds more value to me than you can imagine. After all, the Red would never consssider that the Fang made a copy before thisss Lodge burned. And you helped me make an important disssscovery..."

Donaar's last sight, that of his killer, was a thing out of nightmares; just its presence alone could drive a man mad. As his sight faded, it whispered "A sssword in the gut truly is isss far lessssss painful than a knife in the back."

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

Gasping, Ryu comes to his senses, clutching his stomach as he stumbles to the table. There's no wound, of course, but his brain doesn't seem to register that. He seizes the nearest pen and paper before collapsing back into his chair.

"The Fang made--" He loses focus for a moment, then shakes his head vigorously. Most stories of the City are unpleasant, but this one hits close to home, as if Ryu was betrayed again by his old foe.

With his composure regained, Ryu begins again. "Twenty-five years ago, the Black Fang created this map of the Red's lair. It was personally kept by Sel..." Just the name gives him a headache. "...by Selentir the Face-Taker, who posed as a friend of mine until five years ago, when Imugi assassinated the leader of the Masera Clan and Selentir framed me for the murder. During the Tournament of Seven Dragons, he revealed his true form to Isaac and myself. It was a fatal mistake." As he speaks, Ryu begins to draw.

"When the Clan fell, the Silver District burned for weeks. All the Masera families and smaller gangs that used to bow before the old man were falling over themselves to take his place at the top. One of the last places that was destroyed before the Glinting Legion came in was an upscale bar called Bacchus; it was so out of place, most folks figured it was a Masera front. It actually used to be the Fang's main Lodge in the City; people whispered about the Rat King Tavern, but that probably wasn't anything more than a safe house. Since Selentir wasn't actively planning something as phenomenally stupid as an assault on the Red, it's likely the original map burned with Bacchus. But what kind of Champion would I be if I let that deter me?"

He slides the paper across the table toward Isaac; a perfect reconstruction of the map as Donaar saw it. "The City's power has resurrected a Black Fang scheme, and it only cost me a little bit of my mind, which I wasn't using anyway." He folds his arms and grins a little at Isaac. "Your move, necromancer."

All this said, Ryu finds his resolve a bit shaken by the vision he's just witnessed. It's one thing to know that both Selentir is long dead, and quite another to believe it after experiencing an incredibly vivid memory of being killed by the Face-Taker. The Champion's power is self-sustaining; it requires an unwavering conviction in his cause and his might. Ryu will need to maintain that, despite a gut instinct that the Fang somehow knows what he's done and is on the way.

Conflicted Three Icon Benefit: The Dragon Slayers have a detailed map of the Red's volcano lair, showing the overall layout, mechanisms or traps within, and the location of at least one secret entrance.
Cost: For this adventure, Ryu will suffer from general paranoia, delusions that the Black Fang are nearby, and occasional hallucinations.

Captain Walker fucked around with this message at 10:18 on Aug 6, 2021

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Ryu quickly sketches out a map from his vision. He works feverishly, but you can't help but notice him start if you get behind him. An odd reaction, and when you ask, Ryu shakes his head and mumbles something about keeping an eye out.

The map of the volcano is very detailed, with measurements and notes for places where the heat could be unbearable. You notice two things that could be quite helpful.

The Red's personal hoard lies in a great chasm to the side of the volcano, but in times long past it used to connect to the lava chamber of the volcano. The Red had blocked off the tube with stone and boulders melted by his own great breath, but it could be broken easily enough. Doing so would threaten the Red's hoard to be destroyed in liquid fire, something that could be used to distract him.

The lava chamber itself is noted to be a "Rest and defensive chamber," likely where the Red retreats to in dire circumstances. It is a dangerous place, filled with liquid rock and only approachable from small tunnels or the great hole at the top. But that volatility makes it dangerous as well. The map notes weakpoints in the chamber that, if struck with magic, could collapse the entire chamber under a mountain of stone.

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!


Lina slowly raises her hand. "Hey, so you guys are looking to kill the biggest baddest dragon around, right? I know a guy, well not really a guy. I know an entity that owes me a favor. How do ya'll feel about devils? Personally, I don't think they're as bad as they're made out to be in the media. Some devils are reasonably cool sometimes. They're also very good with fire. Really, impressive fire skills."

Looking to spend my 5 positive with the diabolist to give us some Protection from Fire.

Icons - counted in order listed on sheet: 5d6 18 [5d6=2, 3, 4, 4, 5]

pre:
Stats  
HP 220/220
AC 31 PD 26 MD 20   
             
Initiative 13  
Recoveries: 10/10 (9d10+12)				 	
Melee Attack: +17 vs AC; 9d10+18 damage
 
Per Battle / Recharge
[]Rage   []Violence
[]Lethal []Heal

Per Day     
[] Ancestral Warband  [] Strength of the Gods
[] Penitent Reroll    [] Penitent 2nd Attack
[] Extra Lethal Hunter
4/4 Animal Companion Spells

Boosts
Free Rage at Esc 2+
Lethal Hunter: +3 crit range, crits triple at 3+ esc
Slayer: +2 attack & +9d6 dmg vs. staggered 
Human 2d20k1 initiative

Items ???
[]Recharge 5+ Wall Walk
[]Recharge 16+ 2d8 bonus damage for battle
Move to add +4d8 damage, take damage on miss

Penitent Stats
Level 8 Panther
HP 144
26 AC, 24 PD, 20 MD
Attack: 15 vs. AC 8d8 dmg
Can use the escalation die
Can use Lethal Hunter
+2 Crit Range against lower init

Mr. Prokosch fucked around with this message at 06:56 on Feb 22, 2020

ArkInBlack
Mar 22, 2013

Temur Arderne

Temur carefully gazes at the map drawn out before him. "Hmph. How I see it, we strike the hoard, draw the beast out. And while it throws itself at us to save its hoard, sappers creep into position to collapse the mountain upon it after we drive it into hiding... When to strike with the Elemental Annihilator? Before to drive it into the trap, or to hold for after when it survives a mountain being dropped on it..." Temur takes a glance at the skeptical looks given to him for his comment. "Better we prepare for it and not need it than not prepare and need it. The Red surpasses everything else we've faced yet and I will not lose our best chance at destroying this calamity once and for all to poor preparation."

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Legatus Baelsar scratches his scar.

"Setting up before the Red can come to chase us out of its territory? Hm, doable, doable. And the armies of Foras are ready and willing to drive the Red back to its hole."

"Unless... you want to lure him back by threatening his hoard? Possible, but if you want your floating castle to help out, you're going to need a way to get it close to the mountain without it being swatted out of the sky by the Red."

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

While Temur and Baelsar speak, Ryu is staring blankly off into space. He abruptly rouses from his reverie and speaks up: "I honestly thought we'd already be working with demons by now. Or devils. Lina, I'll assume you know the difference, and which party we'd be dealing with, and what they expect in exchange."

To the Foras commanders: "I'm with Temur on this one. We're going up against an iconic dragon; I won't believe he's dead if I don't remove his head myself. If he has any sense, a treasure pile that large will have wards and sensors that will alert him the moment we set eyes on his gold. The thought of losing Ages worth of plunder might be enough to lure him away from an assault on Foras and into the volcano, where he can't just fly off."

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!
Lina


"Sounds like a plan to me. As a bonus, if we do rob the horde and the dragon doesn't protect it... free dragon's horde! Now, about this flying fortress of yours. I don't suppose any of you have a magic bag you could put it in? Or a really, really big teleportation ritual? Maybe some fairy dust to make the whole thing invisible? Or, poo poo, how high can it go? Could we hit the volcano at a super fast dive from the moon?"

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

With the second knuckle of his index finger pressed thoughtfully against his chin, Isaac looks up from the strategic map of the Red Wastes as Ryu rises from the table and watches him closely as he pulls information from Drakkenhall itself. As Ryu slumps back down in his seat and eventually slides him the piece of paper, Isaac smirks. "Who knows, Ryu. If you are indeed meant to spend the rest of your life secluded in a tower, you might find yourself putting that mind of yours to good use more than once in a blue moon." He studies the drawing for a moment and commits it to memory. "Hm, this is quite informative. I will have to speak with Horizon, I believe they can supply us with magical charges that can collapse the lava chamber." He slides the drawing to Temur. "How to best get them into position I will leave at your table."

Isaac stares at Lina in surprise as she raises her hand. "You know a devil?" Shaking off the surprise, he continues. "We have had our share of encounters with beings from the Abyss, none of which have been pleasant. That being said, we are about to face the embodiment of destruction itself. Any assistance would be appreciated." He quickly turns a deaf ear to her suggestion that they crash their fortress into the volcano, however.

Looking around the table, Isaac nods. "It seems as if we have all arrived at the same conclusion. The final battle against the Red will have to take place inside his lair. Paradoxically, the hoard chamber itself may prove to be the safest location for us to fight him in. We can safely surmise that the Red would not hesitate to flood any other chamber with lava, but the thought of losing his priceless hoard is sure to give him pause, he might not even be willing to unleash his full destructive force before it is too late. The question is, how do we end up at that final confrontation in as favorable position as possible?"

Isaac stands up and jabs his finger down on the map, pointing at the volcano. "I suggest we march on the Red's lair, pushing as far forward as we are able before he can return to defend his territory, then entrench our position with siege weaponry. Ideally we are able to reach the volcano itself and establish our foothold there, but if that proves to be too far of a distance to cross in the time we have, then so be it. We will then force a confrontation with the Red, and as he is fighting our main force, our sappers will slip into the lair to plant the charges. Only once the charges are set will we unleash the Elemental Annihilator, so that he will not simply regenerate the damage we inflict with it. Once we have driven the Red back, we will enter his hoard to provoke the final confrontation. If he attempts to flee to the lava chamber at any time, we will thwart him by detonating the charges."

Icon Rolls
The Archmage Positive 1 1d6 5
The Lich King Conflicted 3 3#1d6 4 1 5
The Three Conflicted 2 2#1d6 3 1

Spending my 5 with the Archmage to receive a teleported shipment of magical bombs that can be used to bring down the lava chamber in the Red's lair.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

"Hard to imagine, isn't it? Me, having a mind at all; using it for counsel instead of combat; enriching it by reading a book, sitting peacefully by my own fire." Ryu cracks a grin at the thought, but it quickly fades; the magnitude of the battle ahead seems almost trivial in comparison to what will come after. "Peace. Still seems kind of unreal," he confesses. "I'm having trouble wrapping my mind around it all."

He pauses. From the corner of his eye, he glimpses...nothing, or at least that's what's there when he turns to look slowly, almost nonchalantly. The paranoia from his vision of Selentir is clouding his senses; he can't afford to act rashly. "How long has this act of ours been on the road, Isaac? If you went back in time to that lovely, run-down forge in New Port, no amount of charms or hexes would convince that Ryu there'd be a day he would have no desire at all to fight."

He allows the nostalgia to linger for a moment, then shakes it away. "But today is not that day." He cracks his knuckles and loosens his shoulders, allowing his smile to return. "Let's go beat up the world's biggest dragon."

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
DM luck roll, 16!

The armies of Foras march onward through the Red Wastes. If there is any hint of worry or unrest or unease about marching through the scorched home of the Red himself, it does not show in a single soldier. In a day you see the smoke of the volcano in the distance. In three more days you near the jagged cliffs and hills that surround the ancient, fiery mountain. Legatus Baelsar calls a halt here, and the practiced Hobgoblin soldiers, Goblin sappers, and Bugbear scouts begin setting up fortifications, siege weapons, and trenches. They hardly need your input, and Temur intimates that, really, they wouldn't want it anyway.

Lina's (according to the last post) 5: Fire resistance, the good stuff! Resist fire 18+, and you can swim in lava but you get uncomfortably warm doing so.

Somewhat uncomfortably, it is not hard to get word to the devil adjacent from within Foras. Lina's contact replies only with a package with five potions and a note.

The letter posted:

Lina,

Happy to hear you didn't die to the Orcs, and I see you've fallen in with some auspicious company. Enclosed is enough for everyone, obviously that skeletal red dragon won't have any trouble with heat. Payment will come later.

Isaac's 5, the bombs arrive, and they will definitely explode and flood the chambers you want with lava.

Isaac also receives a package, though this one simply appears in a blue-purple flash on his desk. Isaac carefully opens the large box, and finds the crafted, crystalline magical explosives. He grins to himself. Void charges, a brilliant mix of multi-aspected energy, including a brief portal to the void to remove anything that could get in the way of the full force of the blast.
He turns the charge over and the grin falls away. All the charges are stamped with the moniker. "Toylson." Isaac's blood freezes, perhaps in memory of the last time he used a Toylson product. The explosives will be very, very effective, at the very least.

---

The Foras armies worked around the clock, but the fortifications are not quite finished before the blast of a horn sends the army scattering to positions. Scouts point out a speck in the distance. Foras veterans, all bearing burn scars, spit and prepare their weapons.
You assemble in the command tent, flaps open to see the speck over the distant horizon. Legatus Baelsar gives each of you a look.
"This is it. As distant as he seems, the Red will be here in 10 minutes. Reports from our sappers say they need 30 to finish setting the charges you gave us. The plan, then, is to delay the dragon twenty minutes, then drive it into its cave with the Elemental Annihilator. Lose your HQ before then, and things will go off the rails.

If you have anything else to do, get to it."

2 rounds of pre-battle actions/skill checks, the last moments before the fight. Speed up the sappers, improve morale, give bonuses, etc. This stuff will determine what kind of fight you have when he first hits, but it may be more narrative rather than making you time out just in combat? I'll think about it.

Anyway, here's the current board:


Spears are Foras regulars. Armed with javelins and shields, they can take a beating and mix it up for a while, but aren't likely to do much damage.
Ballistae are the siege weaponry. Strong, immobile, fragile. These can probably keep the Red on the defensive, if they don't get crushed.
Bows are the Bugbear rangers. They can hide in the hills and can ground the Red for a bit, so long as they get the element of surprise.
Airships are the four knockoff castles Foras put together. They have ballista, but aren't very maneuverable.
Castle is your lovely HQ. Its got all your stuff and your friends in it.

If you want to move these around "pre-deployment", go for it.

M.c.P fucked around with this message at 17:17 on Mar 10, 2020

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!
Lina


"20 minutes! 20 minutes! Who can fight a dragon for 20 priestess-damned minutes! It's gonna kill everybody in that time! Hurry up!"

Lina and Penitent work with the sappers, putting their backs into it and shouting encouragement!

"Dig faster! Your friends are dying! Picture their dying faces! Picture it!"

Turns out, she is not charismatic and her words are not helpful. What she is... Is strong. Really, really strong. Each time she strikes, the boulders in their way crumble like dry cookies. If she was the pondering type, she would wonder how she got to be so strong. Maybe a horrific ritual gone wrong. Maybe a ghostly ancestor. Maybe all that magic juice she'd guzzled for years on end. That time she ate a giant's heart? Who knows. She was not the pondering type. She was the hitting type. So she hit those rocks!

Swing that pickaxe!: 1d20+5+5+9 39 - Natural 20!

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Lina's encouragement probably leaves something to be desired among the goblin sappers, but her work with the pickaxe is, indeed, peerless. Her zeal does the work of 10 goblins in minutes, digging out a tunnel and preparing it. The goblins behind her scramble to put up supports and plant the explosives as she barrels ahead into the stone of the mountain.

Things went so well it just about halved the time needed! You only need to fend off the Red for 10 minutes.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

From a cursory inspection of Foras’s air forces, Ryu finds the mobile forts lack the durability to withstand continued dragon attack, the maneuverability to avoid claw or flame, and the firepower to justify the near-inevitable death of their crews. There’s still time to fix this; over the course of many renovations to the fortress Isaac has improved the power crystal array enough to keep the gargantuan structure airborne regardless of its weight. In addition, the share of the Drakkenhall bank heist that the Slayers is still hardly used.

All told, there is enough lodestone for the goblin engineers to render their aerial forts actually mobile, and more than enough runes to make the ballistae pose a threat to the Red beyond aggravating splinters.

Using our massive hoard to improve the maneuverability/evasiveness of the mini-forts and the damage output of the onboard ballistas, plus maybe the stationary ground emplacements

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

Standing atop the battlements of the Slayers Fortress, Isaac stares into the horizon with his arms crossed, waiting with some impatience for the mighty foe to appear in the distance. He could sense something in the wind as a brief gust sweeps in and sends his cloak fluttering. Most auspicious, he thinks to himself and smirks ever so slightly. Fortune does favor the bold.

"Well, Isaac, it's been a blast," Pyrrhus' gravelly voice rumbles sardonically. "Heh, to think of the sorry state in which we started our journey, I never did think we'd make it this far. But despite my misgivings I ended up regaining my body, and in the process we made many powerful allies, gathered a hoard large enough to make most dragons blush, and attained power unimaginable by your mortal standards." He chuckles and starts to grin. "But even so, I regret to inform you that I still find myself unable to handle neither broom nor dustpan! Hahaha!" The undead dragon laughs loudly, amusing himself with a callback to the time when they were poking through the ashes of the ill-fated previous incarnation of the Dragon Slayers. "Heh... Let me be serious for a moment, Isaac. Despite all your forces and your planning, picking a fight with The Red is as foolish as foolish gets. You're all going to die."

"That is quite possible," Isaac replies, his smile unperturbed by Pyrrhus' doubt. "I can imagine that there is some part of you that wishes for that outcome as a matter of pride. To see the ultimate expression of the might of red dragons stand ever triumphant, even against us."

"Think what you want," Pyrrhus says, letting out a lick of fire through his nostrils. "If the Red is going to end up becoming a puppet of the White, then I much prefer his flame being unceremoniously snuffed out. But there's a reason why no red dragon alive - or dead for that matter - would think to challenge him. Well, you'll see for yourself soon enough."

"Indeed I shall, and in turn the Red shall see that death comes for us all." Isaac turns back to face the horizon and slowly raises his palms to the sky. "Or what do you say, restless wraiths of the reaping wind?"

Air Superiority Spectres (Int + Master's In Death): 1d20+9+5+5 28 Attempting to summon a swift flying troop to our side.

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
aight, we back, we posting whenever we can.

You never imagined you could use so much gold and riches at one time, but soon the HQ is a flowing river of bags and goblins making use of your ill-gotten Drakkenhall gains. Generous overtime pay, rare materials, and the employment of especially mercenary specialists, making a web of gold on your march to the Red's lair. And the benefit of so much gold, someone was able to think of some kind of use.

As the Foras army sets up their defenses, the ballistae gleam in the red light with the strongest of timber and the most deadly of enchanted bolts. The floating fortresses whirr with oiled goblin engineering, ready to move. And the HQ vault lies picked clean, though Sellie managed to save a few bags of riches for you. At the very least, you're going to need to pay some significant hazard pay.

Ballistae go from annoying to dangerous, and the fortresses are now maneuverable instead of pondering.

Isaac, not one to waste time, prepares an extensive ritual of necromancy, calling forth a multitude of spirits from beyond the veil. Wraiths circle and twist in the air above the Hobgoblins, accompanied by grumblings and murmurs from the troops. But Isaac is a master at his craft, and the wraiths respond to his commands.

Wraiths! One unit, very fast, and with a chilling touch that might, briefly, distract the Red

All these preparations have done well in preparation for the arrival of the Red. The dot in the distance slowly grows into a dragon shape, bright red in the distant sun. But then... at the last moment it swoops upwards and disappears into a cloud.
The great Red is using the clouds and Sun to conceal his advance! You have moments until one of the greatest battles of this Age is joined.

Okay, 4 ish months later I think its worth reevaluating how this'll go. I'd like one more preparation from ArkinBlack, and also for everyone to roll Initiative and Place yourselves on the battlefield.

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

Initiative: 2d20k1+10 24

Isaac will start mounted up on Pyrrhus near our HQ.

pre:
Isaac Boreas
Stats		 Battle/At-will*	 Daily Spells			Items/Powers
HP 120/120 (+00) [*] Chant of Endings IX [ ] Summon Undead IX  		[ ] Belt of Heroic Resolve (11+)
AC 23		 [*] Deathknell IX	 [ ] Summon Wraith IX  		[ ] Obsidian Orb
PD 21		 [ ] Death's Call VII	 [ ] Circle of Death IX   	[ ] Robe of Perseverance
MD 24		 [2] Life Drain		 [ ] Wave of Decay IX	  	[ ] Strider Symbiote (11+)
Re 10/10 (9d6-3)		 	 [ ] Finger of Death IX		[ ] Tome of Foresight (16+)
 + 1/1 (20)			 	 [ ] Ghoul Form VII   		[ ] Cackling Soliloquist
Spell mod +18				 [ ] Ghost Form VII
Initiative x2+10				 
pre:
Pyrrhus
HP 144/144 AC 26 PD 24 MD 20
Claws and bite +15 vs. AC — 8d6 Damage
[ ] Pack Link	[X] Vitality	[ ] Magic Fang
[ ] Armor of Shell & Spirit	[ ] Blood is Strong	[ ] Spirit Guardian
[ ] Fiery Breath +15 vs. PD (1d3 targets) — 8d4 Fire Damage
[ ] Dragon Scales (6+) — Prevent 25 damage from an attack
Recoveries 9d8+6

Sockerbagarn fucked around with this message at 20:36 on Jun 29, 2020

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
moving this

Captain Walker fucked around with this message at 06:17 on Jul 7, 2020

ArkInBlack
Mar 22, 2013

Temur Arderne

Temur, looking over the maps as Ryu goes over the additions brought to the assembled forces from the Slayers' coffers. "Change the formation. Move the fortresses here, the front, then move a cohort from each line in front of those. After the Red engages the frontline, the forts are to move back while firing on the target, and when the front line is getting overwhelmed they are to retreat and regroup at the back line; the scouts should pin down the Red again at that time. The second line's fall back point is behind the forts, and when they regroup they are to reinforce the remaining forces. The Dragon Slayers will move and reinforce as needed." It's then Temur's gaze is drawn outside as the sun peaks out from behind the clouds directly into his eye. As he covers it with his hand he has a moment of realization. "The bastard might try and use clouds to cover his approach. Tell the centurions to move their cohorts north and south if that happens, spread out to minimize what damage it's breath can do."

Precise Maneuvers (Tesserarius + Wisdom): 1d20+19 36

Initiative + Moment of Glory: 1d20+10 26 1d4 3



pre:
Temur Arderne
HP: 220/220  THP:   Command Points:1 Moment of Glory:3  Recoveries: 9/9 (9d8+13)   Initiative: +9
AC 28     PD 23     MD 26
Sword +3(MBA): 1d20+16+ED; 9d8+15, 9 Miss
Verutum(RBA): 1d20+10+ED; 9d6+3

At Will			Encounter			Daily/Recharge
Rally Now: 1CP          [ ]Hold The Line                [ ]Tactician Daily
Save Now!: 1CP                                          [ ]Supreme Tactical Strike(16+)
Try Again: 2CP                                          [ ]Basic Tactical Strike(6+)
You Know What To Do!: 4CP                               [ ]Just Stay Calm(16+)
Fight From The Front					[ ]Buck Up(16+)
Weigh the Odds						[ ]Potion Belt(16+)
 							[ ]Reckless Sword(6+)
 							[ ]Advanced Tactical Strike(16+)
 							[ ]Tactician Champion Feat
							[ ]Helm of Psychic Retribution (16+)
Conditionals

Consumables

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!
Lina


Lina pokes her head out of the hole just as the dragon ascends.

"Well, that's a pretty pickle. Hey, hairy. You seem to be in charge. Guess I'll wait next to you?" She cocks her head, "I'm sure you have a plan once this flying creature swoops right over these lines and eats us. I feel like I can hear a voice on the wind, shouting about dragon orifices? I don't know, maybe it's just me."

Initiative: 1d20+13 33 ... Wasting my 20s

Lina and Penitent start next to Temur. His plan seems to be to reinforce units as needed, so probably somewhere in the mid line?

pre:
Stats  
HP 220/220
AC 31 PD 26 MD 20   
             
Initiative 13  
Recoveries: 10/10 (9d10+12)				 	
Melee Attack: +17 vs AC; 9d10+18 damage
 
Per Battle / Recharge
[]Rage   []Violence
[]Lethal []Heal

Per Day     
[] Ancestral Warband  [] Strength of the Gods
[] Penitent Reroll    [] Penitent 2nd Attack
[] Extra Lethal Hunter
4/4 Animal Companion Spells

Boosts
Free Rage at Esc 2+
Lethal Hunter: +3 crit range, crits triple at 3+ esc
Slayer: +2 attack & +9d6 dmg vs. staggered 
Human 2d20k1 initiative

Items ???
[]Recharge 5+ Wall Walk
[]Recharge 16+ 2d8 bonus damage for battle
Move to add +4d8 damage, take damage on miss

Penitent Stats
Level 8 Panther
HP 144
26 AC, 24 PD, 20 MD
Attack: 15 vs. AC 8d8 dmg
Can use the escalation die
Can use Lethal Hunter
+2 Crit Range against lower init

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

"Kid, can you relay to your late grand-dad how skin works? Going inside the beast doesn't make it any less thick, and it exposes you to fire and digestive acid and is just all-around gross." He shudders involuntarily. "I may have tried it once on one of our old contracts. Never again."

Naya has trained a new brood of wyverns for some of the more elite Dragon Slayers, and Ryu has taken a liking to one in particular. Positioning himself at the front line, he sits atop the blue-white creature, muscles tense with anticipation. The vision of Selentir still looms large, but if the Dragon of Drakkenhall loses his nerve now, with so much at stake, what was the point of it all?

The moment his target comes into view, Ryu spurs his wyvern on. "Tsubasa, it's do or die, girl. Ikuzo!"

Initiative/Power Stunt: 2d20k1+8 25 2#1d4 3 3

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Temur's concerns prove true. The armies of Foras scan the sky, but for just a moment you lose the Red among the sun and the clouds above. There is a brief moment of quiet tension as you brace yourselves for the impending terror.
And then, with the speed and fury of a meteor, the Red lands directly in your lines. A floating fortress is shorn in half by the fiery descent, and an entire unit of hobgoblins is destroyed and scattered as the shockwaves of the landing send them flying.
Ryu is close enough to feel the heat of the Iconic dragon, but keeps his footing as soldiers are sent tumbling around him.

The red lands with incredible force!
Just misses Ryu's PD, Ryu takes 20 fire damage after resistance!
A Unit of spears and a Goblin Fortress has been destroyed!


But the armies of Foras are not perturbed. The lines of hobgoblins efficiently encircle the great dragon, who briefly pauses and regards the army surrounding him. The Red is not in the least concerned by the forces here. But this is your chance to show the Icon that its power is not as unassailable as it seems.
It will not be long until the explosives are ready and you can lead the dragon into your trap. In the meantime, now is your chance to strike back!

Lina and Ryu are up! Escalation is at 0!
And everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.

The army will move and control the dragon according to their orders at the end of the round.
The preparations of the treasure chamber will be complete at Escalation 2



shuffled some stuff for readability

pre:
The Red
AC29	PD23	MD27	4000/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

M.c.P fucked around with this message at 22:02 on Jul 7, 2020

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!
Lina


Lina winces at the incinerated soldiers, "Yeah, yep. That's uh... That's gonna happen. Oh jeez... Well, what are you waiting for! Get in there old buddy! I believe in you!"

She smiles emptily at Penitent. Then she gives him a firm shove.

"Go for the eyes! Or, uh, I feel very firmly for some reason that you should try to crawl up its ear!"

She watches while Penitent hitches a ride on a Wyvren, then leaps from it unto the great beast's face. The brave knight does, in fact, go for the eyes, stabbing savagely at the slightly less invulnerable flesh. He's more of an irritant to the enormous dragon than a real threat, but it's pretty irritating to have a knight in your eye!

Free: Lethal Hunter Red
Quick: Ancestral Warband
Move – Quick: Strength of the Gods – Lina, Ryu, and Isaac add +2d10 damage to our attacks.
Standard – Quick: Magic Fang on Penitent

Penitent – Charges the biggest dragon in the universe! Go Brave Knight, Go!
Engages the Red
Attacks the Red

Penitent Attacks Red: 1d20+17 35 CRIT!
Damage!: 8d8 32 = 64 Damage

pre:
Stats  
HP 220/220
AC 31 PD 26 MD 20   
             
Initiative 13  
Recoveries: 10/10 (9d10+12)				 	
Melee Attack: +17 vs AC; 9d10+18 damage
 
Per Battle / Recharge
[]Rage   []Violence
[]Lethal []Heal

Per Day     
[] Ancestral Warband  [] Strength of the Gods
[] Penitent Reroll    [] Penitent 2nd Attack
[] Extra Lethal Hunter
4/4 Animal Companion Spells

Boosts
Free Rage at Esc 2+
Lethal Hunter: +3 crit range, crits triple at 3+ esc
Slayer: +2 attack & +9d6 dmg vs. staggered 
Human 2d20k1 initiative

Items ???
[]Recharge 5+ Wall Walk
[]Recharge 16+ 2d8 bonus damage for battle
Move to add +4d8 damage, take damage on miss

Penitent Stats
Level 8 Panther
HP 144
26 AC, 24 PD, 20 MD
Attack: 15 vs. AC 8d8 dmg
Can use the escalation die
Can use Lethal Hunter
+2 Crit Range against lower init

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

There's that old, familiar feeling; the surge of might that hits Ryu whenever he feels pain. But the warrior knows wells that harnessing his emotions is the key to winning a battle, and he realizes that he feels no apprehension or fear as he sizes up the threat (assessment: loving large). Overconfidence, perhaps? No, not quite.

"We meet at last, Red One." He tenses his muscles. Suddenly, heady matters like the White's imminent return and the fate of the Empire are banished to the back of his mind. This is a battle to see if the fire and fangs of the land's mightiest dragon can be stopped by an alliance between the greatest, most stubborn champions of humanity and goblinkind. "Ryu Kazama, the dragon who slays dragons. Perhaps you've heard the name."

Sent flying by the initial landing, Tsubasa regains her balance and soars over the beast's head. She is quickly joined by Penitent and a half-dozen Slayer veterans atop their own wyverns; before the Red can swat them away, Ryu is already throwing himself into the fray, vaulting off of Tsubasa so briefly it looks as if he jumped from a cloud before landing on the mighty wyrm.

"I know, it's an honor to meet me. But I assure you..." Ryu winds up a massive haymaker and sends it hurtling between the dragon's eyes. "The pleasure is all mine!"

Quick: Call the Slayer's new unit for Special Wyverns And Tactics (WIS): 1d20+2+9+5 34
Move: ONWARD, TO VICTORY!!
Giant Strike: 1d20+5+9+3+4 29 HIT
9d10+2d10+15+3+12+40 146 damage

pre:
Ryu Kazama, Human Stalwart 9
HP: 220/240 Recoveries: 10/10 (9d10+12)
Greatness YES
AC 25 PD 25 MD 21
Resist cold/fire/acid/psychic 16+
+3 attack/damage; +40 damage vs. dragons

STR: 20|+5 CON: 18|+4 DEX: 08|-1
INT: 10|00 WIS: 15|+2 CHA: 13|+1
Attack: 1d20+5+9+3+ED
Damage: 9d10+15+3+(+12 CON)(+2d10 Strength of Gods)

Limited Powers
[ ] [ ] [ ] [ ] Magic Consumables (daily)
[ ] [ ] Power Stunt (ED 3,3)
[ ] Divine Stamina (rchg 6+)
[ ] Armorbreaker (rchg 11+)
[ ] Mountain Splitter (rchg 11+)
[ ] Unfinished Story (rchg 11+)
[ ] Swordbreaker (rchg 16+)
[ ] Gauntlets of Spell Deflection (rchg 16+)
[ ] Belt of Resurgence (rchg 16+)
[ ] Adamant Greaves (rchg 16+)

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
If the Red pays any particular attention to the brave heroes fighting him directly, he doesn't show it. Instead, his great head swings around and focuses on the great goblin siege weapons in the rear. With unstoppable strength, ground shaking with every step, the Iconic dragon begins to move towards them.

Ryu gets another slash as the great dragon simply ignores him, but the greater worry is in the second line of hobgoblins. Another unit forms up to defend the siege weapons with their lives, lives which are inevitably given as the Red sweeps them aside with a massive claw. Still, their sacrifice has given the siege weapons time for their first shot.
But the great dragon has tools of its own, and you can't help but wonder what damage it will do once it finally unleashes its incredible breath.

The Red advances, takes an OA from Ryu. Hits! The Red takes 89 damage!
Another unit of spears is down.
The siege weapons are in fire breath range!


Behind the Red, the spear units give chase and the goblin floating fortresses turn to track the Red with their ballistae.
And further still, the Bugbear outriders are getting into position. Their spiked arrows should stop the Red from moving for a little time, but they only get one chance at doing so.

Isaac and Temur are up! Escalation is at 0!
And everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.

The army will move and control the dragon according to their orders at the end of the round.
The preparations of the treasure chamber will be complete at Escalation 2




pre:
The Red
AC29	PD23	MD27	3701/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

"What a sight. Now that brings back memories." Pyrrhus chuckles as he watches the Red bring utter devastation as he bowls into the organized lines of the Foras army.

"His loss will be more conclusive than the one you faced at the end of your life if I have anything to say about it," Isaac says and waves his hand forward. From the Slayer's fortress a trio of mounted knights appear, soaring through the air on dark steeds. The skeletal knights draw heavy javelins and hurl them at the iconic dragon below, but they merely glance off its massive scales.

"Tsk!" Isaac clucks with his tongue in annoyance, while Pyrrhus chuckles further.

Standard & Move & Quick: Summon Undead: 1d3+2 3 Blackamber Skeletal Warriors summoned.
Cackling Soliloquist THP: 1d6+9+12 22
Soliloquist bonus: The minions are mounted on nightmare steeds capable of flying.

Blackamber Skeletal Warriors attack the Red, then move far away from the Red.
Javelins vs The Red: 3#1d20+13 28 14 23, all miss.


pre:
Isaac Boreas
Stats		 Battle/At-will*	 Daily Spells			Items/Powers
HP 120/120 (+22) [*] Chant of Endings IX [X] Summon Undead IX (16+)	[ ] Belt of Heroic Resolve (11+)
AC 23		 [*] Deathknell IX	 [ ] Summon Wraith IX		[ ] Obsidian Orb
PD 21		 [ ] Death's Call VII	 [ ] Circle of Death IX   	[ ] Robe of Perseverance
MD 24		 [2] Life Drain		 [ ] Wave of Decay IX	  	[ ] Strider Symbiote (11+)
Re 10/10 (9d6-3)		 	 [ ] Finger of Death IX		[ ] Tome of Foresight (16+)
 + 1/1 (20)			 	 [ ] Ghoul Form VII   		[ ] Cackling Soliloquist
Spell mod +18				 [ ] Ghost Form VII
Initiative x2+10				 
pre:
Pyrrhus
HP 144/144 AC 26 PD 24 MD 20
Claws and bite +15 vs. AC — 8d6 Damage
[ ] Pack Link	[ ] Vitality	[ ] Magic Fang
[ ] Armor of Shell & Spirit	[ ] Blood is Strong	[ ] Spirit Guardian
[ ] Fiery Breath +15 vs. PD (1d3 targets) — 8d4 Fire Damage
[ ] Dragon Scales (6+) — Prevent 25 damage from an attack
Recoveries 9d8+6
pre:
Blackamber Skeletal Warriors
HP 75/75 (25 each) AC 26 PD 20 MD 22 Vulnerability: Holy
Reist weapons 16+
Press advantage: The warrior deals +1d10 damage with its attacks against enemies that have a lower initiative than it.
Shortsword +15 vs. AC — 28 Damage
	Natural 16+: Each Blackamber skeletal warrior in the battle moves up 1d4 points in initiative order.
	Natural even miss: 10 damage.
R: Javelin +13 vs. AC — 24 Damage

ArkInBlack
Mar 22, 2013

Temur Arderne

Temur shifts in the saddle of his wyvern as the Red crashes onto the battlefield. Of course the damned thing wouldn't have a proper engagement, no, had to destroy even concepts like a good proper battle and well-done war. Pulling the reigns with one hand, Temur's other hand pulls a horn from his waist and lets out two short and sharp toots, the signal for the ballista to brace for the Red's fiery breath which he repeats thrice before circling towards the north and keeping his good eye locked on the Red's face, bracing himself for perhaps Ryu levels of foolishness if the Red chooses to physically lash out at the ballista forces.

Move:Temur shifts a bit north and will attempt to intercept the Red if he engages the ballista
Quick+Standard: Advanced Manuvers (Tesserarius+Wisdom); Weigh The Odds: 1d20+19 31 1d4 2 Looking for the ballista to be harder to get hit by the breath attack, be it spreading or hunkering down.


pre:
Temur Arderne
HP: 220/220  THP:   Command Points:3 Moment of Glory:3  Recoveries: 9/9 (9d8+13)   Initiative: +9
AC 28     PD 23     MD 26
Sword +3(MBA): 1d20+16+ED; 9d8+15, 9 Miss
Verutum(RBA): 1d20+10+ED; 9d6+3

At Will			Encounter			Daily/Recharge
Rally Now: 1CP          [ ]Hold The Line                [ ]Tactician Daily
Save Now!: 1CP                                          [ ]Supreme Tactical Strike(16+)
Try Again: 2CP                                          [ ]Basic Tactical Strike(6+)
You Know What To Do!: 4CP                               [ ]Just Stay Calm(16+)
Fight From The Front					[ ]Buck Up(16+)
Weigh the Odds						[ ]Potion Belt(16+)
 							[ ]Reckless Sword(6+)
 							[ ]Advanced Tactical Strike(16+)
 							[ ]Tactician Champion Feat
							[ ]Helm of Psychic Retribution (16+)
Conditionals

Consumables

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
As the Red stomps forward, wings spread wide, his eyes turn upwards at the Dragon Slayers, flying in the sky and doing their best to coordinate the battle. Deep in its ancient mind, it picks you out from the throngs of flying soldiers and fortresses, and in so doing... fills the skies with fire! Fortunately, you are spread out, but that doesn't mean you escape unscathed.
Temur and his wyvern are engulfed by flame! The heat and light destroy his fur and scar his armor... but the old soldier hangs on! Isaac, nearby, is not in the direct path of flame, but the heat is still nearly unbearable, and his robes catch alight.

The Red fills the skies with fire! 2 targets, Isaac and Temur.
32 vs PD hits Isaac, crit vs Temur! Both rolls beat fire resist.
Isaac takes 75 fire damage and 15 ongoing damage (normal save). Temur takes 150 fire damage and 15 ongoing damage (normal save)


But here the soldiers of Foras show their mettle! Even with such terrible losses so far, the hobgoblins of Foras march forward, placing themselves in the line of Iconic destruction to buy the rest of the army more time!
And buy time they have. The siege weapons on the ground and the goblin-made fortresses in the sky have lined up their shots, and under shouted commands, open up! Heavy bolts rain from the skies, and arcane augmented shots steak across the battlefield into the Red! Bolts bury themselves in the dragon's scales, and shaped charges blast them aside. But the Red has seen more than 13 ages of death, and will take far more than that to take down!

Foras' soldiers close in!
Spearmen close in and force attention.
Fortresses and siege weapons open up! siege weapons deal 150, forts deal 90 damage.


Ryu and Lina are up! Escalation is at 1!
And everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.

The army will move and control the dragon according to their orders at the end of the round.
The preparations of the treasure chamber will be complete at Escalation 2




pre:
The Red
AC29	PD23	MD27	3461/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!
Lina


Lina grimaces as poor Temur is roasted alive.

"Oh, uh... Jeez. Here buddy, a priest taught me this after I saved his uncle from a ghoul. Might make it so you don't die?"

She mumbles some magic words until he's surrounded by a soothing green light.

"I think maybe it's safer on the beast? Like maybe the small of his back? Or, or inside? Something keeps telling me I should get inside it. I'm gonna check out its ear holes."

She flies over to its ear holes and ineffectually smacks them with her axe. She feels like a mite bravely assaulting an elephant.

"How ya doing over there, buddy?"

She calls over to her meatshield. He doesn't answer, prima donna that he is, but she can see the eyeball strategy seems to have hit some kind of gummy membrane. It's like trying to dig through a lake.

"Why are you so big! Stop being so big!"

Free: Activate gloves of clobbering. +2d8 damage for the battle
Quick: Heal Temur - 49 hp
Move: Engage the Red!
Attack: Normal attack on the Red! Miss 9 damage.

Penitent Attacks the Red
Miss!


Temur Recovery: 9d8+13 49
Attack the Red: 1d20+18 25
Penitent Attacks Red: 1d20+18 22

pre:
Stats  
HP 220/220
AC 31 PD 26 MD 20   
             
Initiative 13  
Recoveries: 10/10 (9d10+12)				 	
Melee Attack: +17 vs AC; 9d10+18 damage
 
Per Battle / Recharge
[]Rage   []Violence
[X]Lethal [X]Heal

Per Day     
[X] Ancestral Warband  [X] Strength of the Gods
[] Penitent Reroll    [] Penitent 2nd Attack
[] Extra Lethal Hunter
3/4 Animal Companion Spells

Boosts
Free Rage at Esc 2+
Lethal Hunter: +3 crit range, crits triple at 3+ esc
Slayer: +2 attack & +9d6 dmg vs. staggered 
Human 2d20k1 initiative

Items
[]Recharge 5+ Wall Walk
[X]Recharge 16+ 2d8 bonus damage for battle
Move to add +4d8 damage, take damage on miss

Penitent Stats
Level 8 Panther
HP 144
26 AC, 24 PD, 20 MD
Attack: 15 vs. AC 8d8 dmg
Can use the escalation die
Can use Lethal Hunter
+2 Crit Range against lower init

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Ryu Kazama

How long has Ryu been punching the iconic dragon in the face? Hours? Weeks? Feels like weeks. And worst of all is that the great beast is just...ignoring it all.

"Arrogant jackass. Growing soft in your old age? What kind of apex predator ignores the biggest threat to focus on vermin? Pathetic!"

He punctuates this with a renewed assault, more ferocious but equally ineffective.

Quick action skill check: taunting the Iconic dragon. Which ability score is the opposite of Intelligence?
Come and Face Me! (CHA): 1d20+5+9+1 22 nope
Giant Strike: 1d20+5+11+3+1 30, hit
Giant Strike Damage: 9d10+15+3+12+2d10 133 damage


pre:
Ryu Kazama, Human Stalwart 9
HP: 220/240 Recoveries: 10/10 (9d10+12)
Greatness YES
AC 25 PD 25 MD 21
Resist cold/fire/acid/psychic 16+
+3 attack/damage; +40 damage vs. dragons

STR: 20|+5 CON: 18|+4 DEX: 08|-1
INT: 10|00 WIS: 15|+2 CHA: 13|+1
Attack: 1d20+5+9+3+ED
Damage: 9d10+15+3+(+12 CON)(+2d10 Strength of Gods)

Limited Powers
[ ] [ ] [ ] [ ] Magic Consumables (daily)
[ ] [ ] Power Stunt (ED 3,3)
[ ] Divine Stamina (rchg 6+)
[ ] Armorbreaker (rchg 11+)
[ ] Mountain Splitter (rchg 11+)
[ ] Unfinished Story (rchg 11+)
[ ] Swordbreaker (rchg 16+)
[ ] Gauntlets of Spell Deflection (rchg 16+)
[ ] Belt of Resurgence (rchg 16+)
[ ] Adamant Greaves (rchg 16+)

Captain Walker fucked around with this message at 04:04 on Aug 25, 2020

M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Ryu's desperate cries go unheeded by the Iconic Dragon. It takes another, deep, rumbling breath, and unleashes a brilliant gout of flame across the battlefield! A line of Ballistae are consumed by flames, as goblin engineers scatter or are consumed by the incredible flame!
Behind the ballistae, the Dragon Slayer's HQ is caught in the flames as well, as they spread across the Western end of the battlefield. The stonework holds... but a fire has started on one of the towers!

Thankfully, Temur's brilliant command mean only one line of the siege weapons succumbed to the flames. On the flanks, goblins continue to prepare their deadly payloads.

Meanwhile, the Red roars and swipes at the lines of brave hobgoblins now surrounding him. Troops are clawed down or sent flying, but their lines yet hold! The dragon finds itself penned in... but only for a moment...

One siege weapon destroyed by fire breath, and a fire has started in the HQ!
The Red is forced to stay still for now.


The floating fortresses slowly spread out in a circle around the Red, ready to rain down (figurative) fire. This is your time to strike!

Temur and Isaac are up! Escalation is at 1!
Everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.


The army will move and control the dragon according to their orders at the end of the round.
The preparations of the treasure chamber will be complete at Escalation 2




pre:
The Red
AC29	PD23	MD27	3319/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

ArkInBlack
Mar 22, 2013

Temur Arderne

As the torrents of dragonfire wash over Temur his form fades from view from all on-lookers, the sheer heat and light and flame overwhelming and overpowering even sight. As the waves of flame abate, the slightly charred form of Temur rises up from the hunched over position on his drake. "That's it? THAT'S ALL!? I'm not ash! My ASHES haven't been reduced to ash! We are the Dragon Slayers! We are here to kill you! ACT LIKE IT! Is it beyond your capability to take anything seriously!? Ryu, show this lackadaisical wyrm why we are here!" As those looking on see Temur seemingly unphased by the Red's onslaught each renews their effort, and Ryu's blade flashes out and strikes true into the Icon's hide and beyond, driven both by enchanted purpose and pride into the slightly more vulnerable flesh beneath the outermost layer of the massive dragon.

Quick note; Temur has Never Say Die so him getting crit bumps the Escalation Die up by 1.
Quick : Use Buck Up!
-Buck Up!: 1d4 4
--Temur, Isaac, Ryu, Lina, and Penitent gain 53, 28, 62, 61, and 61 THP respectively.
Move: Use Basic Tactical Strike on Ryu
-Basic Tactical Strike:Ryu @The Red (MBA vs AC): 1d20+23 33 11d10+34 98
Standard: Use Weigh the Odds
-Weigh The Odds: 1d4 3


pre:
Temur Arderne
HP: 104/220  THP:53   Command Points:6 Moment of Glory:3  Recoveries: 8/9 (9d8+13)   Initiative: +9
AC 28     PD 23     MD 26
Sword +3(MBA): 1d20+16+ED; 9d8+15, 9 Miss
Verutum(RBA): 1d20+10+ED; 9d6+3

At Will			Encounter			Daily/Recharge
Rally Now: 1CP          [ ]Hold The Line                [ ]Tactician Daily
Save Now!: 1CP                                          [ ]Supreme Tactical Strike(16+)
Try Again: 2CP                                          [X]Basic Tactical Strike(6+)
You Know What To Do!: 4CP                               [ ]Just Stay Calm(16+)
Fight From The Front					[X]Buck Up(16+)
Weigh the Odds						[ ]Potion Belt(16+)
 							[ ]Reckless Sword(6+)
 							[ ]Advanced Tactical Strike(16+)
 							[ ]Tactician Champion Feat
							[ ]Helm of Psychic Retribution (16+)
Conditionals

Consumables

Sockerbagarn
Sep 8, 2007

All makt åt Tengil, vår befriare.

Isaac Boreas

"Hold on, it's about to get heated!" Pyrrhus makes a sudden sharp turn and dives out of the way of the direct path of the Red's massive plume of flame. "Now that's an awe inspiring breath!" He rumbles with reverent glee. "You holding up back there?"

"Oh yes, I am only ever so mildly ON FIRE!" Isaac complains loudly as he tries to put out the flames covering his robes to no avail, but soon abandons his ineffective flailing and regains his focus as he notices that the Slayer's fortress is on fire. "We must not lose the Elemental Annihilator at any cost! Go!" Pyrrhus turns around and speeds toward the fortress as Isaac performs a series of arcane gestures with his hands, activating a warding spell he had inscribed on the fortress previously as they get within reach. In just a matter of seconds a fine white mist of ice crystals fills the burning tower, spilling over the battlements and snuffing out the flames.

"Good. Now..." Isaac's cold gaze shifts to the massive red dragon below as he clutches the obsidian orb tightly and gathers a charge of potent magic. "Retribution!" He lashes out with his empty hand and releases a large bolt of black and purple lightning, striking down at the Red from above! Holding the crackling dark lightning in place like a leash of negative energy, Isaac's knuckles whiten as he pulls it towards himself and rips free a sliver of the mighty dragon's life force, which he adds to his own.

The skeletal knights keep up their seemingly ineffective javelin barrage against the Red, but a missile does eventually manage to score a clean hit between two scales and inflict some hurt.

Quick: Activate Slayer's HQ Arcane Defenses! (Int + Master's in Death): 1d20+9+5+5 34 Extinguishing the fire on the Dragon Slayer's HQ.
Standard: Life Drain vs The Red: 1d20+18+2+4 37 vs MD, hit. (2d8*10)+18 118 Negative Energy Damage.
Life Drain Recovery: 9d6-3 Isaac recovers 29 HP.
Move->Quick: Allow my minions to use the Escalation Die.

Taking 15 ongoing Fire Damage.
Save vs Ongoing: Save vs Ongoing: 1d20 3, still on fire.

Minion Standard: Javelins vs The Red: 3#1d20+13+2 28, miss. 19, miss. 33, hit. The Red takes 24 + 1d10 = 32 Damage.

pre:
Isaac Boreas
Stats		 Battle/At-will*	 Daily Spells			Items/Powers
HP 96/120 (+13)  [*] Chant of Endings IX [X] Summon Undead IX (16+)	[ ] Belt of Heroic Resolve (11+)
AC 23		 [*] Deathknell IX	 [ ] Summon Wraith IX		[ ] Obsidian Orb
PD 21		 [ ] Death's Call VII	 [ ] Circle of Death IX   	[ ] Robe of Perseverance
MD 24		 [1] Life Drain		 [ ] Wave of Decay IX	  	[ ] Strider Symbiote (11+)
Re 10/10 (9d6-3)		 	 [ ] Finger of Death IX		[ ] Tome of Foresight (16+)
 + 1/1 (20)			 	 [ ] Ghoul Form VII   		[ ] Cackling Soliloquist
Spell mod +18				 [ ] Ghost Form VII
Initiative x2+10				 
pre:
Pyrrhus
HP 144/144 AC 26 PD 24 MD 20
Claws and bite +15 vs. AC — 8d6 Damage
[ ] Pack Link	[ ] Vitality	[ ] Magic Fang
[ ] Armor of Shell & Spirit	[ ] Blood is Strong	[ ] Spirit Guardian
[ ] Fiery Breath +15 vs. PD (1d3 targets) — 8d4 Fire Damage
[ ] Dragon Scales (6+) — Prevent 25 damage from an attack
Recoveries 9d8+6
pre:
Blackamber Skeletal Warriors
HP 75/75 (25 each) AC 26 PD 20 MD 22 Vulnerability: Holy
Reist weapons 16+
Press advantage: The warrior deals +1d10 damage with its attacks against enemies that have a lower initiative than it.
Shortsword +15 vs. AC — 28 Damage
	Natural 16+: Each Blackamber skeletal warrior in the battle moves up 1d4 points in initiative order.
	Natural even miss: 10 damage.
R: Javelin +13 vs. AC — 24 Damage

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M.c.P
Mar 27, 2010

Stop it.
Stop all this nonsense.

Nap Ghost
Quick fire save for Temur: 13 saves.
Crap, been forgetting something. Gonna start applying it now.

As Ryu, Lina, and Penitent go toe to toe with the Red himself, the air around them swims with the incredible heat radiating from the iconic dragon. Their armor curls at the edges and their hair smolders. The fire resistance potions help, but not always enough!
Ryu and Penitent take 41 damage, Lina takes 20, just from being engaged with the Red! Lina resisted.

Ryu's legendary blows have pulverized scales and rent dragonflesh! Watching the human Guardian of Drakkenhall fight is incredible in his display of strength and prowess... but now he has received the attention of the Red.
Ryu looks up and sees the Red staring down with murderous intent. Once again the endless flames build in the mouth of the Dragon, but these are different! A searing beam of fire, almost white in its brilliance, streaks down on Ryu, covering him in flame! The flame's brightness leaves afterimages in all your eyes, and when the Icon is done you fear that there will be nothing left but scorch marks. But Ryu, still, barely, hangs on, though who knows how long his flaming body will hold on!

The Red targets Ryu with a focused flame attack!
Hits PD, beats Fire resistance!
Ryu takes 225 fire damage, plus ongoing 30 fire damage and weakened! (save ends both)
Weakened = -4 to attacks and defenses.


With this incredible strike, the Red raises his head, beats his wings, and roars. The air around the battlefield seems to get hotter, but most of you are unscathed... Except Isaac and Ryu! The flame covering Isaac's arm suddenly flares up, covering the Necromancer in fire! And Ryu, barely clinging on already, feels the heat become more intense.

The Red fans the flames! Targets everyone on fire.
Hits Isaac and Ryu's PD!
Isaac ongoing increases to 20! Ongoing on Ryu increases to 35!
Their saves vs. fire are now 16+!


But Foras is hardly finished, sending another wave of deadly bolts flying towards the Icon. You can see the Red starting to bleed glowing blood from many wounds... But its not enough yet. Not nearly enough!
Far in the distance, a small, blue light appears on the slopes of the volcano. The Goblins have completed their preparations. What to do next is up to you.

The Armies of Foras fire again!
Siege weapons do 100 damage, Fortresses do 90, Undead Wraiths do 20!
Bomb preparations are complete!


Ryu desperately needs assistance, but he still clings to life!

Lina and Ryu are up! Escalation is at 3!
Everyone make skill checks as quick actions for getting army assistance with your attacks.
25: a small effect on the battlefield
30: above plus +4 to the attack
35: above plus double the damage.


The army will move and control the dragon according to their orders at the end of the round.
The bomb is set!




pre:
The Red
AC29	PD23	MD27	2821/4000 HP
Resist fire 18+
Engaged enemies with 150 HP or less are dazed and take 4d20 fire damage
Your fire resistance is only 11+ versus the Red.

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