A Cleansing Experience

From Tenebrae
Revision as of 05:46, 10 July 2019 by Kravar (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Part 1: The Haunted Fort

SUMMARY: On their way to a different mission our easily distracted heroes explore an apparently haunted fort.
Players: Astaren, Durrankar, Kravar, Munch, Stirling, Thyrson, Yelrona
GM: Whirlpool

The good news:

You've got a job!

The bad news: You are taking an orb stolen from none other than the Demon-Binder himself, Asumit, and escorting it to the grand cathedral deep in Bryn Myridorn from Alexandria, all the way there by foot and by airship. They deare not attempt to transport it magically -- it is expected that Asumit may be able to sense such a thing, according to your employers in the Alenxadrian government. The orb itself has been locked in a heavy, lead-lined box and secured in the hull of the airship you are now boarding at tthe Alexandrian airship docks, one called the Conventional Leap.

It's a fast little blockade-runner style ship that looks like it's seen plenty of action over its decade plus of service, no doubt dating back to the days of the Sendor War where it would've been used to zip through the lines of Bludgunni and 'Protectorate' airships.

Here, with your mission known to you, you may settle in to wait. Hopefully, this will be a boring job, but then, we're talking about Asumit.

Yelrona wonders what route the Leap would take to get through the Kessel run. Regardless, she perches herself somewhere where she has a view of the surrounding airspace, and issues a small prayer for a VERY boring trip.

Munch buzzes idly, spending much of his time near the prow of the ship, but wandering often. He gets bored easily. That's not a good thing. "So this is a -bad- magical thingie, right? So why don't we just break it? I'm really good at breaking stuff. On purpose even sometimes!"

Kravar, like most adventurers who live in Alexandria, has seen more than his share of airships. After a cursory glance over the vessel he draws many conclusions about it's capabilities and likely purpose. And also takes note of the most likely places to jump off in case of a crash. He spends just as much time making chit-chat with the other adventurers on the ship. "Has anyone been to Brun Myridorn before? What is it like?" seem to be some of his favorite lines of conversation.

Stirling eyes the airship for a good long while before he boards, his artificial eye whirring as his gaze takes it in. It might be a boring trip and he might also have a belt full of shells ready for any situation. "Keep your senses open for trouble, especially demons and the like considering who it used to belong to. Also be prepared for this ship to go down."

Astaren is munching on a cookie, oatmeal rasin, as he boards the ship. There is a book in his other hand he is reading as he makes his way into the deck. "If you have protective spells, I suggest you have them up at all times." Looking over his book to Munch, "Artifacts are not so easily broken. The knucklebone is said to need to be roll 20 times on a 20, and the Deck of Meny Things has to be lost to a god of law in gambling, and the god can't be aware of its true nature. This orb, not a clue where to even start honestly."

"Do we know what the orb is _for_?" ROna asks curiously.

Durrankar says, "Because breaking bad things tends to let out whatever evil is in it....and it makes our jobs harder. So we're looking to cleanse it." he then looks to Kravar. "I have not, but...I imagine I should venture there soon." He then hrfs at Rona. "Asumit had it. It's reason enough for me.""

Munch blinks with a soft click. "I can hit it really hard. REALLY hard. Has anyone tried that yet? They didn't ask me about it if they did." He blinks again at Durrankar. "Ah, so we -don't- want to break it. Okay."

"Welcome, brave souls. I am Shora Meswrit."

the armored, Khazadi woman has emerged from below decks. "Sunblade of Daeus. To answer your question, no. We don't know exactly what it was for, but that it was in his possession and he was using it to do... /something/. We've seen these orbs before. We're hoping its connection to him goes both ways ,but more than that, you'll need to ask the high priests in Bryn Myridown. A war against Skald is coming -- only delayed by our concerns about Heth, to be honest. It is long past time that this so-called 'Master Binder' was put in the ground, even if it's hard to kill a wizard."

Yelrona nods. "Hear, hear!"

Munch fehs. "Wizards are -easy- to kill. Little guys can't take a punch at -all-." The metal man considers a moment. "-Keeping- them dead, on the other hand. That can get rough."

Astaren glances over at Munch for a long moment, then shrugs his shoulders as he finds a safe spot to sit down, and goes back to reading.

Stirling chuckles "I would give my remaining good leg to get 10 minutes of face to face time with him. Can we take a quick scan of the orb just to get an idea of what we are dealing with?"

Kravar watches the Khazad with interest. He nods as she speaks and then adds, "I take it then there is some elaborate plan for this orb? Study it and devise a way to dispose of it safely? Or turn its sorcerous power against it's very creator?"

"We have it secured firmly in a lead-lined box to avoid scrying. Opening it would allow him to sense its location, possibly. We'd rather not risk it," says Shora, shaking her head.

She just grins at Kravar. It is a grin without humor, without mirth.

"Something like that," she agrees. "We need to be etra, extra careful."

Durrankar says, "Well....I don't think the softskin is simply going to let it go without a fight. So prepare for one." he then takes a deep breath. "Do you want help to move this ship faster?""

Stirling nods "Good start and don't stop the ship for anything. If we run into anything unexpected we deal with it hard and fast and deal with the consequences later." he says checking the feed on his deathray.

Yelrona nods agreement. She settles down in her chosen spot, her bow across her knees.

Kravar digs into the side pocket of his pack and produces a spyglass, which he raises to his eye and begins to peer in different directions. "Do you suppose anyone knows it's on this ship?" He asks conversationally. "The box itself may be warded from scrying, but if someone was in Alexandria to see it loaded...?" Another thing that many long-time adventurers of Alexandria have learned, is never to understimate how many demons, cultists and miscellanious villans there may be in the city at any given moment.

Munch nods in agreement, and heads for the front again, partly to keep watch, part to enjoy the wind fluttering his stubby little wings, and partly to keep out of the way.

Yelrona shrugs. "Even if not, reports of _this_ group getting on an airship will get his attention pretty quickly."

"That's a kind offer, but not at the moment. We've plans, you see."

That's when the airship's engine starts. You, and three other airships it would appear, lift into the sky, each heading in a weterly direction that will take them to Bryn Myridown -- though each veering slightly to take a differnet route. Airships may be able to go as the crow flies, but there safer lanes of traffic that avoid, say, stormy weathers, mountains, dragons and so on.

"Since we've locked the orb behind non-detection, but we know he's probably watching, we're doing our level best to ensure that he hsa to spread himself as thin to keep up with and identify the real orb and reduce his chance of claiming it should he succeed against us. We may well have the orb. I don't actually know and neither do you. WE will proceed as if we do because we must." Shora lets out a breath. "But we may also be the decoy. Either role is of vital import to the success of the mission for obvious reasons."

Durrankar thumps his tail as the airship begins to lift off. "All the more reason to -ACT- like we have the actual orb and KNOW it. If we do, we'll move faster and get it delivered faster. If we're the decoy, just as good..."

Yelrona nods approval of the strategy.

Munch understands they might get attacked, and they all need to be ready. Everything else is just details.

GAME: Astaren casts Mage Armor. Caster Level: 16 DC: 17

Stirling nods. "Everyone know how to fly if they fall off?" he notes scanning the sky and the crew just in case someone is dead or dying and shouldn't be.

Durrankar says, "easy enough to do, Stirling."

Kravar begins to walk the deck of as it moves. "Have we any way to send messages to the other ships? It would be best that all know if they are attacked - or if we are."

Astaren glances up at the plan and nods, "Obvious, common plan. Sound to." then glances to Stirling, "which form?" grinning a moment, but then turns serious with a nod, "Yes, I have the spell ready along with feather fall. Always prepared." then glancing back to his book as he flips a page, "Anybody want some tea? Helps calm the nerves for me."

"I can't fly," Rona admits, "but I can land safe, at least."

Munch nods. "Landing won't be a problem if I jump off. My wings don't work well, but they do work. Getting back up might be hard, if the ship is going fast."

"Right," says Shora to Astaren. "It's nothing unanticipated but it's a solid enough plan. Everyone settle in and enjoy the tea, eh? We've got a long day ahead of us. /Our/ job hopefully never starts and we can leave this all in the capable hands of the airship crew."

Haha. Yeah. Right. Like THAT will happen.

Astaren sips his tea, and reads his book. All the while sitting on a floating disk, so any turbulance or heaving the ship does, the wizard doesn't feel.

'You'll pardon me if I don't hold my breath.' And Durrankar's head turns towards his staff. "you don't even breathe." 'You missed the point again Durrankar.' "Just say that you don't expect the trip to go smoothly." 'Same thing.'

"Does the staff fly?" Rona asks curiously. "I mean, if it should happen to fall overboard."

Munch blinks, and eyes his axe. The dragon head etched into the metal eyes back. "Do we sound like that?" "You do. I don't. I'm the brains of the family, remember?"

Stirling shrugs to Rona as he starts pacing the ship, checking out the engines and that everything is running smoothly "Eyes on the sky, folks."

Durrankar says, "it won't." Durrankar bluntly says to Rona. "Anymore than your weapon could.""

Kravar chuckles. "Does everyone have a talking stick?" He takes another long look in various directions with his spyglass. First at the horizon, then at nearby clouds. "If we do come under attack from a flying enemy," he muses to Stirling. "We should take flight ourselves. Meet them in the air, rather than risk a fight aboard the ship."

Astaren glances over to Kravar, "Nope, just singing stars here." then goes back to his book.

Stirling turns a hateful glare at the rest of the party before getting on with his inspection. "Tell you what to do with a talking stick..." he mumbles.

Reaver the Axe sniffs. "...he called me a stick..."

Yelrona chuckles. "What's the preferred term? Inanimate Alexandrian?"

Munch buzzes, and shrugs. "Proper names are always good. I'm fine with 'war golem' or just 'golem'. Reaver is an axe. More metal than wood. The wood part used to be the important bit, but, magic. I think he mostly lives in the metal part now."

Kravar hmms. "Reaver. A worthy name." He nods at the axe as if it's a living being. Then he turns towards Durrankar's staff, quirking an eyebrow. "And what is that one called?"

Reaver nods back. For someone built without joints or moving parts, he's fairly graceful.

Time passes.

The city of Alexandria recedes into the distance.

Alexandros sits sandwiched between the redridge mountains with and Skald on one side, where the binder resides, and the Mythwood, the elven realm. Right now, it's travelling along the edge of that grand forest, travelling towrads the battle-scarred landscape of Sendor. Hey, look! There, on the border between Alexandria and Sendor proper sits the famed Fort Gettys, where a great battle took place where the Alexandrians and their Myrrish allies broke through the Sendoran Protectorate lines and pushed into Sendor proper as part of their invasion to liberate the country! The fort is still a ruin, long since abandoned, and the grounds still show the signs of war even as nature has reclaimed it.

Munch watches with passive intrest. He's not much for geography, and less for history. Is favorite class is lunch. Or would be, if he'd ever gone to school or had any class. Classes. Well, either, really.

Durrankar looks at the blasted ground, and thumps his tail. However, he keeps sniffing the air, not that he can scent much with how fast they're moving.

Astaren glances over the railing at the ruined fort and shakes his head, then sips his tea and puts his book away. Watching the skyline idly, and munching on some more cookies.

Yelrona mostly pays attention to the air around them and not the ground beneath. That said, she knows enough history and military theory to recognize many of the landmarks they are flying over, the world turned into a living map beneath her, and she can't help but notice that.

Kravar walks around the railing of the ship and takes looks in various directions, doing his best to scan the skies with his spyglass for trouble. He spends a bit longer peering at the fort, then offers the spyglass to the others if they want to take a look.

Stirling does watch the countryside, clearly following the landmarks for all the different parts of the battle. Still he glances to sky every now and then.

GAME: Stirling rolls perception: (5)+18: 23

GAME: Yelrona rolls perception: (11)+23: 34

GAME: Kravar rolls perception: (20)+19: 39

GAME: Astaren rolls perception: (19)+23: 42

GAME: Durrankar rolls perception: (3)+26: 29

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

Yelrona stands up suddenly, looking more intently at Fort Gettys. "There's something down there," she says, pointing. "Can any of you check it out at this range?"

Astaren glances at the fort again, "Captain, change course, keep your distance form the fort." calling out suddenly as he glances over to Yelrona, "Something, not sure what, better safe then sorry."

Munch blinks, and turns his attention to the fort, magicite eyes whirring softly. "What am I looking for?"

"Let's start with any weapons pointed in our direction," Rona tells Munch, "and expand out from there."

Thyrson has arrived.

Kravar squints through his spyglass, lowers it briefly to look without aid and then peers through again. "A shimmer in the air. Some sorerous illusion, perhaps?"

Astaren shakes his head, "A shimmer, nothing more. Just, stood out as odd. Worse case, it is a illusionary terrain hiding a strike force ready to attack us. Best case, dust in my eyes." smirking faintly, "So lets assume worse and keep our distance. Force them to come to us if there is anything, and make any weapons they have less likely to hit." glancing over to Munch, then the others, "Anybody got anything ready to knock projectiles out of the air?"

Munch buzzes. "I'm quick, but not quick enough to catch arrows. Or ballista bolts."

Thyrson was sitting, lost in thought or memories, looking out over the ruins. His hands tighten around his staff (it doesn't talk) and he surges to his feet. "Where? This was the site of a gyre to the elemental plane of Earth during the battle for Fort Gettys."

"AMongst other things? What do you see? We need to investigate. Our mission is of utmost importance, but we can't ignore a potential threat to us, the orb, or to any of the other airships. Perhaps we ought to let you have a look?" It is, in a sense,. what you're here for. Shora seems cofnident about this.

Astaren glances back to Shora, "I thought I job was to escort the orb to saftey. Unless some of the other ships will be taking this route. If so, then we are obligated to look, and verify if there is or is not a threat." reaching up to rub his head and glancing to the others.

"It is," agrees Shora to Astaren. "But I'd rather not leave a potential threat behind, either. There's may well be a second wave of decoys after us. It shouldn't take us out of our way by that much."

Also, she's a paladin. Of /course/ she wants to make sure it's safe.

Munch buzzes. "My first inclination is to head down there and deal with whatever it is in a final sort of way. LEave no potential enemies behind. But, the smarter choice-"

"That is to say, my suggestion." Reaver pipes up.

"-is to keep moving and just avoid it. If it's an attack, let it follow. If it isn't, no harm done, make a note for the trip back."

Durrankar looks to Astaren. "I have a few spells that could rreally....really mess up a small force."

Kravar nods in understanding to the Khazad. He checks to make sure his shield is slung securely over his back, then checks a few other weapons. "If you can keep the airship moving in a straight line," he begins, "We'll be able to find you again, no matter how long it takes us." His cloak waves and then flaps before snapping into a pair of huge wings. "Does anyone need a lift?" he offers, one foot already on the railing and ready to leap off the ship.

"I agree with Astaren," Rona chimes in. "If it attacks us, or one of the other ships, we'll have to deal with it, but otherwise we should leave it behind us and investigate it on our way back. If we stop to check out every anomaly, we delay our mission, and if we expend our spells or our fighters now we don't have them if Asumit attacks."

Thyrson leans on his staff, scowling down at the surface moving by beneath them. He looks at Astaren and Durrankar. "I don't have any remote sensing spells." He holds up a hand to Kravar. "Unless you can articulate why we should jump, instead of completing our mission, please wait. Asumit was always one for distraction."

"I don't disagree with your logics," says Shora with a sigh. "But it pains me to leave potential dangers behind for others to face when I know I have the backup of several highly proficient warriors. Especially with low odds of /having/ the dang thing." She makes a face.

Astaren shakes his head slowly, "really wish I had prepared scry today. Durrankar." glancing over to him, "You have control weather right? I wonder, if there is something like a hallucinary terrain down there, it would not be prepared to react properly to sudden change in weather. I don't have anything that can reach that far, and we are way out of range for any of the standard sensing spells. Think that might work?"

Durrankar says, "Control winds, control weather, but I'd need 10 minutes to cast it......."

Kravar leans against the railing, but doesn't jump yet. "By that time we could fly down there, re-fight the Battle of Rune and make it back..." He turns his head to look back at the others.

Astaren shakes his head, "Down we go, we have ways of getting back up." Glancing to Thryson, "Teleport memorized, and have you taken time to familiarize yourself with a spot on this ship? I have worse case scenario, but only regular teleport." Tapping his book, "I am for springing the trap. DOn't want some innocents coming in behind us and getting ambushed."

Baz da Ork has left.

Yelrona shakes her head. "You want to leave the ship undefended?"

"We can wait right here, assuming you want to go. I just don't like the idea of leaving it behind if you've seen ms omething unusual. I have ways of contacting the city and they can dispatch others if there's trouble." Shora adds.

Thyrson shrugs. "And in that time, after we jump, demons could gate in and destroy the ship." A pause. "Maybe I'm wrong." He nods curtly. "I can teleport as needed, and can probably carry someone brave without a saddle."

"You could contact the city and have them send a team to explore Fort Gettys while we finish our mission," Rona counterproposes. If they find anything dangerous they can call us back and tell us, and we can come check it out afterwards."

Durrankar says, "Rona does have a point. If the ships simply fly higher, arrows may not reach them. Spells, on the other hand." he then looks to Astaren. "you both have good points.""

Munch buzzes, and heads for the railing. "Bored now. Going. Others come, some don't. Catch up, or won't." And then he's over the edge, headed face first towards the rapidly approaching ground.

"At times like this, I am reminded why Rune is often mired in inaction. We sit and we debate..." Astaren cuts himself off as he stares after Munch, "Well ok then." offering a faint smirk, "Shall we?" Turning to the captain and handing her his book, "Keep this on deck, it has special markings on the outside, works as a location finder for teleporting spells. I will use it to bring anybody who goes along back." Then with a few waves his hand, the man turns invisible and can be heard jumping off the ship himself.

Kravar frowns sternly as Munch goes over. But rather than displeasure, his voice shows only eagerness as he leaps off of the ship next, bellowing, "Wait! It was my idea! Wait for meeeee!"

Yelrona looks at the railing where Munch has jumped overboard, closes her eyes for a moment, offers a brief prayer to Tarien, and nods to nobody in particular. "All right then," and she jumps over the railing as well, almost immediately slowing. It's gonna take her a while to reach the ground at this rate.

GAME: Astaren casts Invisibility. Caster Level: 16 DC: 18

The airship slows down as people start JUMPING OVERBOARD to check out what's going on with Gettys.

One never knows, after all.

Shora's hand went to her face.

Thyrson closes his eyes for a long moment, looks up at the sky, lets loose a prodigious string of epithets, then turns into a gold dragon and starts circling downwards -- going slowly, though. He doesn't entirely trust that the ship is safe.

GAME: Thyrson casts Form of the Dragon II. Caster Level: 16 DC: 26

Munch is quite tempted to use a Barbarian Featherfall... which is to say, just hit the ground and walk it off. But no, he might have fighting to do, so when the ground starts to get uncomfortably close, his tiny little wings flair outward, stretching and expanding to many times thier previous size... but not growing in strenght. The stretched membranes rip and tear under the stress, and in moments are little more than fleshy ribbons. But they've served their purpose, and the golem hits the ground at little more than a walking pace. Not taht he stays slow for long, heading towards the fort at a jog, with little more than a glance to see whom if anyone, followed.

GAME: Munch casts Feather Fall. Caster Level: 6 DC: 13

Durrankar pats Shora's shoulder. "I know exactly how you feel. Warrior caste are impulsive and brash. Unfortunately, they are also the ones who keeps other warrior caste at bay. We shall take care of this, then we shall return." He says as he hops over the rail as well.....and drops about halfway down before he changes into an eagle.....and he circles to see what all is below....

"Investigatin potential threats along the route /is/ important but perhaps I was too enthusiastic," mutters SHora as the others begin to depart the ship. The airship slows down and waits for your results.

Descending towards Gettys allows you to land a comfortable enough distance away to choose your appropach should you want to. Now on the ground, you can see the former trenches and earthworks still viisble from the warfare up close and the nature spreading across grounds still scarred and blasted.

Thyrson circles above the battlefield, not landing, but rather on overwatch. He casts his eyes upwards repeatedly, keeping an eye on the ship overhead.

Astaren lands gently and invisibly after activating his ring. Starting forward slowly towards where he saw the shimmer at earlier.

Munch slows a bit to make sure the other's can catch up. He's not the quickest fellow, but he does tend to set a fast pace on foot. His leathery 'dreadlocks' wiggle and rise to a makeshift halo as Astarren comes near, magicite eyes peering a moment before continuing onward.

The eagle backwings near the ground before the form of Durrankar reveals itself to land on his feet. "Lead the way, Astaren."

Kravar swoops down near the others, but he pulls up and flies ahead, a shortbow out. Anyone with eyes would have seen the ship, he reasons, and seen the adventurers jumping off. So taking them by surprise hardly seems like an option. His wings seem to be as strong as any other limb and he streaks over the fort, peering down to see if he can spot the shimmering effect he saw earlier.

Astaren holds up a finger "Wait, you can see me Durrankar?" pausing a moment then shrugging, "Two things, I am not the leader of this group. Also, I am a squishy shamen cast type." smiling ruefully, 'But I suppose I am the invisible one." Turning to start walking forward again at a slow pace.

Thyrson keeps circling, keeping one eye down and one eye up. Then he switches to figure-eights.

Durrankar says, "I could if I wanted to, Astaren, but there is one thing about invisibility. While it renders you invisibile to 'sight'....it doesn't cover your 'scent'." He then sniffs, just to make the point. "Also...you're the one who saw what we're looking for....so you must lead.""

GAME: Durrankar rolls perception: (5)+26: 31

GAME: Munch rolls perception: (14)+17: 31

GAME: Kravar rolls perception: (2)+19: 21

GAME: Astaren rolls perception: (18)+23: 41

GAME: Thyrson rolls perception: (19)+22: 41

Munch buzzes quietly, and draws his axe to his hands. "Trick, trap, distraction, or just coinsidence, I don't like it."

GAME: Durrankar rolls will: (18)+21: 39

GAME: Astaren rolls will: (6)+16: 22

Thyrson slows his circling, watching the actions of those below. He calls out. "The land itself is illusion. Be careful."

GAME: Durrankar rolls knowledge/arcana: (9)+5: 14

Durrankar blinks his eyes as he looks around. He knew the trees and ground seemed strange to him.....and now he knew why. He could /SEE/ why. "Someone has gone out of their way to conceal it's rebuilding." he says starting to head forward. "The ground and the trees are not natural, and move with no wind. This is an illusion."

GAME: Durrankar rolls spellcraft: Trained Use Only: 0

GAME: Durrankar rolls spellcraft: Trained Use Only: 0

GAME: Durrankar rolls Spellcraft: Trained Use Only: 0

Astaren nods to Durrankar, 'so not a threat then? Are we save to return to the ship?" glancing around as he walks forward, "Though begs the question, who is reubilding it, and why. It is strategic though... but which side." tapping his chin as he considers.

GAME: Durrankar rolls spellcraft: Trained Use Only: 0

Munch buzzes, and shrugs. "Let's go find out. Bet they havn't wandered far if the illusion is still active. And if it's bad guys, after we kill them can take out a wall or three."

Durrankar looks to Munch. "hang on a sec Munch." he then sniffs. "Astaren....head on ahead and see if they're enemies or not, before your invisibility wears off." he then looks and thumps his tail to munch. "I'm sure you'd like to attack when they're weak, right?"

Munch shrugs. "Weak enemies aren't as fun."

Durrankar says, "And we could've bypassed this....so we're doing this little bit -MY- way."

GAME: Thyrson rolls spellcraft: (17)+21: 38

Thyrson calls out from above. "It's possible to create magical terrain, but this is a lot. Also, this would likely require additional enchantments to make it permanent, and likely some tweaking to the spell itself to broaden it." The dragon pauses. "Enough that it would take considerable skill and effort."

GAME: Astaren rolls will: (18)+16: 34

Astaren shakes his head as he looks around and hmmms for a long moment, "This... cannot be left as it is, but for now there is nothing here. Let us get back on the ship, and be on our way I guess." staying invisible as he considers. "Still, why is this area empty... this much effort, to not maintain some kind of guards?"

...faint wisps of mist emerge from the earth here. Something is definitely wrong, now.

Chilling your skin, it /definitely/ has the feel and weight of undeath to it. That sort of chill. You've all felt it before.

It would appear Gettys has been consumed in negative energy. But why here and now of all times? Why the rebuildign that you can see? It's all concerning. This deosn't smack of Heth -- the wights aren't smart enough for that, largely.

Tbat's when you see your first ghost. A man in a Myrrish uniform walks blithely past you as if you're not even there, faintly transparent. He launches into battle against... an ogre? An ogre ghost? What?

Uh oh...

Part 2: The Airship

SUMMARY: Our heroes are followed by a Bludguni airship.
Players: Astaren, Durrankar, Kravar, Thyrson, Yelrona
GM: Whirlpool

...to your relief, it would appear that the ghostly battles springing up around you is rather a recreation of the battle for Fort Gettys. They don't even seem to notice you're here. It's awkward, but well, that's life. Then again, a haunted battle scene is entirely a normal thing to find... sometimes.

Yelrona looks around, her eyes glowing as she tries to get a feel for what's happening. "So this is all cool and everything, but... is it something we should be messing with?" It's a genuine question, as Rona has no real idea.

Kravar flies down to land next to the others in the party. "So Alexandria and the Myrrish were allies in this fight?" He fingers the hilt of a khopesh at his belt. "Together against Sendor? Did the Sendor army include ogres?"

Astaren closes his eyes as he considers, "Be on guard, a trap possibly. You do not have people rebuilding, who would not of experienced this already, so most like we sprung a trap, which is why everybody else is gone most likely."

Durrankar quietly watches the events transpire. "Perhaps....perhaps it is a historical thing as well." he then sniffs. "Astaren.....can you scout the building....while your invisiblity lasts?"

Shora's voice is over your messaging devices you've been given. Because of course you have.

"Are you seeing anything else down there?" Sh e has no idea, after all.

"Some ghosts are reenacting the Sendor War," Rona replies. "No idea what that's about." She shrugs. "I'll scout around a bit."

She goes invisible and sneaks off, keeping her eyes wide open.

Kravar scowls. Perhaps he should have left his spyglass with her, that she could see for herself. But he does his best to send back a message describing the ghostly forms re-enacting the battle of Fort Gettys. "Perhaps we can put them to rest," he finishes. Either by ending whatever holds them here, or destroying them. Kravar has encountered ghosts before and at best they were 'not harmful at the moment.'

GAME: Astaren rolls perception: (10)+23: 33

GAME: Astaren rolls knowledge/local: (16)+10: 26

Astaren steps out and shakes his head, "Battles everywhere being re-enacted, this is odd." Tapping his chin invisibly as he considers, "not sure. Something to investigate later I suppose, I think we should get going and continue on. More construction further in as well."

"if you are sure, Astaren, then let us proceed. As long as they do not try to bring us into their battle, we should not interrupt it. But, we should find a way to release them from this perpetual hell. As it is most unnatural." Durrankar seems to be respecting the spirits' desire to fight here.

"Works for me," Rona replies. "I need a lift back to the ship, though."

From there, you're able to signal back to the ship and get yourselves raised back up.

It's not even a long effort.

Shora looks relived to see you all ,listening to what you tell her with a nod.

"I'm glad we checked this out. We'll alert the Vardamans. Now we've some lost time to make up. Mind if I press-gang you all into an extra shift aboard to help make up for lost time?'

Durrankar says, "It's a good idea. this place seems to have historical significance...""

Yelrona is a bit confused by the question about extra shifts... it's not like they're rowing? But, "Sure, that's fine" she agrees.

"It's FOrt GEttys. One of the pivotal battle sites of the Sendor War," answers Shora. "Breaking it is what allowed ALexandria to push into Sendor and aid the Myrrish peoples in recovering their lost territry. All that was justb efore the mists took Alexandria." She lets out a sigh.

And with that, you're roped into the crew and put to work. The extra hands will help them keep things going and ensure that the crew is safe and has a better shot at being rested should anything else go wrong.

A lot can go wrong. It's an airship. It's bound to crash, right?

Astaren finds himself a spot to sit, and resumes his vigil on the sky and ground.

As much as Durrankar's spells can help out an airship, he knows nothing of how an airship works. So he stays out of the Crew's way. He does help with holding ropes when needed, but he has to be directed constantly, which is more of a pain that most realize.

GAME: Yelrona rolls fort: (9)+9: 18

GAME: Durrankar rolls fort: (9)+18: 27

roll for Kravar.

GAME: Kravar rolls FOrt: (17)+15: 32

GAME: Astaren rolls fort: (8)+12: 20

GAME: Verna rolls FOrt: (7)+11: 18

GOOD NEWS, EVERYONE.

You're able to fly for several hours without interruption, now more properly over Sendor.

It's all going pretty well at the moment, actually, even if you're all starting to feel a little drained from the great battle... with airship parts.

By the end of your assistance-shift, you're all settled in the dining area, enjoying the oh so luxury meals that you're being provided with. It's nothing special, to be honest, but it does at least 'hit the spot'.

That's when you notice a distant glint in the sky behind you through the aft windows.

The airship is making a gentle turn and that glit in the distance appears to be following you.

Durrankar stands up and tears a piece of meat from the bone. "We're being followed." he says bluntly.

Yelronastands up, looking out the aft windows. "Who has that spyglass?"

Kravar can't quite hide his excitement. A spyglass you say?! He fishes the instrument out of his haversack and offers it to Yelrona. Squinting through the window he notes, "Did you see how it caught the light? It's either another airship, or a metallic dragon." He pauses and looks at the party. "Those are the goodly dragons, right...?"

Thyrson sits quietly through the travels, saying at one point: "The mists came when the peace treaty was signed." He pauses, and looks back. "Probably."

"Or a mage taking a dragon's form, or any number of other things," Rona muses, squinting through the spyglass.

Astaren glances back to the glint and sighs, "Seems so." he offers and goes back to watching the front thoughtfully.

It's still too far out to get more than a basic glimpse, even with the assistance of a sypglass.

It is apparently another airship, a larger and more powerful one from the silouhette it carries.

Beyond that, though, identifying it is proving difficult. You'll need to get a closer look if you want to.

It's definitely trailing your ship,t hough.

Yelronarelays what she sees to the rest of the group. "Anyone up to doing some flying spying, or scrying?"

GAME: Thyrson casts Invisibility. Caster Level: 16 DC: 21

GAME: Thyrson casts Form of the Dragon I. Caster Level: 16 DC: 25

Thyrson disappears, then there is the leather creak of wings and an absence.

Kravar moves to the deck and positions himself near the rear railing. He holds a small shortbow at his side, and sets a quiver of arrows near his feet within easy reach.

Yelrona accompanies Kravar, keeping an eye on the other ship through her borrowed glass.

The first thiung you have to do is convince Shora to slow the airship down. She won't stop. You're too close to Vinas and she wants to ensure you get there in a timely fashion. She will, however, agree to slow down. Slow enough that Thyrson can get back to the ship once he wants to.

And thus, Thyrson is able to shoot off.

GAME: Thyrson rolls perception: (6)+22: 28

GAME: Thyrson rolls knowledge/geography: Trained Use Only: 0

Thyrson appears with the creak of wings and a little pop. He's back in giantborn-form when he becomes visible. Breathing a little heavily, he calls everyone over. "It's a Bludgunni craft, pursuing us. The crew is a mix of goblins, oruch, arvek and a single Ogre Magi, as one might expect. I did not attempt contact."

"Bludgunni?" Kravar repeats. Then he curses. "I was hoping for sky pirates."

"...bludguni? That's odd," replies Shora. "WE weren't anywhere near actual Bludguni territory. Why are they following us? WE're going to put down in Vinas. See what happens."

And with that, you veer y our course, aiming to head for the capital of Sendor.

Part 3: The Wyverns!

Yelrona Kravar Astaren Durrankar Stirling
 SUMMARY:  The party evades the Bludguni ship and is attacked by wyverns!

So the airship, with the news delivered of its follower's nature, veers slightrly. Seems it's going to put down in Solmnus, Sendor's capital, in an effort ot see what it's pursuer does.

Shora seems largely to think this is a good idea, unless someone has a better one.

Kravar is fine with the idea of setting down. However he dons a cap and concentrates briefly. The cap turns out to be a Hat of Disguise, and he uses it to subtly alter his appearance to include markings of the Alexandrian Skyguild, and more specifically the Skyguard. His khopesh also changes shape to resemble a curved sabre-like sword of the sort more commonly employed by the griffon-riders and sky captains of that organization. "Unless anyone has a better idea, let's see if we can frighten them into leaving us in peace," he suggests to the rest of the party.

Yelrona is not thrilled by the Bludguni vessel following them... Bludgun has been coming up altogether too often, of late. And while she believes firmly in luck, she does not believe in coincidence. Still, she can't think of anything better to do about it than what they're doing, so she follows Kravar's lead, using her own Hat in a similar fashion.

Stirling has been doing his best to make out any markings on the pursuit ship but holds out little hope for a mistake or peaceful encounter. "I'll be on the otherside of a door then. If I hear trouble I will assist. Also call me if its Arvek Nar." he adds heading for a nearby hatch.

Astaren glances around and shrugs his shoulders, "We could make their ship to heavy to pursue us if they get to close you know. Wait and see?"

Durrankar looks out to the speck on the horison and swishes his tail in agitation. "mmmm.....it can't exactly catch us, right? Lets head for Sendor..."

Time has passed.

Time will continue to pass. Time kinda does that.

The airship in the distance that Thyrson flew towards invisibly does, indeed, continue to hang back. Now that you know it's there, it's hard to miss. The reality is that you're soon passing over farms that surround Solmnus and, indeed, are on your way towards the city proper to land. The reconstruction of this blasted land has gone well and it seems the city itself is once again vibrantly alive, even if a great amouint of repair work is ongoing in its expansion.

When you land, Shora lets out a sigh.

"This ought to buy us some time but it doesn't eppear the Gunners are coming to the city proper."

Kravar turns and squints in that direction. "So that would mean...well, what -does- that mean? They're pirates and afraid to come this close to a city? Or they're Bludguni military and avoid a diplomatic incident? Or something completely different...?" He turns to the others to see if they have any ideas.

Yelrona shrugs. "Honestly, I have no idea. That said... our assignment was to get this ship to Bryn Myridorn, right? So, if the ship isn't going to engage with us, why don't we forget about it and just head to Bryn Myridorn?"

Stirling comes out after the landing and shakes his head "Eyes up. Landing here could be a trap too. Be on your toes." he says look at the crew. "If they aren't catching up then we should proceed. If it gets close we can fly over and say high."

"Among other things. But for now.....let's not worry about it too much. We still have a mission. We should keep someone as a spotter on it though." Durrankar doesn't want to be too relaxed.....

Astaren gets on the ground and stretches out his legs and glances around, he shrugs a moment, "This is only a short stop right? In out, quick." then gets back on the ship and lets out a soft yawn, "I can wait here."

"That's correct," says Shora to AStqaren, nodding to the others. "You're all right. This is only to give us amoment to figure out what to do about that ship. It's possible they're simply acting on the behest of Bludgun to keep an eye on things. On the other hand, they coiuld be possessed by Asumit's demons or some such thing."

Astaren glances over to Shora, 'Then lets just weigh their ship down, and out run em."

"Wight it down how?" says Shora to AStaren, wanting clarity.

Astaren hmmms a moment, "A few walls of stone, a wall of iron spell. Do you have any idea how many kilos a wall of stone is?" grinning a moment, "If they get to close and prove hostile, we just add some cargo to their ship. After all, it was meant to be a chaser right? As light as possible, or am I talking like a idiot?" glancing over to Stirling

Yelrona nods. "THat makes sense to me. We aren't here to win an aerial battle, we're here to deliver a package to Bryn Myridorn. So let's do that. If the Bludguni ship threatens us, we can deal with it then... weight it down, or take out its crew, or whatever. If it just follows us? Great, let them do that."

Stirling nods "I brought my force projector for a wall if its close to slow it down. Nevermind a selection of artillery options." he says checking the slide on his deathray.

"Are you sure you won't wreck it if you do that? WE don't want to cause a diplomatic incident either, espcially not in Sendor."

Shora glances towards Yelrona and Astaren, looking wary. Stirling too for that matter.

Yelrona shrugs. "Nope, not sure. If they don't harass us, it won't matter. If they do, we'll worry about it then. Either way: you hired us to take this thing to Bryn Myridorn, and staying here doesn't get us any closer to that. Unless there's something we need to do here, I say we get going."

Astaren glances to Shora, "Why are you acting like I would do that if they didn't prove hostile?" clearly a bit confused, then letting it go as he shrugs his shoulders and pulls out a cup of tea to sip on.

Stirling shrugs "Thats for diplomats to sort out. However we will follow proper protocol and use Tact and Grace to keep the situation in hand." he says with a grin.

Kravar frown in the direction of the pursuers. "I don't like to leave a potential enemy at our backs, but I suppose we can always deal with the later if it comes to that." He glances down over the edge of the ship at Solamnus. "Still, I am curious why they would avoid the city. That seems very suspicious."

"A bludgun airship in Sendor is bad enough. In Solmnus, perhaps unforgivable. Bludgun conquered these lands by proxy and the people here haven't forgiven them one bit." Shora answers Kravar, giving Astaren a sheepish look before moving on. "Right. We take twenty minutes and then move on."

Yelrona isn't sure what the twenty minutes are for, but, well, it's Shora's ship. "Okay," she agrees, and starts doodling abstract designs on the hull of the ship.

Stirling doesn't appear happy about the twenty minutes but understands the need to sort things out with the dock. He spends his time pacing and watching anyone who gets anywhere close to the ship, artificial eye scanning each person in turn.

Astaren is taking a nap, catching up on some rest it seems.

Kravar hops off of the ship to sample some of the local varieties of drink and of meat-on-a-stick. He doesn't haggle and more than likely overpays hugely, but luckily an adventurers lifestyle supports such occasikn

Kravar hops off of the ship to sample some of the local varieties of drink and of meat-on-a-stick. He doesn't haggle and more than likely overpays hugely, but luckily an adventurers lifestyle supports such occasional lavish spending.

It's pretty much exactly that: sorting things out with the dock and waiting their turn. It is not /precisely/ twenty minutes, but close enough.

Once again, you're moving up into the air and on your way. The airship, under SHora's command, pointedly flies /across/ Solmnus towards Bryn Myridorn. You still have days of journey left at this point, but you will have gained some ground on your Bludguni pursuers.

For now, you've managed togain enough ground that you've temporarily shaken them, and despite some scouting, it does appear set to remain that way for at least the next day.

It's perhaps midnight onm the following day from the Kingdom of Sendor and are now over the Kingdom of Rosalia, on your way to the Kingdom of the Lion, as it goes. Myrrdion is, after all, composed of several different kingdoms all ruled by their own leadership subservient to its High King -- who's still missing.

GAME: Yelrona rolls 1d3: (2): 2

GAME: Stirling rolls perception: (4)+18: 22

GAME: Yelrona rolls perception: (9)+24: 33

Stirling was raised a soldier and is capable to standing guard for long periods of time. This trip is no different and he does his best to be alert at all times.

GAME: Astaren rolls perception: (14)+23: 37

GAME: Kravar rolls perception: (2)+19: 21

Constantin has left.

There's a shape in the distance, silouhetted against the night sky.

It's quite large. Is that....

Is that a dragon? Couldn't be.

No, the profile is similar /enough/. The size is great enough, but it's definitely on its way towards you now. ^All of yo have noticed it, even if the ship's sailors haven't quite yet. They're not looking for a shadow. They're looking for airships and for obstacles. And most of them are human, not quite able to see as well as some of you in the night's sky. But that's... definitely a very large thing, winging its way to you.

Yelrona alerts the sailors. "Get ready to stand fast! It may seem scary, but I assure you, it is WAY less scared of you than you are of it." She draws her bow, just in case.

Astaren is up on his feet and frowning at the shadow, 'that, will be an enemy. Get ready to drop down and fly low to the ground as you can. Fast and furious, airship style." MOving towards the back of the ship.

Thyrson comes up on deck, leaning on his staff as he squints at the shape. "That is nothing good."

Kravar produces his own bow. "We should meet it in the air, away from the ship," he reasons. This would seem why they were sent. Spreading his wings he lets them catch the air rushing past and lift him off of the ship. Kravar begins flying after it but lets it slowly pull away from him. And simultaneously let the dragon-shaped pursuit slowly overtake him.

"Say what?" says one of the Sailors that Astaren's speaking near. "I'll get Shora."

And with that, the airship is indeed going into battle readyness and trying to put some distance between it and the flying creature.

Unfortunately, you know, it's not helping. That thing is /fast/ for a creature its size.

Yelrona lacks flight capacity, but she suspects that's not going to be a problem. She plants herself on the side of the ship nearest the whatever-it-is, waits for it to enter arrow range, and tries to figure out what kind of thing it is.

Astaren glances to Kravar, "Trust me on this, we fly low, and we fly fast. Something that big is going to be more then we can handle, so our best option is to evade it." then glances back to the crew, "Hear that?" And then motions over to Yelrona, "And not all of us can fly, at that. Get ready to shoot at it if we can with ranged. Duarrankar where are you? I have an idea."

Thyrson stands on the centreline of the ship, looking backwards, staff gripped on both hands. "When you're ready, let me know. I can provide a greeting."

GAME: Astaren rolls perception: (9)+23: 32

GAME: Yelrona rolls perception: (20)+24: 44

GAME: Durrankar rolls perception: (19)+26: 45

Durrankar actually walks his way up next to Astaren. "Did I just hear about dragons?" He says searching....

GAME: Thyrson rolls perception: (4)+22: 26

OH hey. Guys. Guess what?

Everyone was to busy looking at the first shadow that you didn't see the second -- closing in on the other side of the airship. It's still a ways out -- further than the other to be sure -- but it's there.

There's two dragons. Or dragonlikes. They're... big, yes. Shora storms out onto the ship in proper armor. "Do you suppose," She says in the tone of someone who does not believe that it is even remotely possible, "it's possible they're metallic dragons come to escort us to Bryn Myridorn?"

There's an explosion of green flame from around one of them, the fel fire of the hells.

"...balls," She adds.

Now illuminated, you can see it more clearly. It's built like a wyvern, but one st retched out in proportions, covered in black spikes that erupt irregularly from its skin. At the end of its long tongue is a similar, horribbly looking set of barwbs and spikes. As it closes, you can /feel/ it getting warmer up here, as if the very real heat of the Hells is brought with it.

"Well, that answers _that_. If the ship has any defenses _besides_ us, this would be a good time to use them," Yelrona says, before prayerfully offering a serious of lousy jokes about dragons, thereby invoking Tarien's Judgment, Bane, and Heroism.

GAME: Yelrona refreshes spells.

GAME: Yelrona casts Heroism. Caster Level: 11 DC: 16

GAME: Astaren rolls knowledge/arcana: (8)+25: 33

GAME: Yelrona rolls knowledge/arcana: (1)+7: 8 (EPIC FAIL)

GAME: Thyrson rolls knowledge/arcana: (1)+10: 11 (EPIC FAIL)

GAME: Durrankar rolls knowledge/arcana: (1)+5: 6 (EPIC FAIL)

Astaren sighs as he reaches up to rub his head, 'Fiendish templated whyverns, barbed tongues ones to. Which can yank us off the ship into their mouths. Well, suggestions?"

Thyrson grunts. "Set their heads on fire. Failing that, shock them into wanting to run away?"

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

Fumblepool has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for Fumblepool to instruct you further. You may earn RPP by logging a scene for a GM.

For in-combat commands, type: +thelp.

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

Durrankar says, "Do they have any weaknesses...like to intense sunlight? I possibly could knock them out of the sky......."

GAME: Fumblepool advances the initiative order.

Round One - Init 11.

It is now Thyrson's turn! Durrankar is next!

Astaren shakes his head, "fiendish, no fire or ice even as I recall. Anything else should be a go." glancing back to tryson, "LIghtning is a good choice." Looking over to Durrankar, "Stunning for flyers always, but no I do not know of any. But regular wyverns are immune to things like sleep and paralysis if I recall." thinking for a moment.

GAME: Fumblepool advances the initiative order.

Round One - Init 10.

It is now Durrankar's turn! Astaren is next!

GAME: Thyrson casts Displacement. Caster Level: 16 DC: 22

GAME: Thyrson casts Fly. Caster Level: 16 DC: 22

GAME: Fumblepool advances the initiative order.

Round One - Init 8.

It is now Astaren's turn! Kravar is next!

Thyrson flickers as he starts calling his wards into being.

GAME: NEW ROUND!

Fumblepool advances the initiative order.

Round Two - Init 11.

It is now Kravar's turn! Thyrson is next!

GAME: Kravar rolls 27+2+2-5: (20)+27+2+2+-5: 46

GAME: Kravar rolls 27+2+2-5: (6)+27+2+2+-5: 32

Astaren goes home.

Astaren has left.

GAME: Kravar rolls 4d6+48+4d6: (10)+48+(14): 72

GAME: Kravar rolls 2d6: (4): 4

Kravar misses the new shape, but he's been carefully eyeing the fiendish wyvern behind them, judging how close it is. Like a kaleidescope clicking into place he goes from flying ahead of the creature, to flying directly towards it. One fist is clenched and held close to his body while the other points straight at the monster as he streaks towards it. It takes him only moments to close the distance, and just before ramming into it his chambered fist flashes in a wide haymaker punch. The force, and the demon-hating magic - imbued in every part of his body by his amulet - of the blow smashes into the wyvern's snout and knocks a hanfull of teeth loose.

Part 4: Oh my God the Wyverns!

 SUMMARY:  The party fights the wyverns!
Astaren Durrankar Kravar Stirling Thyrson Yelrona

The good news: You lost the Bludguni ship.

The bad news, now you're fighting horrible fel wyverns. Two of them, actually. One swept in from port, the other starboard, flanking you. Kravar hsa gone out to fight one while the rest of you are still on the airship in question, which is opening fire with their mana cannons, lotta good it will probably do them. It can't hurt, right? Well, it could... if it hits Kravar.

GAME: Whirlpool advances the initiative order.

Round One - Init 17.

It is now wyvern 2's turn! Astaren is next!

GAME: Whirlpool rolls 1d20+26: (17)+26: 43

GAME: Whirlpool rolls 2d6+8: (8)+8: 16

GAME: Kravar rolls fort: (1)+15: 16 (EPIC FAIL)

GAME: Whirlpool rolls 1d4: (1): 1

As it sails through the air, being battered by Kravar's initial powerful strike, the fel Wyvern lashes its stinger out at him. The powerful, wickedly barbed tail lashes through his armor and proceeds to wound him. Worse, though, is the obvious poison dripping off it.

GAME: Whirlpool advances the initiative order.

Round One - Init 17.

It is now Astaren's turn! Durrankar is next!

GAME: Whirlpool advances the initiative order.

Round One - Init 16.

It is now Durrankar's turn! Stirling is next!

GAME: Astaren rolls 10d6: (38): 38

GAME: Astaren casts Wall of Stone. Caster Level: 16 DC: 20

GAME: Astaren casts Wall of Force. Caster Level: 16 DC: 22

The air shimmers on the deck as arcane lines of purple energy are woven. With quick chanting, diving spell casting no less, another spell is built. With a snap of the invisible man's fingers a shimmer in the air form between the ship to the further out wyvern. letting the creature smack into it, as it does the otherspell is released and a cage of stone forms around it. before the extra weight topples the ship the wall of force is dismissed letting the stone cage hang in the air before gravity takes hold.

GAME: Durrankar casts Sirocco. Caster Level: 16 DC: 23

GAME: Durrankar rolls 4d6: (9): 9

GAME: Whirlpool advances the initiative order.

Round One - Init 15.

It is now Stirling's turn! Yelrona is next!

GAME: Stirling activates his Titan Armor, gaining: +4 Str,+4 Dex

GAME: Stirling refreshes special ability pools.

Durrankar takes a breath, and tosses a few ashes into the air. This causes the air around the wyvern to become EXTEMELY HOT and the downforce of the wind causes the wyvern flap a lot harder JUST to stay airborn. It may not be able to be pushed from the sky, but Durrankar will make it wish it did.

GAME: Stirling spends ONE use of CHARGE POOL.

GAME: Stirling rolls ranged+1: (20)+16+1: 37 (THREAT)

GAME: Stirling rolls ranged+1: (18)+16+1: 35

GAME: Whirlpool advances the initiative order.

Round One - Init 14.

It is now Yelrona's turn! Kravar is next!

GAME: Stirling rolls 9d6+12: (31)+12: 43

GAME: Yelrona casts Divine Power. Caster Level: 11 DC: 17

Yelrona invokes Tarien's Grace to enhance her combat abilities.

Stirling's armor starts billowing great plumes of smoke, wings of crackling lightning spreading from chrome pinions. With a heave he takes to the air, black artifice deathray in hand as he fires off a beam of powerful electricity at the wyvern foe.

GAME: Whirlpool advances the initiative order.

Round One - Init 8.

It is now Kravar's turn! Wyvern 1 is next!

GAME: Kravar rolls weapon7+1: (14)+25+1: 40

GAME: Kravar rolls weapon7+1: (16)+25+1: 42

GAME: Kravar rolls weapon7+1-5: (15)+25+1+-5: 36

GAME: Kravar rolls weapon7+1-10: (2)+25+1+-10: 18

GAME: Kravar rolls weapon7+1-15: (15)+25+1+-15: 26

GAME: Kravar rolls 1d6+7+1d6: (6)+7+(6): 19

GAME: Kravar rolls 1d6+7+1d6: (2)+7+(3): 12

GAME: Kravar rolls 1d6+7+1d6: (2)+7+(3): 12

GAME: Whirlpool advances the initiative order.

Round One - Init 6.

It is now Wyvern 1's turn! wyvern 2 is next!

Kravar grunts as the Wyvern strikes at him and then flies off. His own speed drops to almost nothing as Kravar brings his bow around and begins firing arrows after it. Each arrowhead is rimmed with frost, and leaves a brief trail of mist in the air. Three strike the wyvern in it's back, though the flying monster manages to evade the last few.

GAME: Whirlpool rolls 1d20+30: (11)+30: 41

The other wyvern zips in closer, grabbing hold of Durrankar wit hits long, spiked tongue and pulling him off the ship over the open air. These things are clearly intelligent.

It's like his magic had him deliberately targetted.

GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Two - Init 17.

It is now wyvern 2's turn! Astaren is next!

GAME: Whirlpool rolls 1d20+21: (8)+21: 29

Still fying towards the ship, the wyvern lashes out once with its stinger at Stirling. A glancing blow deflected by his armor, but now it's perching on the very edge of the ship.

GAME: Whirlpool advances the initiative order.

Round Two - Init 17.

It is now Astaren's turn! Durrankar is next!

GAME: Astaren casts Cone of Cold. Caster Level: 16 DC: 22

GAME: Astaren casts Fireball. Caster Level: 16 DC: 20

GAME: Astaren rolls 15d6+3: (50)+3: 53

GAME: Astaren rolls 10d6: (39): 39

GAME: Whirlpool rolls 1d20+14: (3)+14: 17

GAME: Whirlpool rolls 1d20+14: (7)+14: 21

GAME: Whirlpool advances the initiative order.

Round Two - Init 16.

It is now Durrankar's turn! Stirling is next!

GAME: Whirlpool advances the initiative order.

Round Two - Init 15.

It is now Stirling's turn! Yelrona is next!

GAME: Stirling rolls ranged+1+1: (11)+16+1+1: 29

Astaren is on the far end of the ship. A rod in one hand, and spells chanting with the other. A cone of cold blast out hitting one not holding Durrankar, while a fireball scorches towards the other one grazing it.

GAME: Stirling rolls 8d6+6+1: (33)+6+1: 40

GAME: Stirling spends ONE use of CHARGE POOL.

Durrankar actually looks down when he's pulled off the ship. "That was a BAD mistake." he says as he begins to spin...faster....and faster....until all that can be seen is a cyclone. And the cyclone's winds begin to roar.....

GAME: Whirlpool advances the initiative order.

Round Two - Init 15.

It is now Thyrson's turn! Yelrona is next!

Stirling twists in flight, wings of lightning crackling in the wind as he releases another beam of lightning from his deathray at the creature. "Your not done with me yet." he calls out to the wyvern.

GAME: Thyrson casts Chain Lightning. Caster Level: 16 DC: 25

GAME: Thyrson casts Glitterdust. Caster Level: 16 DC: 21

GAME: Thyrson rolls 16d6: (62): 62

GAME: Whirlpool rolls 1d20+14: (17)+14: 31

GAME: Whirlpool advances the initiative order.

Round Two - Init 14.

It is now Yelrona's turn! Kravar is next!

GAME: Yelrona rolls 1d20+21 manyshot: (7)+21 manyshot: 28

GAME: Yelrona rolls 1d20+21 rapid fire: (17)+21 rapid fire: 38

GAME: Yelrona rolls 1d20+21 haste: (15)+21 haste: 36

GAME: Yelrona rolls 1d20+21-5: (6)+21+-5: 22

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(3 bane)+(8 arrow)+(5 electric): 34

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(6 bane)+(7 arrow)+(5 electric): 36

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(10 bane)+(8 arrow)+(3 electric): 39

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(10 bane)+(2 arrow)+(2 electric): 32

GAME: Whirlpool rolls 1d20+13: (3)+13: 16

Thyrson conjures lighting, sending it against the wyvern, playing it over its scales, though it doesn't find purchase. He also makes a bright explosion of sparkles appear over the head of the other wyvern, settling onto the eyes, dazzling and sending the wyvern's head shaking in an attempt to get free of them.

Yelrona pops into visibility as she begins firing arrows at the wyvern that landed on the ship.

GAME: Whirlpool advances the initiative order.

Round Two - Init 8.

It is now Kravar's turn! Wyvern 1 is next!

GAME: Kravar rolls 27: (14)+27: 41

GAME: Whirlpool advances the initiative order.

Round Two - Init 6.

It is now Wyvern 1's turn! wyvern 2 is next!

GAME: Yelrona rolls spellcraft: (6)+9: 15

GAME: Astaren rolls spellcraft: (9)+25: 34

GAME: Durrankar rolls spellcraft: (17)+22: 39

Though blinded, the wyvern smashes into the side of the airship, directly now, and clings to it. A bit odd, perhaps, but it's definitely /there/. It begins to climb up the side, slowly.

GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Three - Init 17.

It is now wyvern 2's turn! Astaren is next!

GAME: Whirlpool rolls 1d20+25: (1)+25: 26 (EPIC FAIL)

GAME: Whirlpool rolls 1d20+25: (14)+25: 39

GAME: Whirlpool rolls 1d20+21: (13)+21: 34

GAME: Whirlpool rolls 1d20+21: (6)+21: 27

GAME: Whirlpool rolls 1d20+21: (17)+21: 38

GAME: Whirlpool rolls 1d20+30: (18)+30: 48

GAME: Whirlpool rolls 1d20+26: (20)+26: 46

GAME: Whirlpool rolls 1d20+26: (15)+26: 41

GAME: Whirlpool rolls 1d20+26: (4)+26: 30

GAME: Whirlpool rolls 4d6+8: (16)+8: 24

GAME: Whirlpool rolls 2d8+16: (12)+16: 28

GAME: Whirlpool rolls 1d4+1: (2)+1: 3

GAME: Kravar rolls fort: (19)+15: 34

GAME: Whirlpool advances the initiative order.

Round Three - Init 17.

It is now Astaren's turn! Durrankar is next!

GAME: Astaren rolls 1d20+16: (3)+16: 19

Astaren goes home.

Astaren has left.

GAME: Whirlpool advances the initiative order.

Round Three - Init 16.

It is now Durrankar's turn! Stirling is next!

GAME: Durrankar rolls 1d20+7: (18)+7: 25

GAME: Whirlpool advances the initiative order.

Round Three - Init 15.

It is now Stirling's turn! Thyrson is next!

GAME: Whirlpool advances the initiative order.

Round Three - Init 15.

It is now Thyrson's turn! Yelrona is next!

GAME: Whirlpool rolls 1d20+13: (13)+13: 26

GAME: Whirlpool advances the initiative order.

Round Three - Init 14.

It is now Yelrona's turn! Kravar is next!

GAME: Thyrson casts Hold Monster. Caster Level: 16 DC: 24

Durrankar keeps up with the ship and the wyvern, though he does get a sneaking suspiciong when the blinded wyvern slams into the ship. So he tries to dispel the spell on the wyvern....and something pops when he does.....

Thyrson gathers an enchantment, and releases it towards the not-blind wyvern. Whatever he did -- it has no appreciable effect.

GAME: Yelrona rolls 1d20+21 manyshot: (2)+21 manyshot: 23

GAME: Yelrona rolls 1d20+21 rapid fire: (19)+21 rapid fire: 40

GAME: Yelrona rolls 1d20+21 haste: (16)+21 haste: 37

GAME: Yelrona rolls 1d20+21-5: (5)+21+-5: 21

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(7 bane)+(8 arrow)+(6 electric): 39

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(6 bane)+(4 arrow)+(1 electric): 29

Yelrona continues to fire arrows at the wyvern.

GAME: Whirlpool advances the initiative order.

Round Three - Init 8.

It is now Kravar's turn! Wyvern 1 is next!

GAME: Kravar rolls 25: (13)+25: 38

GAME: Kravar rolls 2d6+24+2d6: (10)+24+(10): 44

Kravar has trouble staying on his feet. He feels numb from the wyvern poison coursing through him. His limbs feel like lead. It doesn't help

Kravar has trouble staying on his feet. He feels numb from the wyvern poison coursing through him. His limbs feel like lead. It doesn't help that the creature's tongue os wrapped around one forearm. But his other hand is free, and the fighter balls it into a fist and smashes it into the wyvern's jaw in a vicious uppercut.

GAME: Kravar rolls fort: (7)+15: 22

GAME: Whirlpool rolls 1d4: (1): 1

GAME: Whirlpool advances the initiative order.

Round Three - Init 6.

It is now Wyvern 1's turn! wyvern 2 is next!

GAME: Whirlpool rolls 1d20+25: (13)+25: 38

GAME: Whirlpool rolls 1d20+25: (15)+25: 40

GAME: Whirlpool rolls 1d20+20: (10)+20: 30

GAME: Whirlpool rolls 1d20+20: (8)+20: 28

GAME: Whirlpool rolls 1d20+20: (20)+20: 40

GAME: Whirlpool rolls 1d20+20: (18)+20: 38

GAME: Whirlpool rolls 1d20+25: (7)+25: 32

GAME: Whirlpool rolls 1d20+25: (2)+25: 27

GAME: Whirlpool rolls 1d20+30: (12)+30: 42

GAME: Whirlpool rolls 2d6+8: (6)+8: 14

GAME: Whirlpool rolls 4d6+8: (16)+8: 24

GAME: Whirlpool rolls 2d4+8: (8)+8: 16

Poor Kravar is not fairing well. The wyvern is clearly in a great deal of pain as it rends into him agfain and again, stinger and bite landing wickedly painful strikes as its claws shred at his armor.

This is a bad situation for him,.

GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Four - Init 17.

It is now wyvern 2's turn! Astaren is next!

Part 5: Wyverns DIE DIE DIE DIE DIE!!!

 Astaren Durrankar Kravar Stirling Thyrson Yelrona
  SUMMARY:  The party kills the wyverns!

Good news, everyone! Though it was slowed briefly by the cold shards of Astaren's blastings, not to mention EVERYTHING ELSE, the second Wyvern has made itself comfortable on the deck. The captain is yelling, screaming at the crew, trying to get the airship to shake it. The onboard weaponry is useless at this point, though it did at least have an effect on it en route. It's attention is mostly on Durrankar at this point. Air elementals are a /pain/.

GAME: Whirlpool advances the initiative order.

Round Four - Init 17.

It is now Astaren's turn! Durrankar is next!

GAME: Astaren rolls 1d20+21: (5)+21: 26

GAME: Whirlpool advances the initiative order.

Round Four - Init 16.

It is now Durrankar's turn! Stirling is next!

GAME: Whirlpool advances the initiative order.

Round Four - Init 15.

It is now Stirling's turn! Thyrson is next!

Durrankar in an air elemental form roars as only the wind can. Not only is it battering the wyvern, but it's trying to pull it off the ship using another whirlwind that an Air Lemental can conjure naturally....

Astaren is staying on the deck and behind some random boxes and cove. He waves his hands and the normal blue ilnes of energy glow with a black hue, and then suddenly spread out becoming tentacles under the huge wyvern attempting to grab the creature and failing.

GAME: Stirling rolls ranged+1: (8)+16+1: 25

GAME: Stirling rolls 8d6+7: (21)+7: 28

GAME: Durrankar casts Whirlwind. Caster Level: 16 DC: 25

GAME: Stirling spends ONE use of CHARGE POOL.

GAME: Whirlpool advances the initiative order.

Round Four - Init 15.

It is now Thyrson's turn! Yelrona is next!

GAME: Whirlpool advances the initiative order.

Round Four - Init 14.

It is now Yelrona's turn! Kravar is next!

GAME: Yelrona rolls 1d20+21 multishot: (13)+21 multishot: 34

GAME: Yelrona rolls 1d20+21 rapid fire: (10)+21 rapid fire: 31

GAME: Yelrona rolls 1d20+21 haste: (19)+21 haste: 40

GAME: Yelrona rolls 1d20+21-5 full attack: (2)+21+-5 full attack: 18

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(8 bane)+(3 arrow)+(5 electric): 34

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(4 bane)+(5 arrow)+(3 electric): 30

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(9 bane)+(3 arrow)+(2 electric): 32

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(8 bane)+(2 arrow)+(6 electric): 34

There's a wyvern on the deck of the airship, and Yelrona is no happier about that than the captain is, though she's not yelling about it. What she _is_ doing is maintaining a steady barrage of arrows on said wyvern, which is at least in range.

GAME: Whirlpool advances the initiative order.

Round Four - Init 8.

It is now Kravar's turn! Wyvern 1 is next!

GAME: Kravar rolls fort: (1)+15: 16 (EPIC FAIL)

GAME: Whirlpool rolls 1d4: (2): 2

GAME: Kravar rolls 32: (5)+32: 37

GAME: Kravar rolls 32: (15)+32: 47

GAME: Kravar rolls 27: (1)+27: 28 (EPIC FAIL)

GAME: Kravar rolls 22: (19)+22: 41

GAME: Kravar rolls 27: (11)+27: 38

GAME: Kravar rolls 32: (4)+32: 36

GAME: Kravar rolls 26: (14)+26: 40

GAME: Kravar rolls 21: (15)+21: 36

GAME: Kravar rolls 32: (5)+32: 37

GAME: Kravar rolls 22: (7)+22: 29

GAME: Kravar rolls 2d10+36: (8)+36: 44

GAME: Kravar rolls 1d10+18: (2)+18: 20

GAME: Kravar rolls 1d10+18: (6)+18: 24

GAME: Kravar rolls 1d8+14: (3)+14: 17

GAME: Kravar rolls 1d8+14: (4)+14: 18

GAME: Kravar rolls 1d8+14: (6)+14: 20

Yelrona fistbumps Kravar

Kravar has wyvern posion coursing through his veins. He sways on his feet. His eyes have trouble focusing on his enemy. Luckily the creature is so large, that he doesn't need to see it clearly. He slashes with his glowing blade and slams his dark shield into it. As it rears back in pain Kravar stumbles to one knee, but surges to his feet and slashes it across the now-exposed throat.

GAME: Whirlpool advances the initiative order.

Round Four - Init 6.

It is now Wyvern 1's turn! wyvern 2 is next!

GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Five - Init 17.

It is now wyvern 2's turn! Astaren is next!

GAME: Whirlpool rolls 1d20+26: (18)+26: 44

GAME: Whirlpool rolls 1d20+26: (11)+26: 37

GAME: Whirlpool rolls 1d20+21: (7)+21: 28

GAME: Whirlpool rolls 1d20+21: (12)+21: 33

GAME: Whirlpool rolls 1d20+21: (19)+21: 40

GAME: Whirlpool rolls 2d8+8: (6)+8: 14

GAME: Whirlpool rolls 4d6+8: (12)+8: 20

GAME: Whirlpool rolls 2d6+4: (6)+4: 10

GAME: Whirlpool rolls 2d6+4: (8)+4: 12

GAME: Whirlpool rolls 1d4+4: (3)+4: 7

GAME: Whirlpool rolls 1d20+30: (6)+30: 36

GAME: Whirlpool rolls 1d20+26: (14)+26: 40

GAME: Whirlpool rolls 1d20+26: (5)+26: 31

GAME: Whirlpool rolls 2d8+16: (4)+16: 20

Shoop!

The tongue slices out through teh tentacles and rips Yelrona through the field into its grasp, where she is stung, ripped at, torn and shredded.

It seeks, now, to pin her beneath a massive paw.

That doresn't seem like it feels good.

But it's still there in the field of tentacles while the crew tries desperately to keep the airship from tilting.

GAME: Whirlpool advances the initiative order.

Round Five - Init 17.

It is now Astaren's turn! Durrankar is next!

GAME: Astaren rolls 1d20+21: (10)+21: 31

GAME: Whirlpool rolls 1d20+14: (17)+14: 31

GAME: Astaren rolls 10d6: (29): 29

GAME: Astaren rolls 1d20+16+6: (11)+16+6: 33

GAME: Astaren rolls 4d6+3: (14)+3: 17

GAME: Astaren casts Lightning Bolt. Caster Level: 16 DC: 20

GAME: Astaren casts Mage's Sword. Caster Level: 16 DC: 24

GAME: Whirlpool advances the initiative order.

Round Five - Init 16.

It is now Durrankar's turn! Stirling is next!

Itzpapalotl has left.

GAME: Whirlpool advances the initiative order.

Round Five - Init 15.

It is now Stirling's turn! Thyrson is next!

GAME: Stirling rolls ranged+1: (6)+16+1: 23

GAME: Stirling rolls 8d6+7: (31)+7: 38

GAME: Stirling spends ONE use of CHARGE POOL.

Durrankar the blowhard (shut up) flies his way over to yelrona and the air around her buffets her visibly....but she's free to move.

GAME: Whirlpool advances the initiative order.

Round Five - Init 15.

It is now Thyrson's turn! Yelrona is next!

GAME: Whirlpool advances the initiative order.

Round Five - Init 14.

It is now Yelrona's turn! Kravar is next!

GAME: Durrankar casts Freedom of Movement. Caster Level: 16 DC: 21

GAME: Yelrona casts Cure Moderate Wounds. Caster Level: 11 DC: 15

GAME: Yelrona rolls 2d8+10: (8)+10: 18

Stirling continues to fly around the airship aloft on wings of crackling lightning. He banks into a wide turn and fires his deathray at the creature, a bolt of energy striking it square and leaving scorch marks.

Yelrona slips out of the wyvern's grasp with Durrankar's help, skitters to the other side of the boat, and invokes Tarien's grace to heal her copious wounds.

GAME: Whirlpool advances the initiative order.

Round Five - Init 8.

It is now Kravar's turn! wyvern 2 is next!

GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Six - Init 17.

It is now wyvern 2's turn! Astaren is next!

GAME: Whirlpool rolls 1d20+26: (12)+26: 38

GAME: Whirlpool rolls 1d20+26: (16)+26: 42

GAME: Whirlpool rolls 1d20+21: (1)+21: 22 (EPIC FAIL)

GAME: Whirlpool rolls 1d20+21: (3)+21: 24

GAME: Whirlpool rolls 1d20+21: (8)+21: 29

GAME: Whirlpool rolls 2d6+8: (12)+8: 20

GAME: Whirlpool rolls 4d6+8: (17)+8: 25

GAME: Whirlpool rolls 1d20+31: (17)+31: 48

GAME: Whirlpool rolls 1d20+26: (8)+26: 34

GAME: Whirlpool rolls 1d20+26: (14)+26: 40

GAME: Whirlpool rolls 1d8+8: (7)+8: 15

GAME: Whirlpool rolls 1d8+8: (6)+8: 14

With a mammoth roar of pain, the wyvern's tongue lashes out now at Stirling. It swats at the sword, unable to do anything about the force weapon and not quite bright enough to understand it's coming from AStaren. Whatever intelligenec was overseeing it seems to be gone now, that's for sure. The tongue pulls Stirling close, where it rips and shrds into him with its bargbs and claws and wingspikes and stinger and teeth and.. there's a lot of blood.

GAME: Stirling rolls fort: (2)+20: 22

GAME: Yelrona rolls fort+2: (2)+9+2: 13

GAME: Whirlpool rolls 1d4: (2): 2

GAME: Whirlpool rolls 1d4: (3): 3

GAME: Whirlpool advances the initiative order.

Round Six - Init 17.

It is now Astaren's turn! Durrankar is next!

GAME: Kravar rolls fort: (1)+14: 15 (EPIC FAIL)

GAME: Whirlpool rolls 1d4: (2): 2

GAME: Astaren rolls 1d20+21: (13)+21: 34

GAME: Astaren rolls 1d20+16+6+3: (9)+16+6+3: 34

GAME: Astaren rolls 4d6+3: (17)+3: 20

GAME: Astaren casts Air Walk. Caster Level: 16 DC: 19

GAME: Astaren rolls 4d8+16: (16)+16: 32

GAME: Whirlpool advances the initiative order.

Round Six - Init 16.

It is now Durrankar's turn! Stirling is next!

GAME: Durrankar casts Heal. Caster Level: 16 DC: 24

GAME: Whirlpool advances the initiative order.

Round Six - Init 15.

It is now Stirling's turn! Thyrson is next!

the whirlwind that is Durrankar flies over to Kravar and circles around him....healing many of his wounds.

GAME: Stirling rolls weapon22+1: (17)+22+1: 40

GAME: Stirling rolls weapon22+1: (20)+22+1: 43 (THREAT)

GAME: Stirling rolls weapon22+1: (6)+22+1: 29

GAME: Stirling rolls weapon22+1: (6)+22+1: 29

GAME: Stirling rolls weapon22+1: (9)+22+1: 32

GAME: Stirling rolls 2d6+10: (10)+10: 20

GAME: Stirling rolls 4d6+20: (7)+20: 27

GAME: Stirling rolls 1d10+13: (10)+13: 23

GAME: Stirling rolls 2d6+6: (6)+6: 12

GAME: Whirlpool advances the initiative order.

Round Six - Init 15.

It is now Thyrson's turn! Yelrona is next!

GAME: Stirling spends ONE use of CHARGE POOL.

GAME: Whirlpool advances the initiative order.

Round Six - Init 14.

It is now Yelrona's turn! Kravar is next!

GAME: Thyrson casts Magic Missile. Caster Level: 16 DC: 20

GAME: Thyrson casts Magic Missile. Caster Level: 16 DC: 20

GAME: Thyrson rolls 5d4+5: (14)+5: 19

GAME: Thyrson rolls 5d4+5: (12)+5: 17

GAME: Yelrona rolls 1d20+21 multishot: (1)+21 multishot: 22 (EPIC FAIL)

GAME: Yelrona rolls 1d20+21 rapid fire: (8)+21 rapid fire: 29

GAME: Yelrona rolls 1d20+21 haste: (19)+21 haste: 40

GAME: Yelrona rolls 1d20+21-5 full attack: (10)+21+-5 full attack: 26

Stirling is rent across his armor and grabbed by the beast but the artificer doesn't seem to mind all that much. As he is drawn close he places both hands together and slams down on the beast, again and again, powerful titanfists delivering powerful blows charged with electricity.

Thyrson raises both hands, and just pelts the wyvern with two hand's worth of little, glowing magical darts.

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(4 bane)+(2 arrow)+(3 electric): 27

GAME: Yelrona rolls 18+2d6 bane+1d8 arrow+1d6 electric: 18+(5 bane)+(1 arrow)+(4 electric): 28

GAME: Whirlpool advances the initiative order.

Round Six - Init 8.

It is now Kravar's turn! wyvern 2 is next!

Yelrona gets up woozily to her feet and fires more arrows at the wyvern, hitting with a couple.

GAME: Kravar rolls 32: (10)+32: 42

GAME: Kravar rolls 32: (13)+32: 45

GAME: Kravar rolls 27: (14)+27: 41

GAME: Kravar rolls 22: (5)+22: 27

GAME: Kravar rolls 17: (14)+17: 31

GAME: Kravar rolls 32: (1)+32: 33 (EPIC FAIL)

GAME: Kravar rolls 27: (17)+27: 44

GAME: Kravar rolls 22: (4)+22: 26

Astaren goes home.

Astaren has left.

GAME: Kravar rolls 1d10+18: (5)+18: 23

GAME: Kravar rolls 1d10+18: (10)+18: 28

GAME: Kravar rolls 1d10+18: (9)+18: 27

GAME: Kravar rolls 1d10+18: (9)+18: 27

GAME: Kravar rolls 1d8+14: (4)+14: 18

GAME: Stirling deactivates his Titan Armor.

GAME: Whirlpool removes the timestop.

Timestop by Whirlpool has left.

Kravar flaps his wings furiously to both keep up with the flying airship. He struggles mightily until Durrankar's spell settles over him. The renewed strength lets him make his way to a position above the other wyvern, and then he bobs in the air just long enough to launch of storm of slashes with his sword and solid punch with the edge of his shield. Kravar pulls up and away just before one of the writing tentacles can grab him. He circles until he's sure the wyvern's stopped moving and then sets down on the deck of the ship. "Are all wyvern's like that...?" he says.

"They were mind controlled. Stobbrn and stupid lot too...and territorial. But again, controlled." Durrankar says after he stops being a blowhard.

Shosa lets out a sigh. The beast may be dead, but it's /still/ causing a listing in the airship where it died.

Because it's still there.

"We have to push it overboard," she yells.