Clean It Up

From Tenebrae
Jump to navigation Jump to search

"Those were no airship exercises,"

The Guildsman was quite clear about it.

"Instead, they were a cover for a rescue mission, and an important one at that. It was succesful, but there's still numerous demons in the area, I'm afraid tro say. Asumit, the Binder of Skald, is still a threat to the industry and mining enclaves in the Red Ridge Mountains."

The Red Ridge mountains are what seperate Alexandria from the Desoklation ion which Skald remains. Asumit is a wanted mage, a demon summoner who has threatened the peace of the country for years, though like all evil wizards, notoriously hard to kill and ensure he stays dead.

"We're dispatching highly trained specialsits like yourselves in a search pattern to ensure that the locals are safe based on where we've had reported sightings sicne the 'exercise' ended a couple days ago. I assure you, the threat is real, so be your sharpest."

...and that's how you've all wound up patrolling in the rugged foothills that are at the bottom of the mountains, moving through wooded slopes between small villages. It's cold. And raining.

Raining hard, actually.

Sora hates the rain, she really does. She has a hooded cloak on to at least try and keep most of the rain off of her, but it is soaked through at this point. At least mithral doesn't rust the way still does so her sword and armor should be good. The smaller human lass smiles as she glances around, "Hard to see anything in this crud." She is trying to pay attention to their surrounds, as they are out here patrolling after all.

Morgan likes how they think she is highly trained "and we have to go in heavy rain." she is not complaining but she is trying to think ahead of what she will need to do and how to handle this weather.

Murder does not look like she is enjoying the rain, nor mud, but at least she has her cloak. Which keeps the rain and chill off of her. The pommel of her greatsword wobbles over her right shoulder, and she glances sideways at her sister. "Not the most auspicious of beginnings, hey sis? But Baz done this, so we can do this too, ya?" She reaches out to punch her sister on the shoulder. "Hopefully one of those demons will attack and we can pummel it!"

"Worry less about the rain. The rain is but a pittance. We'll need to prepare for demons." Arynel says to them all before she looks to Morgan. "You are.....magus....am I right?"

Morgan nods "I am a mage, and I hate that I prepaired my only firespell today."

GAME: Kore rolls performance/sing: (6)+performance/sing: 6

GAME: Kore rolls perform/sing: (16)+4: 20

Kalkorth has his greataxe out and ready. He looks around, "Yah, but they are down there." He stretches out a bit as the rain streams down his body, "I'm ready when the rest of you are. Let's go split some demon skulls."

Mayhem has used the amazing powers of artificiation to construct for herself a water resistant-ish hat, made of twigs and leaves. It looks completely stupid. She doesn't care. It's not like her Titan Armor doesn't have a waterproof helmet anyway. So the twig-hat is completely unnecessary. At this point, it may only be for morale, which is low. The gobber looks sour and angry, and angrily sour. When her twin sister shoulder punches her, she rocks to the side, and back, growling. "This is a stupid bad job, Merdah." Grumble grumble. The giant hammer she's dragging along is hefted, and swung hard, cracking a stone and splattering mud around in a satisfying sort of way.

Kore has a cloak on, the only concession she's ever been seen to make to the weather ot he elements. Her sandals are, sadly, still open to the air so her feet are a llittle wet, but the diminutive half-Mul seemss to be comfortable enough. Insofar as she emotes anything, of course. Walking along, Kore hums quietlly to herself, hands at her sides, and scans their surroundings.

It's an old, sweet funeral song. She's no doubt spend years learning the melody and sings it quite well. Most people find it peaceful. Which is fortunate; that's not true of many tunes found in the temples of Vardama.

Arynel says, "Worry not about that." She says to Morgan. "there are other ways." She then sits near Morgan. "Do you have a familiar or a focus item?""

Kalkorth loooks over towards Mayhem, "I like your hammer. I have one just like that, although your's does look like your typical earthbreaker." He grins as he hears the song, "Oh good I like to fight with music. Makes the fighting that more intense."

Morgan does not mind Arynel near her "I use a focused item. I love animals but I dont want to be worried about keeping one alive on missions like this."

Murder looks sourly at her cloak when mud splatters on it, and the hair along her neck stands on end. "Moihem!", she says noisily, her voice now scratchy. "This is a new cloak, an' already ya gots mud on it. Sheeeesh. Have a little faith in da, ya? Baz has not led us wrong." She brushes at the mud and huffs. "Jus' think o'the coin!" The Gobber peers at Kalkorth, and then back at Mayhem.

Sora looks at the others and then just shakes her head at something. Other than the few things she said a little bit back, she is fairly quiet. Patrols can been pretty boring, at least...until they are not.

Arynel smiles. "As do I. remember to keep that with you. There is also a way to draw a spell from your spellbook when you need it. But you can only do it once a day, as it takes a long time for the power to replenish, and it can only do that with the excess spell energy when you prepare." She then nods her head. "I am Arynel, Diviner of House Arcanum." And she extends her hand to Morgan.

Morgan shakes the hand "I know about that, and I am Morgan with no real title other then adventure." her hands are soft but shows she does a lot of trade work between missions for money.

Serraphine took a whole day off. One whole day, before she heard about the trip out to the mountains and the demons that would be fought. A check of her sword, a sigh, and she straps on her armor and --

Now she's splattering her way through mud, one foot at a time. Splorch. She glances to the others amongst the patrol. "Are we sharing names now?" The Arvek narrow sher eyes and frowns, deeply.

"I am Serraphine, Lancer of Serriel, and watcher of the previous agent of chaos - friend of Sandiel and betrothed to some princess." She blinks, frowns, and then splorches ahead with the next foot.

GAME: Besra rolls perception: (4)+0: 4

GAME: Arynel rolls perception: (2)+9: 11

GAME: Morgan rolls perception: (3)+7: 10

"Sandiel, the demon who sleeps while drinking tea" Serraphine adds in.

GAME: Serraphine rolls perception: (19)+4: 23

GAME: Murder rolls perception: (4)+8: 12

The hammer looks way too big for her size, but somehow Mayhem doesn't seem to have much trouble swinging the thing around one-handed like. It must be all in the wrist. That or the clockwork and gears, and glowy magic in her armor. She glances up, waaaaaaaaay up, at Kalkorth as she's digesting what Murder's said into her pointy green ear, and flashes him a sharp toothed grin. "It's so you hide better." She tells her sister, "Gotta dirty it up or stealers will takes it." Solemn nod. Then, "So big! You wants to touch it?" She holds the hammer out to the giantborn, not the handle, but the smashy end.

GAME: Mayhem rolls perception: (2)+7: 9

GAME: Sora rolls perception: (17)+6: 23

GAME: Kore rolls perception: (4)+14: 18

Murder looks to Kalkorth a moment. "Do you have a tree up yer arse like that giant lady paladin does? Or do ya have a sense of humour?" She glances sideways at Mayhem. "Stealers are gonna steal my cloak while I'm still wearin' it? Have you been eating artifice mushrooms again, sis? Do I gots ta choke ya out again?" The Gobber grins toothily at Serraphime then. "Less blah blah and more looking for demons. Gosh it feels like the air is thinner up there."

Sora turns towards a couple of the people, listening to the names, one catching her attention, but hard to tell given the soaked hood hides some of her face. "I am Sora, nothing special." she chuckles a bit.

"I've heard the good lady is more prone to drinking something other than tea," mutters a hooded woman from the back of the pack. Besra has been quiet until now, bringing up the rear without complaint. Her cloak looks to be waxed cotton duck, waterproof, and her boots similarly seem treated to hold up to the elements. She's carrying a longbow in a lazy ready position, a scimitar sheathed at her right side. When she continues, her voice is louder, and a little more professional. "If I may ask, do any of you have any useful information about this Asumit? Or the minions he summons? What might we expect on this patrol, should we encounter resistance?"

GAME: Kalkorth rolls perception: (17)+10: 27

GAME: Besra rolls knowledge/religion: (9)+8: 17

"She drinks tea in her sleep." Serraphine says back to Besra, "I've seen it. DRIBBLED EVERYWHERE! And then I had to sho-she shoved a cookie into her face and it crumbled all over." Splorch, another step.

GAME: Kore rolls knowledge/Religion: (6)+6: 12

GAME: Morgan rolls Knowledge/History: (9)+8: 17

GAME: Arynel rolls knowledge/religion: (11)+13: 24

GAME: Serraphine rolls Knowledge/religion: (19)+7: 26

Kalkorth reaches out to touch the hammer, "Nicely made, my Greataxe is magical, but my earthbreaker isn't yet." He gives the hammer a pat and looks to Murder, "Last time I checked I don't have anything up my arse. I love a good joke, have you heard the one about the flatulent priest of Eluna?"

"I watched the Sandy Squad take her down once," Besra states matter-of-factly. "It was a sight to behold. I don't impress easily, but they stood firm in the face of her fiery breath, and only one of them was tossed like a ragdoll into the river." Did that really happen? Was Besra a little tipsy herself, and not quite remembering things right? It's hard to say. She's certainly not here to defend herself.

When Kalkorth has touched and complimented her hammer, Mayhem grins. "You chop 'em I'll smush 'em." She offers gamely, before she remembers that she's having an awful time and it's all her sister's fault, obviously. So she crossly replies in her scratchy, chipmunk voice, "I can see his butts from here. There's no tree or we'd see them roots all coming out." She splays her long fingers out in all directions to illustrate, then holds that hand out towards the giantborn. Nope, nothing like that coming out of any of his openings. "And stealers would, if it weren't dirty. That's what stealers do." Duh.

GAME: Kalkorth rolls knowledge: (19)+knowledge: 19

Morgan thinks on some of her learing "I know a little about Asumit, but his armys are bad news and I hope are to scatered."

Arynel says, "mmmm.....Asumit is an ass....like the first part of his name...."

"Sandiel..." A beat. "hopefully we wont see the worst of this then, Sandy is more than a match for any of us." Kore tries to keep a gruff voice and- fails. " But we should keep moving if we can..."

Murder snorts at both Kalkorth and her sister. "Obviously there's NO TREE! Grrr. It's a figure of speach, yanno? Got a stick up their arse? Like many paladins." She huffs and peers at Mayhem. "As IF I WOULD let them!" The Goblin woman looks to the other, "And why are ye looking at his buttcheeks?" Murder blinks and looks to Arynel then. "Never trust no one with the word ass in their name. Assassin? Bad news. Assumit? Only half as much bad news, but he's got demons apparently."

Arynel says, "yeah, but what if he's an ass CLOWN? would you trust him then? I wouldn't." She then pffts. "I'm calling asumit 'Ass Clown' from now on.""

"Cause they's right there!" Mayhem retorts, because they are, she's like eye level with giant buttcheeks. She can't help it. There's also grumbling about stealers but it's all under her breath now, she'll let Murder have that point. There's a disgruntled sigh from the gobber after a moment, and a tip of her head as she tries to glom onto the bigger conversation, which weirdly, is also about asses. "Where are the demons at?!" That's the important question, so she turns and clomps off, trying to find the answer.

"Wait." Serraphine says as she scratches her chin, "Are you saying that you would let someone put a tree up your arse but not him?" She tilts her head and looks at Murder with a blink. "It would have to be a very short tree. Would that not be a shrub then?"

Arynel says, "IT'S A SHRUBBERY!"

Morgan answers Mayhem "Maybe they went home so they dont have to deal with this weather."

Sora just trudges along. She doesn't really have anything to add to the discussion that seems to be going on. She keeps a look out, but doesn't see anything yet, must be because of the heavy rain, hard to see in that.

It really is hard to see anything in this condition, let's be honest. The rain is pouring even harder, now, than it was earlier.

In fact, hard enough that you almost miss the shouts in the distance and then an explosion of some kind that could've been mistaken for thunder.

Either way, there's something further amiss to the east. That was definitely /not/ thundr and that flashing light? Definitely not lightning.

You're not the only group out here, after all. Maybe one of the others foudn something.

Murder blinks at Serraphine then, and rubs at her face. "At no point, at any time, did I say or insinuate that." She stomps her little foot, and immediately regrets the splatter of mud up her leg and onto her cloak. "Lady you definitely suffering from a lack of air." She grumbles and peers at Arynel. "As long as they're not assmimes. I hate mimes." The Gobber looks to her twin and shakes her head. "Okay, so you have a point there. His... anyways." Murder goes silent and looks around, blinking and rubbing the rain from her face. "Ya sees that? Over that way? No, sis, the OTHER WAY!"

"...We should hurry and take a look at what they've found," Kore begins hellpfully. She pauses for a second and then takes a deep breath before dashing in the direction of the flashing light. After a moment the elf ducks behind some of the terrain, letting her sandals sink into the mud, and lets it cover her fairly rapid approach. No point in being seen unnecessarily.

Arynel says, "It's a good idea." She then looks to Kore. "Don't engage before we get there. We're not exactly stealthy, but if there's a lot of demons there, you'd be overwhelmed quickly.""

Mayhem turns herself around at her sister's direction, sniffs, squints, sniffs again and then takes off in a run while screaming, "ASSPLOSIONS!" Unlike sane, cautious people, the artificer seems to be attracted to explosions. Off she goes, full tilt, no stealth, head first.

Sora pushes one shoulder of her cloak back to grip the hilt of her greatsword with the hand of her artifice arm. She gets a good grip and then pulls the mithral blade forth, letting the cloak return to its place. "Yes, lets go see what is going on." she finally seems a bit excited or at least more interested in what might be going on. The foul mood from the rain, fading just a bit.

Kalkorth laughs, "Obviously not I think I'd be the first to notice don't you think." He shrugs, "It's hard for Paladins. I think it's all the steel they wear. They need to air out every once and a while." He chuckles a bit, "Yah it's not her fault that my butt is head height." Kalkorth looks around as he wipes the water off his face, "I don't see any assons around."

Besra's head snaps toward the explosion. She's quiet still, simply staring into the distance, at least until the others present finally move. She falls in behind the more conservative members of the group, prefering a stealthier approach, even if she's not quite quiet enough to match the more discrete members of the party.

"With a name like Assumit, I think he likes mountain peaks." Serraphine says, frowning, and looking down at Murder. "So I think you will be safe. You're not tall like a mountain, and it's just a shrub." She nods her head again, and then... Her Fi senses are tingling!

"Explosions!" And she starts running off the wrong way, before veering around the right way, and stars running along with Mayhem. THough much slower. Plate armor and all. Before she gives a sharp whistle. "MAAAAAAAAAAAAAAYRAAAAAAAAAAAAAAAAAA!" There's a thundering of paws and a creature bursts from the surrounding rain-induced fog. And then it laughs. Chuckles really.

Morgan ears perk up as she looks to the explosion and says "I am going to prepair now." she makes a sharp hand motion in the air as a red aura shimers around her and then fades away.

GAME: Morgan casts Mage Armor. Caster Level: 3 DC: 15

GAME: Arynel refreshes spells.

GAME: Arynel casts Mage Armor. Caster Level: 5 DC: 16

GAME: Kore casts Shield of Faith. Caster Level: 4 DC: 15

Murder smacks her forehead with both hands. Then Serraphine is following Mayhem's lead. "I wish I had three hands. It's a three-palm moment.", she mutters. "I'M the one that's supposed to run off towards battle!" She stomps her foot, again regretting it. "Fiiiine.", she mutters, and follows along in their 'wake'.

GAME: Besra rolls survival: (6)+3: 9

GAME: Murder rolls survival: (9)+6: 15

GAME: Arynel rolls survival: (8)+2: 10

GAME: Kalkorth rolls survival: (8)+6: 14

GAME: Serraphine rolls Survival: (8)+1: 9

GAME: Morgan rolls survival: (7)+3: 10

GAME: Kore rolls survival: (7)+9: 16

GAME: Mayhem rolls survival: (11)+2: 13

GAME: Sora rolls survival: (7)+9: 16

It's not easy to find your way in the dark with the storm going.

In a forest.

In the dark, we repeat.

Still, you manage to do it. Between the lot of you, you're able to keep a sense of direction and more importantly not get seperated yourselves. After a mile of movement, you begin to see the signs of a running battle. The smoldering corpse of a hideous, twisted creatture or two, a shattered tree trunk, large tracks in the mud... and then you stumble into the clearing where the bodies of several warriors are strewn about (some really, really, REALLY strewn about in pieces) while a man and a woman, a pair of half-elves, are trying desperately to fight off a handful of savage, spiky looking creatures with glowing green eyes. The quillbacked creature stop dead in their tracks at your arrival, whirling to face you, thought they are caught off guard.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Not-a-Whirl has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for Not-a-Whirl to instruct you further.

For in-combat commands, type: +thelp.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 26.

It is now Sora's turn! Quillback 5 is next!

GAME: Sora rolls melee+1+1+2: (18)+6+1+1+2: 28

GAME: Sora rolls powdam: aliased to 2d6+3+2+1+6: (2)+3+2+1+6: 14

Kore says, "p Kore is the character who disappears into the background of scenes then randomly declares she's won Clue without declaring she suspected anyone purely by taking notes on how the other players ordered their sandwiches."

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 23.

It is now Quillback 5's turn! Quillback 4 is next!

GAME: Not-a-Whirl rolls 1d20+7: (8)+7: 15

GAME: Not-a-Whirl rolls 1d20+7: (20)+7: 27

GAME: Not-a-Whirl rolls 1d20+7: (6)+7: 13

GAME: Not-a-Whirl rolls 1d6+3: (3)+3: 6

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 23.

It is now Quillback 4's turn! Morgan is next!

Sora sees the situation and is glad that she already had her greatsword in hand. She grips the sword tightly with her artifice arm, and her other hand joins it as she surges forward, charging across the clearing to the nearest creature, throwing the speed of her charge into her powerful blow. Her mithral greatsword dances forward, she moves with the blade almost as if she is dancing and slashes deep, a good solid slash, into the one she was hitting.

GAME: Not-a-Whirl rolls 1d20+7: (3)+7: 10

GAME: Not-a-Whirl rolls 1d20+7: (12)+7: 19

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 21.

It is now Morgan's turn! Quillback 1 is next!

GAME: Morgan rolls 2d4+2: (5)+2: 7

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 15.

It is now Quillback 1's turn! Quillback 2 is next!

GAME: Not-a-Whirl rolls 1d20+7: (1)+7: 8 (EPIC FAIL)

GAME: Not-a-Whirl rolls 1d20+7: (15)+7: 22

GAME: Not-a-Whirl rolls 1d6+3: (3)+3: 6

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 14.

It is now Quillback 2's turn! Arynel is next!

GAME: Not-a-Whirl rolls 1d20+7: (1)+7: 8 (EPIC FAIL)

GAME: Not-a-Whirl rolls 1d20+7: (4)+7: 11

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 14.

It is now Arynel's turn! Mayhem is next!

GAME: Morgan casts Magic Missile. Caster Level: 3 DC: 15

As Sora charges forward, they're turning towards the lot of adventurers, that's to be sure, hissing and roaring. Immediately, a flurry of barbed quills are torn free of their bodies and thrown. One impales Sora, another Morgan, but the others fly well past their targets or wide of them.

The barbed ends of these things are going to prove difficult to remove.

Morgan says in a strong voice "arcaniss nil'gnos." sending two red bolts right in to the horny monster hurting it nicely, she takes this chance to back up to let the people with swords and armor say hello to them.

GAME: Arynel casts Haste. Caster Level: 5 DC: 18

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 11.

It is now Mayhem's turn! Quillback 3 is next!

Arynel goes to call out to Sora as she charges out. "Dammit." And she puts a hand on her amulet. "all of her allies but Sora, Morgan, herself and Mayhem will notices the enemies moving slower. "Use your time wisely."

GAME: Mayhem casts Flare Burst. Caster Level: 2 DC: 15

GAME: Not-a-Whirl rolls 1d20+4: (10)+4: 14

GAME: Not-a-Whirl rolls 1d20+4: (10)+4: 14

GAME: Not-a-Whirl rolls 1d20+4: (19)+4: 23

GAME: Not-a-Whirl rolls 1d20+4: (20)+4: 24

GAME: Not-a-Whirl rolls 1d20+4: (6)+4: 10

GAME: Not-a-Whirl rolls 1d20+4: (2)+4: 6

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 10.

It is now Quillback 3's turn! Kore is next!

GAME: Not-a-Whirl rolls 1d20+7: (2)+7: 9

GAME: Not-a-Whirl rolls 1d20+7: (5)+7: 12

More razor sharp qulls sail past Mayhem after that spell! They embed themselves in a nearby tree. Getting hit by those would have hurt.

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 10.

It is now Kore's turn! Serraphine is next!

Mayhem skids onto the scene out of the dark woods, and starts laughing. But that's not all, she also makes a fist and points it at the motley of nasty ass demons. A short tube pops out of her armored forearm and there's a loud winding sound that ends in a sudden BOOP! A bright spark of light arcs up quickly and then drops in admist the bunch. The instant it hits a demon there's a sudden intense flash that lights up the night.

Serraphine has connected.

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 9.

It is now Serraphine's turn! Murder is next!

Sora has reconnected.

GAME: Serraphine rolls weapon4 + 2: (16)+9+2: 27

GAME: Serraphine rolls 7: (6)+7: 13

GAME: Serraphine rolls 1d10+4: (3)+4: 7

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 8.

It is now Murder's turn! Besra is next!

GAME: Murder RAGES!, gaining +2 to melee attack/damage/Will saves and 4 temporary HP

GAME: Murder rolls weapon1+2+1: (10)+6+2+1: 19

GAME: Murder rolls 1d10+1+2: (2)+1+2: 5

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 5.

It is now Besra's turn! Kalkorth is next!

GAME: Kore casts Flames of the Faithful. Caster Level: 4 DC: 16

It starts off slow, and slowly builds. A steady call. "RRRRRAAAAAAAAAAAAAAAAAAAAAAAA." Dribbling blood from her nose, and with her eyes glowing, the Murderious one charges the quillbacks that Sora had run towards. Cleaving downwards with her greatsword, she bounces the blade off the things head. "DIIIIIIIIIIIIIIIIEEEEEEE!"

GAME: Besra rolls ranged+1+1+1-2-1: (13)+5+1+1+1+-2+-1: 18

GAME: Besra rolls ranged+1+1+1-2-1: (7)+5+1+1+1+-2+-1: 12

GAME: Besra rolls ranged+1+1+1-2-1: (10)+5+1+1+1+-2+-1: 15

GAME: Besra rolls 1d8+3: (7)+3: 10

GAME: Not-a-Whirl advances the initiative order.

Round One - Init 4.

It is now Kalkorth's turn! Sora is next!

GAME: Kalkorth rolls 1d20+11+1-2: (7)+11+1+-2: 17

GAME: NEW ROUND!

Not-a-Whirl advances the initiative order.

Round Two - Init 26.

It is now Sora's turn! Quillback 5 is next!

GAME: Sora rolls melee+1+1: (18)+6+1+1: 26

Kalkorth moves to the closest enemy and he rears back with his great axe to swing, but barely misses the creature in front of him.

GAME: Sora rolls melee+1+1-2: (16)+6+1+1+-2: 22

GAME: Sora rolls powdam: aliased to 2d6+3+2+1+6: (7)+3+2+1+6: 19

GAME: Sora rolls powdam: aliased to 2d6+3+2+1+6: (10)+3+2+1+6: 22

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 23.

It is now Quillback 5's turn! Quillback 4 is next!

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 23.

It is now Quillback 4's turn! Morgan is next!

GAME: Not-a-Whirl rolls 1d20+9: (6)+9: 15

GAME: Not-a-Whirl rolls 1d20+9: (16)+9: 25

GAME: Not-a-Whirl rolls 1d6+6: (3)+6: 9

Sora has been hit and hurt a little, which makes her continue to focus on strong hits. She is dancing with her greatsword as she slashes it into the quillbeast she first hit. It falls even as she sword continues on and slashes into a second beast, cutting deep.

The quills are still stuck in Sora. As one falls, another leaps into its place, slashing at her and scoring a direct hit.

In the meantime, there is a thunderous 'crash' from beyond the clearing.

The half-elves blink their eyes and mouth 'oh no'.

"That's the big one," the male of the pair shouts.

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 21.

It is now Morgan's turn! Quillback 6 is next!

GAME: Morgan casts Flaming Sphere. Caster Level: 3 DC: 16

GAME: Morgan rolls 3d8: (14): 14

Serraphine has reconnected.

GAME: Not-a-Whirl rolls 1d20+4: (1)+4: 5 (EPIC FAIL)

Morgan says "first time using this in combat." she waves her hand in a whispy motion that blurs a bit red as a ball of fire apears in one of the smaller ones back side hurting it well.

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 15.

It is now Quillback 6's turn! Quillback 1 is next!

GAME: Not-a-Whirl rolls 1d20+9: (15)+9: 24

GAME: Not-a-Whirl rolls 1d20+9: (10)+9: 19

GAME: Not-a-Whirl rolls 1d6+5: (2)+5: 7

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 15.

It is now Quillback 1's turn! Quillback 2 is next!

GAME: Not-a-Whirl rolls 1d20+9: (17)+9: 26

GAME: Not-a-Whirl rolls 1d20+9: (15)+9: 24

GAME: Kore rolls sense motive+2: (12)+19+2: 33

GAME: Not-a-Whirl rolls 1d6+6: (6)+6: 12

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 14.

It is now Quillback 2's turn! Arynel is next!

GAME: Not-a-Whirl rolls 1d20+9: (20)+9: 29

GAME: Not-a-Whirl rolls 1d20+9: (20)+9: 29

GAME: Not-a-Whirl rolls 1d20+9: (16)+9: 25

GAME: Not-a-Whirl rolls 1d20+9: (14)+9: 23

GAME: Not-a-Whirl rolls 2d6+12: (6)+12: 18

GAME: Not-a-Whirl rolls 2d6+12: (9)+12: 21

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 14.

It is now Arynel's turn! Mayhem is next!

THeir claws are wicked and they fight with strength and ferocity. Sora, Murder and Kalkorth all take siginificant harm after being raked by them, Kalkorth worst of all with savage, flesh rending claws slashing him across his chest twice and leaving deep and bloody furrows.

GAME: Arynel casts Magic Missile. Caster Level: 5 DC: 16

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 11.

It is now Mayhem's turn! Quillback 3 is next!

GAME: Arynel rolls 3d4+3: (9)+3: 12

GAME: Mayhem casts Color Spray. Caster Level: 2 DC: 15

GAME: Not-a-Whirl rolls 1d20+4: (4)+4: 8

GAME: Not-a-Whirl rolls 1d20+4: (4)+4: 8

GAME: Not-a-Whirl rolls 1d20+4: (2)+4: 6

GAME: Not-a-Whirl rolls 1d20+4: (19)+4: 23

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 10.

It is now Quillback 3's turn! Kore is next!

Arynel, looking to not hurt Kalkorth after he got slashed, puts out three orbs of blue energy to hit the one quillbeast in front of him.

GAME: Not-a-Whirl rolls 1d20+7: (4)+7: 11

GAME: Not-a-Whirl rolls 1d20+7: (4)+7: 11

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 10.

It is now Kore's turn! Serraphine is next!

Things are not going so well for team Adventure! So, as tempting as it would be to wade in there with hammer hammering, Mayhem bounces in the background, a crazy armored beetle-gobber, laughing still. She punches herself in the heavily armored chest and a panel drops open and within, a mirror ball behind a thick glass lens. It starts to quickly spin and glow and glow and spin and spin and glow and there's a FOOSH sound and the gobber artificer is doing a full on Carebear Stare at the little annoying demons, sending a cone of wibble wobble hangover in the morning rainbow at them.

GAME: Kore rolls bab+dexterity+1+1+1: (4)+4+4+1+1+1: 15

GAME: Kore rolls bab+dexterity+1+1+1: (17)+4+4+1+1+1: 28

GAME: Kore rolls bab+dexterity+1+1+1: (3)+4+4+1+1+1: 14

GAME: Kore rolls 1d6+1d6+2+strength+3+1: (4)+(6)+2+2+3+1: 18

GAME: Kore rolls 1d6+1d6+2+strength+3+1: (5)+(5)+2+2+3+1: 18

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 9.

It is now Serraphine's turn! Murder is next!

GAME: Serraphine rolls 9: (20)+9: 29

GAME: Serraphine rolls 9: (9)+9: 18

GAME: Serraphine rolls 5: (2)+5: 7

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 8.

It is now Murder's turn! Besra is next!

GAME: Serraphine rolls 2d10+8: (13)+8: 21

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 5.

It is now Besra's turn! Kalkorth is next!

GAME: Not-a-Whirl reverses the initiative order.

Round Two - Init 8.

It is now Murder's turn! Besra is next!

GAME: Murder rolls weapon1+2+1-1: (9)+6+2+1+-1: 17

GAME: Murder rolls weapon1+2+1-1: (6)+6+2+1+-1: 14

GAME: Murder rolls 1d10+1+3: (6)+1+3: 10

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 5.

It is now Besra's turn! Kalkorth is next!

GAME: Not-a-Whirl rolls 1d20+5: (6)+5: 11

GAME: Not-a-Whirl rolls 1d20+5: (4)+5: 9

GAME: Not-a-Whirl rolls 1d20+5: (5)+5: 10

GAME: Not-a-Whirl advances the initiative order.

Round Two - Init 4.

It is now Kalkorth's turn! Sora is next!

Now that she is in the midst of the thick of combat, the glow in her eyes brightens, and she heaves to and fro, slicing at the demon before her. She leaves a nice loooong slash in its side while screaming "DIIIIIIIIE" at it, to speed along its destruction.

GAME: Kalkorth RAGES!, gaining +2 to melee attack/damage/Will saves and 10 temporary HP

Kore is wreathed in blue and black flames. As the quillback lashes out at her she takes the opportunity to lunge past the monster's strikes and get in close. A furious barrage of kicks pound the quillback, shattering quills and denting bones. She launches into the air and drives a couple more kicks into its back side as she dodges those strikes with her acrobatic movements. Another barrage of blows follows, leaaving the creature screaming in pain.

GAME: Kalkorth rolls 1d20+11+1-2+2+1: (13)+11+1+-2+2+1: 26

GAME: Kalkorth rolls 1d20+11+1-2+2+1: (10)+11+1+-2+2+1: 23

GAME: Kalkorth rolls 1d12+9+6+1+2: (10)+9+6+1+2: 28

GAME: Kalkorth rolls 1d12+9+6+1+2: (11)+9+6+1+2: 29

GAME: NEW ROUND!

Not-a-Whirl advances the initiative order.

Round Three - Init 26.

It is now Sora's turn! Quillback 4 is next!

GAME: Sora rolls melee+1+1: (13)+6+1+1: 21

GAME: Sora rolls melee+1+1-2: (12)+6+1+1+-2: 18

GAME: Sora rolls powdam: aliased to 2d6+3+2+1+6: (7)+3+2+1+6: 19

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 23.

It is now Quillback 4's turn! Morgan is next!

GAME: Sora rolls powdam: aliased to 2d6+3+2+1+6: (8)+3+2+1+6: 20

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 21.

It is now Morgan's turn! Quillback 6 is next!

GAME: Not-a-Whirl rolls 1d20+4: (15)+4: 19

Kalkorth is hurt badly from the creature's attack on him. He grits his teeth as his vision goes red. With a roar he spins around hacking into the creature with two vicious attacks. The creature is now a mess on the ground.

GAME: Morgan rolls 3d6: (10): 10

Sora is starting to look a bit hurt, she is a bit hammered down. She continues to dance around with her greatsword, slashing into the one she cleaved before and apparently leaving it stunned as she continues with the strike and cleaves into one of the others.

GAME: Morgan rolls range: (8)+range: 8

GAME: Morgan rolls ranged: (13)+3: 16

GAME: Morgan rolls 1d3: (3): 3

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 15.

It is now Quillback 6's turn! Quillback 1 is next!

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 15.

It is now Quillback 1's turn! Arynel is next!

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 14.

It is now Arynel's turn! Mayhem is next!

Morgan keeps the sphere of fire at the same spot, and then sends a ray at the same monster barely hurting it.

GAME: Not-a-Whirl rolls 1d20+4: (16)+4: 20

GAME: Arynel rolls 3d6: (9): 9

GAME: Arynel casts Flaming Sphere. Caster Level: 5 DC: 17

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 11.

It is now Mayhem's turn! Kore is next!

Arynel sees Morgan's flaming sphere and smiles. She then puts her own sphere out there to burn the quillbeast's behind, but the quillbeast is too fast for it...

GAME: Mayhem rolls 3+3+1: (9)+3+3+1: 16

GAME: Mayhem rolls 1d6+3: (2)+3: 5

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 10.

It is now Kore's turn! Serraphine is next!

GAME: Kore rolls bab+dexterity+1+1+1: (19)+4+4+1+1+1: 30

GAME: Kore rolls bab+dexterity+1+1+1: (19)+4+4+1+1+1: 30

GAME: Kore rolls bab+dexterity+1+1+1: (9)+4+4+1+1+1: 20

GAME: Kore rolls 1d6+2+strength+3+1: (2)+2+2+3+1: 10

GAME: Kore rolls 1d6+2+strength+3+1: (4)+2+2+3+1: 12

GAME: Kore rolls 1d6+2+strength+3+1: (2)+2+2+3+1: 10

There's a low thrum and a series of clicks as Mayhem's bizarre armor comes to life and she propels herself literally hammer first into the fray. She swings it full over three times and on the last just lets the momentum carry her up off her feet and into one of the demons, hitting it like a missile made of scrap metal and gobber. It dies, cause it would just ruin the awesome moment if it didn't. After the crunch and blood spray, Mayhem pops up next to her sister, hefting her hammer and snarling.

GAME: Kore rolls 1d6: (2): 2

GAME: Kore rolls 1d6: (4): 4

GAME: Kore rolls 1d6: (3): 3

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 9.

It is now Serraphine's turn! Murder is next!

GAME: Serraphine rolls 9: (15)+9: 24

GAME: Serraphine rolls 5+2: (10)+5+2: 17

GAME: Serraphine rolls 5: (2)+5: 7

GAME: Serraphine rolls 1d10+4: (3)+4: 7

GAME: Serraphine rolls 1d8+3: (7)+3: 10

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 8.

It is now Murder's turn! Besra is next!

GAME: Murder rolls weapon1+2+1-1: (17)+6+2+1+-1: 25

GAME: Murder rolls 1d10+2+3: (9)+2+3: 14

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 5.

It is now Besra's turn! Kalkorth is next!

GAME: Not-a-Whirl rolls 1d20+5: (14)+5: 19

GAME: Not-a-Whirl rolls 1d20+5: (17)+5: 22

GAME: Not-a-Whirl rolls 1d20+5: (9)+5: 14

GAME: Not-a-Whirl rolls 1d8+3: (4)+3: 7

GAME: Not-a-Whirl rolls 1d8+_3: (6)+_3: 6

GAME: Not-a-Whirl advances the initiative order.

Round Three - Init 4.

It is now Kalkorth's turn! Sora is next!

GAME: Murder rolls weapon1+2+1-1: (5)+6+2+1+-1: 13

The Murderous one is starting to tire, though she still swinging for the parkin' lot. The last little quillback takes another gash in its side for its trouble, with the Goblin still screaming DIIIIIIIIIEEEEEE.

GAME: Kalkorth rolls 1d20+11+1-2+2+1: (1)+11+1+-2+2+1: 14 (EPIC FAIL)

The color spray left most of them disoriented, allowing the adventurers to make short work of them due to their inability to defend themselves. That helped.

A lot.

And that's good because one the size of an ogre, with correspondingly large quills all over its body, is showing up just about now.

Great.

GAME: NEW ROUND!

Not-a-Whirl advances the initiative order.

Round Four - Init 26.

It is now Sora's turn! Quillback 4 is next!

Kalkorth in his blind rage he goes after the one creature left, but he misses wide and his great axe is driven into the muddy ground.

GAME: Sora rolls melee+1+1: (7)+6+1+1: 15

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 23.

It is now Quillback 4's turn! Morgan is next!

GAME: Not-a-Whirl rolls 1d20+9: (18)+9: 27

GAME: Not-a-Whirl rolls 1d20+9: (6)+9: 15

GAME: Not-a-Whirl rolls 1d6+6: (3)+6: 9

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 21.

It is now Morgan's turn! Giant Quil is next!

Serraphine charges toward the last one standing, and gives a cut with her sword. Grabbing the grip with both hands she tries to slay the beast. Her sword does not hit quite as well as she would like and she scowls at it.

Mayra gives a little chuckle, the Hyena bounding after Serraphine before lunging at the creature with a hard bite of its jaws. It lets out a shrieking rise of a laugh as it does, the large creature catching the quillback in the shoulder but not able to drag it down. The Hyena is quite large, somewhere around six-feet at the shoulder.

GAME: Morgan casts Ray of Enfeeblement. Caster Level: 3 DC: 15

GAME: Morgan rolls ranged: (19)+3: 22

Sora tries to hit the last of the small ones, but she doesn't even come close.

GAME: Morgan rolls 1d6+2: (5)+2: 7

Surrounded as it is, the remaining of the smaller quillbeasts lashes out randomly and catches Murder across the side of his arm, leaving gblood in its wake.

The two half-elves havebacked away, wounded badly enough that they aren't much elp for the time being.

GAME: Not-a-Whirl rolls 1d20+4: (5)+4: 9

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 15.

It is now Giant Quil's turn! Arynel is next!

GAME: Morgan rolls 3d6: (7): 7

Morgan does not even pay attion to her sphere flares out doing little dammage, but she notices the big one and sends a black ray at it making it a nice bit weaker.

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 14.

It is now Arynel's turn! Mayhem is next!

GAME: Not-a-Whirl reverses the initiative order.

Round Four - Init 15.

It is now Giant Quil's turn! Arynel is next!

GAME: Not-a-Whirl rolls 1d20+12: (3)+12: 15

With a humongous roar, the great, ogre sized, hunched, furred and quilled humanoid beast races towards Serraphine and her giant hyena, lunging at the paladin with wickec claws that spark off her armor!

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 14.

It is now Arynel's turn! Mayhem is next!

GAME: Arynel casts Lightning Bolt. Caster Level: 5 DC: 18

GAME: Arynel rolls 5d6: (12): 12

GAME: Not-a-Whirl rolls 1d20+5: (1)+5: 6 (EPIC FAIL)

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 11.

It is now Mayhem's turn! Kore is next!

Arynel looks up as she notices the big one coming at them. After Morgan zaps it to sap it's strength, Arynel does a more direct approach and puts out a thunderous electrical discharge at the giant Quillbeast. "We've got a bigger one coming our way. Finish the smaller one quickly."

GAME: Mayhem rolls 3+3+1: (14)+3+3+1: 21

GAME: Mayhem rolls 1d6+3: (4)+3: 7

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 10.

It is now Kore's turn! Serraphine is next!

GAME: Kore rolls weapon14+1: (11)+8+1: 20

GAME: Kore rolls weapon14+1: (16)+8+1: 25

GAME: Kore rolls weapon14+1: (12)+8+1: 21

GAME: Kore rolls 1d6+strength+2: (6)+2+2: 10

GAME: Kore rolls 1d6+strength+2: (1)+2+2: 5

GAME: Kore rolls 1d2+strength+2: (1)+2+2: 5

GAME: Kore rolls 1d2+strength+2: (2)+2+2: 6

GAME: Kore rolls 1d2+strength+2: (1)+2+2: 5

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 9.

It is now Serraphine's turn! Murder is next!

Mayhem is the wee mopper-upper, apparently. After clobbering the one, she wades over and straight clonks the last of the smaller demons squarely on the top of its head. That's enough to turn the lights off and it crumples to the ground, looking squished and leaking stuff out of it that doesn't look good, or like it belongs on the outside. She then turns on the big on and lifts her hammer over her head.

GAME: Serraphine rolls 9: (15)+9: 24

GAME: Serraphine rolls 1d10+4+6+10: (4)+4+6+10: 24

GAME: Serraphine rolls 5: (5)+5: 10

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 8.

It is now Murder's turn! Besra is next!

GAME: Murder rolls weapon1+2+1-1: (7)+6+2+1+-1: 15

GAME: Murder rolls weapon1+2+1-1: (8)+6+2+1+-1: 16

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 5.

It is now Besra's turn! Kalkorth is next!

GAME: Not-a-Whirl rolls 1d20+5: (19)+5: 24

GAME: Not-a-Whirl rolls 1d20+5: (3)+5: 8

GAME: Not-a-Whirl rolls 1d20+5: (5)+5: 10

Murder leans on her sword for a moment, panting, when the big one joins the fight. "ARE YOU KIDDING MEEEEE?" RAAAAAAAAAA! She starts hacking away at the latest threat. "WOULD YOU JUST DIIIIEEEEE." It's not very effective.

GAME: Not-a-Whirl rolls 1d8+3: (3)+3: 6

GAME: Not-a-Whirl advances the initiative order.

Round Four - Init 4.

It is now Kalkorth's turn! Sora is next!

GAME: Not-a-Whirl rolls 1d20+14: (7)+14: 21

GAME: Not-a-Whirl rolls 2d6+7: (2)+7: 9

GAME: Kalkorth rolls 1d20+11+1-2+2+1: (4)+11+1+-2+2+1: 17

GAME: NEW ROUND!

Not-a-Whirl advances the initiative order.

Round Five - Init 26.

It is now Sora's turn! Morgan is next!

The shriek of the claws dragging across her plate catches her attention more than the creature itself. She turns about to see the big one bearing down on her just after the last small one has been slain. A shake of her head and she leans in, a quick jostle in with a check using her shoulder and then she whips the blade up into a wicked cut. She lets out a laugh as she hears Murder, "They do not kid! And they will chase you for miles." Serraphine would know, they chased her and the others in her group.

Mayra lets out a chuckling howl, high-pitched and a near shriek as it dances about, then to the side where it lunges in - snapping at the demon but she misses her mark. Serraphine will still give her treats though. She's a good chucklepup.

Kalkorth heads straight for the giant sized version of these creatures. He shrugs off the minor hit from the beast and then swings his greataxe. It glances off the tough hide of the beast.

GAME: Sora rolls melee+1+1+2: (20)+6+1+1+2: 30 (THREAT)

GAME: Sora rolls melee+1+1+2: (5)+6+1+1+2: 15

GAME: Not-a-Whirl advances the initiative order.

Round Five - Init 21.

It is now Morgan's turn! Giant Quil is next!

GAME: Sora rolls powdam: aliased to 2d6+3+2+1+6: (5)+3+2+1+6: 17

GAME: Morgan rolls ranged: (10)+3: 13

GAME: Morgan rolls 1d3: (3): 3

GAME: Not-a-Whirl advances the initiative order.

Round Five - Init 15.

It is now Giant Quil's turn! Arynel is next!

GAME: Not-a-Whirl rolls 1d20+14: (13)+14: 27

GAME: Not-a-Whirl rolls 2d6+7: (5)+7: 12

GAME: Not-a-Whirl advances the initiative order.

Round Five - Init 14.

It is now Arynel's turn! Mayhem is next!

Sora watches the last of the small ones falls and stares at that big one. She is worried but if they can hurt it enough fast enough... She doesn't waste any more time. She moves over and gets opposite Serraphine and slashes her greatsword into the Giant one, hitting good, but it will take more than that to take it out.

GAME: Not-a-Whirl rolls 1d20+14: (8)+14: 22

Morgan is out of stronger dammage spells so she sends a ray of frost thats and does not kill it but its part of helping

GAME: Arynel rolls ranged: (17)+5: 22

GAME: Arynel rolls 4d6: (14): 14

GAME: Arynel casts Scorching Ray. Caster Level: 5 DC: 17

GAME: Serraphine refreshes special ability pools.

GAME: Serraphine spends ONE use of SMITE EVIL.

GAME: Not-a-Whirl advances the initiative order.

Round Five - Init 11.

It is now Mayhem's turn! Kore is next!

GAME: Mayhem rolls ranged: (13)+5: 18

GAME: Mayhem rolls 1d6+4: (6)+4: 10

GAME: Not-a-Whirl advances the initiative order.

Round Five - Init 10.

It is now Kore's turn! Serraphine is next!

Arynel rubs her chin as she tries to remember something, but shakes her head. "that's not gonna work." She then zaps it with a scorching ray. "Mmmm....that's not working as well as it could either...."

GAME: Kore rolls acrobatics: (1)+12: 13 (EPIC FAIL)

GAME: Not-a-Whirl rolls 1d20+14: (1)+14: 15 (EPIC FAIL)

GAME: Not-a-Whirl advances the initiative order.

Round Five - Init 9.

It is now Serraphine's turn! Murder is next!

GAME: Serraphine rolls 5: (1)+5: 6 (EPIC FAIL)

Mayhem considers the hammer in her hand and the much more gigantic demon, and with sadness, drops it to the ground. It lands handle up, naturally, and she reaches for the long stick thing slung over her back. It seems like maybe she's going to hit the demon with that thing, whatever it is, but instead she holds it on her shoulder like a bazooka and there comes a crackle of electricty from within, then CRACKLESNAPLEPOP a bolt of lightning arcs from the tip straight to the big demon, zapping it. Mayhem shrieks something enthusiastic in gobber talk, but it's mostly incomprehensible.

GAME: Serraphine rolls 9 + 2: (14)+9+2: 25

GAME: Serraphine rolls 1d10+4+6+10: (7)+4+6+10: 27

GAME: Not-a-Whirl advances the initiative order.

Round Five - Init 8.

It is now Murder's turn! Besra is next!

Kore realizes by this point that the fire isn't doing anything to the quillbacks.. The blue and black aura surrounding her dies down as she stares up aat the final Quillback. She plants a foot and then leaps, lunging at the creature with phenomenal speed and grace. He twists and swings his body, swatting at her like a fly.

Somehow Kore manages to right herself aas she's struck and grabso nto one of the quills. She uses it to haul herself up onto the Quillback's head as he thrashes to crush her.. the quillback hits a tree as he sstrugges and Kore runs down his back, shouting as she dodges assaults from both the forest and the monster himself. She dcks an elecctrical bazooka shot from one of the gobbers. "...Hey!" But what can she do about it?

GAME: Murder rolls weapon1+2+1-1: (13)+6+2+1+-1: 21

GAME: Murder rolls weapon1+2+1-1: (14)+6+2+1+-1: 22

GAME: Not-a-Whirl advances the initiative order.

Round Five - Init 5.

It is now Besra's turn! Kalkorth is next!

GAME: Not-a-Whirl rolls 1d20+5: (2)+5: 7

GAME: Not-a-Whirl rolls 1d20+5: (4)+5: 9

GAME: Not-a-Whirl advances the initiative order.

Round Five - Init 4.

It is now Kalkorth's turn! Sora is next!

GAME: Murder rolls 1d10+3: (4)+3: 7

GAME: Murder rolls 1d10+3: (8)+3: 11

Murder hacks away at one of the thing's legs, getting in two good swipes and seeing blood from the beast. "RRRRAAAAAAAAAAAAAAAAAAAAWWWRRRRR.

Mayra takes another chuckling snap at the creature, her voice reaching a crescendo of noise just prior to the snap where... she snaps at air. The Hyena has not been on a roll, but it keeps trying as it lets out another noise of laughter.

Serraphine for her part gives the creature a freakin' good cuttin'! Her hands still holding the sword in both and giving a hard cut with a good pivot and a whole lot of holy vengeance for this creature. "I'm so done with all of you demon things."

GAME: NEW ROUND!

Not-a-Whirl advances the initiative order.

Round Six - Init 26.

It is now Sora's turn! Morgan is next!

GAME: Sora rolls melee+1+1+2: (14)+6+1+1+2: 24

GAME: Not-a-Whirl advances the initiative order.

Round Six - Init 21.

It is now Morgan's turn! Giant Quil is next!

GAME: Morgan rolls ranged: (6)+3: 9

GAME: Sora rolls powdam: aliased to 2d6+3+2+1+6: (7)+3+2+1+6: 19

GAME: Not-a-Whirl advances the initiative order.

Round Six - Init 15.

It is now Giant Quil's turn! Arynel is next!

Morgan try to send another ray at it but misses badly

GAME: Sora rolls ref: (17)+7: 24

Sora whips her sword around slashing into the large one yet again.

GAME: Murder rolls reflex: (1)+2: 3 (EPIC FAIL)

GAME: Serraphine rolls ref: (9)+4: 13

GAME: Not-a-Whirl rolls 3d6: (4): 4

GAME: Kore rolls reflex: (9)+8: 17

GAME: Mayhem rolls ref: (11)+6: 17

GAME: Serraphine rolls 7: (4)+7: 11

GAME: Not-a-Whirl rolls 1d20+14: (1)+14: 15 (EPIC FAIL)

GAME: Not-a-Whirl rolls 1d20+14: (8)+14: 22

Sora has reconnected.

GAME: Arynel rolls reflex: (6)+5: 11

GAME: Morgan rolls reflex: (2)+3: 5

GAME: Not-a-Whirl advances the initiative order.

Round Six - Init 14.

It is now Arynel's turn! Mayhem is next!

It's quills explode from its body, shoouting outwards in a blizzard of hsarp edges that... actually manages to mostly miss all of you, even as they embed themselves in the trees and such.

GAME: Arynel rolls ranged: (1)+5: 6 (EPIC FAIL)

It then swings its two claws at Serraphine, maaging to get handily deflected... /both times/.

GAME: Not-a-Whirl advances the initiative order.

Round Six - Init 11.

It is now Mayhem's turn! Kore is next!

GAME: Mayhem rolls ranged: (6)+5: 11

GAME: Mayhem rolls 1d6+4: (4)+4: 8

GAME: Not-a-Whirl advances the initiative order.

Round Six - Init 10.

It is now Kore's turn! Serraphine is next!

Seeing Fire isn't working, Arynel uses the latent spell energy to cast an acid arrow at the monster. but it hits the ground in front of her. "That wasn't worth it.

GAME: Kore rolls bab+1+1+dexterity: (7)+4+1+1+4: 17

GAME: Kore rolls bab+1+1+dexterity: (1)+4+1+1+4: 11 (EPIC FAIL)

GAME: Kore rolls bab+1+1+dexterity: (8)+4+1+1+4: 18

GAME: Not-a-Whirl advances the initiative order.

Round Six - Init 9.

It is now Serraphine's turn! Murder is next!

GAME: Serraphine spends ONE use of LAY ON HANDS.

GAME: Serraphine rolls 3d6: (8): 8

GAME: Serraphine rolls 5 +2: (17)+5+2: 24

GAME: Serraphine rolls 1d8+3: (3)+3: 6

This requires more lightning, Mayhem determines, and so after being momentarily disturbed by the quill stuck in her armored leg, she fires her death ray again. More zapping! Much shock! "Ugh, is this my blood?" She wonders aloud, noticing that she's definitely sprung a minor leak and her boot is slowly turning red and getting squishy warm.

GAME: Murder ends her rage.

GAME: Kalkorth ends his rage.

GAME: Not-a-Whirl removes the timestop.

Timestop by Not-a-Whirl has left.

Serraphine looks over at Murder after some of those quills stick into her. Then around at the others and her frown pulls off to one side. She blinks, and takes a couple shuffling steps off in Murder's direction. Shuffle. Shuffle. Shuffle. "BY SERRIEL'S BLESSINGS! HE-E-E-E-E-E-EAL THE NON-BELIEVER!" And she holds one hand up high into the air, followed by a quick - and swift - swat to murder's back.

BAM! HIT IT WITH A HEAL WEASEL! Or something...

Mayra gives out another chuckle, and then makes several strange whooping noises. Enough that the Quilbeast-demon gives a brief turn to look behind it with a short of warbling noise of confu-FLARGLE!

At the creature looked back, the very large hyena lunged at the creature and grabbed it by the throat, dragging it down to the ground where it killed it. It stands up, chuckles, and then headbutts Serraphine hard enough to make her flail and fall over.

"WAAGH!" Splorch. Serraphine is in the mud. :|

GAME: Serraphine refreshes spells.

The two half-elves look incredibly relieved.

"Holy shit! You guys did it! They ripped us apart. WE need to get our friends, see if they can be salvaged by the Vardamans.... unliekly, but we have to try. They ripped us to pieces..."

They'll lead you back tothe site of their initial running battle with them. Several more of the mercenaries that were part of the band, and they were hardly the only ones to face demons this night for sure, are skewered on barbs. Lots of them, honestly.

With time spent, they're able to gather up what's left of them, vile and necessary as the task is, to take them back.

There are more demons lingering in these woods, a sure mark of the Binder's presence, but more military forces are showing up as well, along with larger mercenary bands.

It's an ugly thing but it's clearly building to something.