Charn Excursion, part 2

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Plot: Charn Excursion

Level Range: 6-10

GM: Kisaiya

Participants: Hun'rar, Mel, Sasha, Smythly

Summary:

The recent comments by Charn directed toward Alexandria has stirred up some ill will within the area around Hextus. Word has filtered along that a group of people intend to launch a raid. Some concerned citizens feel that it might be best to stop them before they do. That's where you come in, you adventurers have been hired by the concerned citizens.

As a note: If this doesn't wrap on this night, I'll be doing the subsequent ones on the following night or Friday at worst. I would like to wrap this before the weekend.

Log of Part 2:

The plan firmed up by the majority was to go after the summoning, leaving the raid on Alexandria to continue. Hopefully some adventurers out there will step up to the task before it gets any worse. A glance up at the sky and the storm looks like it's slowly building.

Something is afoot.

Something is coming.

And that's what you all agreed to stop. The only question is, how much time do you have?

You're still six hours (on foot) out from where the summoning is to take place. The compound on the outskirts of Hextus being where the near dead Sith-makar mentioned. The same Sith that is now sleeping peacefully after Sasha's help.

GAME: Smythly rolls spellcraft: (5)+7: 12

Hun'rar has arrived.

Sasha says, "We do need to get moving. Let him sleep and we'll come back for him.""

Mel might have been hired on to the voyage as a cook, he'll do that on occasion so he can keep paying rent on his hovel. But for a share of the loot, he can be convinced to help you guys out. He seems to be a somewhat useful guy, apart from as a cook, having a number of useful skills. Or so he claims.

"The storm.."

"We must stop the summoning," says Smyhtly, firmly, He is confident on this count.

Sasha says, "Yeah, lets get going, Smythly...."

"Let's move it," agrees Smythly. He's firm on this count.

He's ready to go.

Just like that.

Sasha says, "yeah. We're going to have to move to get there in time, Smythly....""

The trek across the landscape wouldn't have been so bad if it wasn't for the rain coming down in sheets and the bark of thunder. It was just a journey through the slog of it all. Another crack of thunder and you finally see it up ahead. The shimmer of space near the compound, as you watch the portal begins to form. It's still a ways off yet, thanks to your early push it doesn't look like it's fully even formed yet.

Another good thing to that, is that there's a good chance nothing could have come through that portal yet. You're only fighting what's here and not from what ever plane they're summoning from. The howl of wind heralds you up into the hills until you come upon a canyon.

GAME: Kisaiya advances the initiative order.

Round One - Init 20.

It is now Smythly's turn! Baddies2 is next!

GAME: Note Flat-footed on Smythly ended.

Two Summoners stand next to an Altar, their hands moving as they recite ancient incantations. Upon seeing you, they come to a stop and look to you all. They stand on an island, surrounded by a pit that's filled with a brackish liquid. Some part of the ceremony no doubt and so thick it's almost impossible to see down into it.

Standing near them, near the only small bit of land onto the island is an Orc that looks strong. A turn to look toward you and he smiles... laughs.

GAME: Kisaiya advances the initiative order.

Round One - Init 13.

It is now Baddies2's turn! Baddies is next!

GAME: Kisaiya advances the initiative order.

Round One - Init 11.

It is now Baddies' turn! Sasha is next!

GAME: Kisaiya advances the initiative order.

Round One - Init 8.

It is now Sasha's turn! Mel is next!

GAME: Note Flat-footed on Sasha ended.

Smythly stares for a moment... but just a moment.

Then he, and his bear, are running. The bear he is not, at the moment, actually riding on.

The summoners on the island begin to cast. Each of them seem to cast something different before they both point toward the Orc that's guarding the passageway near them. Everyone perception checks.

GAME: Sasha rolls perception: (4)+4: 8

GAME: Sasha casts Bless. Caster Level: 8 DC: 15

GAME: Kisaiya advances the initiative order.

Round One - Init 7.

It is now Mel's turn! Baddies1 is next!

As Mel closes in on the edge of the pit, a tentacle rises and lashes out at him.

GAME: Kisaiya rolls 8: (12)+8: 20

Fortunately for Mel, the tentacle thuds just behind him, missing as another three run up from the liquid to join the first.

GAME: Kisaiya advances the initiative order.

Round One - Init 5.

It is now Baddies1's turn! Smythly is next!

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Two - Init 20.

It is now Smythly's turn! Baddies2 is next!

The Oruch Captain raises his curved blade, holding it in his hands as he yells out, "RAAAAAAAAHHHHHHHG!" And he seems to almost grow thirsty for the battle ahead.

GAME: Smythly rolls 1d20+10: (17)+10: 27

GAME: Kisaiya advances the initiative order.

Round Two - Init 13.

It is now Baddies2's turn! Baddies is next!

GAME: Sasha rolls will: (3)+11: 14

GAME: Kisaiya rolls 14: (20)+14: 34

GAME: Kisaiya rolls 14: (10)+14: 24

GAME: Kisaiya rolls 4d4+19: (8)+19: 27

GAME: Mel rolls will: (19)+5: 24

Both Summoners stop, looking at eachother they both grin and then... double! There's four summoners now that stand in front of you and all of them point. They point toward Mel and Sasha and - though each of you feel a pull at your mind, you shrug off the effects before they settle in. The visions of red fading from your view.

GAME: Kisaiya advances the initiative order.

Round Two - Init 11.

It is now Baddies' turn! Sasha is next!

GAME: Kisaiya rolls 8: (20)+8: 28

GAME: Kisaiya rolls 8: (20)+8: 28

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

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

GAME: Kisaiya rolls 18: (8)+18: 26

Of the four tentacles that lash out, only two of them attack Mel, owing mostly to the fact that he's right at the cusp of its range. The second strike lashes out to grabs at his foot, locking around it and yanking him up into the air.

GAME: Kisaiya advances the initiative order.

Round Two - Init 8.

It is now Sasha's turn! Mel is next!

GAME: Sasha rolls 6d6: (28): 28

GAME: Kisaiya advances the initiative order.

Round Two - Init 7.

It is now Mel's turn! Baddies1 is next!

5tMoving to a more advantageous spot, Sasha calls for a healing prayer to help her two friends...

GAME: Mel rolls 1d20+9: (8)+9: 17

GAME: Mel rolls escape artist: (5)+10: 15

GAME: Kisaiya advances the initiative order.

Round Two - Init 5.

It is now Baddies1's turn! Smythly is next!

Mel wards the tentacle back with his shield as it feels around for him, his shortsword out and ready as his feet propel him toward the edge of the pit. He wasn't quite ready for that, but he's kind of committed and he keeps moving, but then it grabs at him, and it's all he can do to flail helplessly at the tentacle as he writhes, trying fruitlessly to scape.

GAME: Kisaiya rolls 14: (12)+14: 26

GAME: Kisaiya rolls 9: (8)+9: 17

GAME: Kisaiya rolls 8: (2)+8: 10

GAME: Kisaiya rolls 2d4+9: (7)+9: 16

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Three - Init 20.

It is now Smythly's turn! Baddies2 is next!

The Oruch in front of Smythly, and then yells back in his face after he's been shoved backward. His sword comes down in two cuts, the first one finding his mark. He follows it up with a bite, trying to take a chunk out of him with his tusks, but that too misses.

GAME: Smythly rolls 1d20+13: (15)+13: 28

GAME: Smythly rolls 1d20+8: (11)+8: 19

GAME: Smythly rolls 1d10+7: (4)+7: 11

GAME: Smythly rolls 1d10+7: (1)+7: 8

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

GAME: Kisaiya advances the initiative order.

Round Three - Init 13.

It is now Baddies2's turn! Baddies is next!

GAME: Kisaiya advances the initiative order.

Round Three - Init 11.

It is now Baddies' turn! Sasha is next!

GAME: Kisaiya rolls 18: (4)+18: 22

NRGH.

Smythly knew it was a gamble, but its paying off and opened the path a bit more. He took the hit solidly with a wince before bashing his hammer into each knee of the oruch before him.

He spits on the ground and says, "In the name of the forge, you will not win!"

STOIC GOBLIN IS STOIC.

GAME: Kisaiya rolls 1d4+6: (4)+6: 10

GAME: Kisaiya advances the initiative order.

Round Three - Init 8.

It is now Sasha's turn! Mel is next!

The four casters look again at eachother and they begin to recite. They all cast on themselves and laugh as they look up to the portal above. It's still there, then nod as one and look toward the Oruch.

The creature in the liquid tries to reinforce its grip on Mel, Tightening about him and then dragging him out over the brackish liquid. The tentacle constricting tightly about his middle.

GAME: Name or alias #3156 not found.

GAME: You move #2146 to location I11 (5 ft).

GAME: Kisaiya advances the initiative order.

Round Three - Init 7.

It is now Mel's turn! Baddies1 is next!

GAME: Sasha casts Summon Monster IV. Caster Level: 8 DC: 18

GAME: Mel rolls 1d20+9: (8)+9: 17

GAME: Mel rolls escape artist: (19)+10: 29

GAME: Kisaiya rolls 2d4: (4): 4

GAME: Mel rolls acrobatics: (11)+13: 24

GAME: Kisaiya advances the initiative order.

Round Three - Init 5.

It is now Baddies1's turn! Smythly is next!

GAME: Kisaiya rolls 14: (2)+14: 16

GAME: Kisaiya rolls 9: (3)+9: 12

GAME: Kisaiya rolls 8: (4)+8: 12

Mel mrph, he's totally in the grip of the tentacles and not helping the party at all. He's squirming and trying to get out on his own, cause the party is entirely busy already. But he's starting to panic because it's totally got him and he's hard pressed to do anything about it. He keeps hacking at the tentacle fruitlessly, but all the contortion wiggles him loose of the grip. When he falls, it's straight into the drink, but like a whip, his hands shoot out and he catches himself on the edge and hwmphs as the air is knocked out of him, but he's at least free of the tentacle and not in the yuck.

The Oruch standing in front of Smythly lets out another chuckle, "Well, well, looks like you got some tricks little man. Too bad I /EAT/ goblins for breakfast." He grins and cuts down once more toward Smythly, but Smythly is just too quick for him and none of them, the slices with the sword or the bite, find any purchase.

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Four - Init 20.

It is now Smythly's turn! Baddies2 is next!

GAME: Smythly rolls 3d6: (14): 14

GAME: Smythly rolls 1d20+13: (15)+13: 28

GAME: Smythly rolls 1d20+8: (3)+8: 11

GAME: Smythly rolls 1d10+7: (6)+7: 13

"What, the giant bear behind me didn't give me away?" asks Smythly with a snort.

"Also, if you eat goblins for breakfast, I pity your intestinal tract. Frankly, I am surprised you c an even still be standing there. Tell me, Mister Oruch, do you freqnetly get the runs from your acts of perfidous cannibalism? I'm told it's a frequent occurrance amongst those who eat goblins... They call it Clank's Revenge."

GAME: Kisaiya advances the initiative order.

Round Four - Init 13.

It is now Baddies2's turn! Baddies is next!

ALso, the Oruch takes anmother battering from his earthbreaker.

With a flash, all four of the summoners just vanish from view after another incantation and wave of their hands.

GAME: Kisaiya advances the initiative order.

Round Four - Init 11.

It is now Baddies' turn! Sasha is next!

GAME: Kisaiya rolls 8: (14)+8: 22

GAME: Kisaiya rolls 8: (2)+8: 10

GAME: Kisaiya advances the initiative order.

Round Four - Init 8.

It is now Sasha's turn! Mel is next!

The Tentacled creature chuckles and with a lashing of its arms, it comes down at Mel once more. Trying to catch him as it lashes down, it misses though and instead the tentacles slam into the ground all about him.

GAME: Kisaiya advances the initiative order.

Round Four - Init 7.

It is now Mel's turn! Baddies1 is next!

GAME: Kisaiya reverses the initiative order.

Round Four - Init 8.

It is now Sasha's turn! Mel is next!

It is now Sasha's turn! Mel is next!

GAME: Kisaiya rolls 2: (17)+2: 19

GAME: Sasha rolls 1d20+9: (9)+9: 18

GAME: Sasha rolls 1d20+4: (9)+4: 13

GAME: Sasha rolls 1d20+3: (2)+3: 5

GAME: Sasha rolls 2d6+3: (5)+3: 8

GAME: Kisaiya advances the initiative order.

Round Four - Init 7.

It is now Mel's turn! Baddies1 is next!

GAME: Sasha rolls 1d20+9: (19)+9: 28

GAME: Sasha rolls 1d20+9: (4)+9: 13

GAME: Sasha rolls 1d20+8+4: (15)+8+4: 27

GAME: Sasha casts Chains of Perdition. Caster Level: 8 DC: 17

GAME: Mel rolls acrobatics: (18)+13: 31

GAME: Mel rolls acrobatics: (15)+13: 28

GAME: Sasha rolls 2d6+3: (4)+3: 7

Mel dodges and weaves, his agility and surefootedness somewhat uncanny to some, perhaps, who've never seen him on a wet floor, or a bloody battlefield with guts underfoot. Hop the chasm once, twice, a runup, then a long leap, then a quick turn to turn up =behind= the orc, and ready to give him a surprise.

GAME: Kisaiya rolls 14: (7)+14: 21

GAME: Kisaiya rolls 8: (1)+8: 9 (EPIC FAIL)

GAME: Kisaiya advances the initiative order.

Round Four - Init 5.

It is now Baddies1's turn! Smythly is next!

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Five - Init 20.

It is now Smythly's turn! Baddies2 is next!

The Oruch lands hard, rolling over he glares at the chain that just knocked him on his rear and stands up, feeling the bite of that archon's blade behind him. he lets out another cry of fury and cuts down at Smyth once more with a bite to follow it - missing but not for lack of trying.

Sasha had been concentrating for a few seconds.....until she calls out 'Althea! Please bring someone to protect Smythly!" And she casts a ball of light to arc slowly behind the orc. Meanwhile, Sasha calls a length of force chain to wrap around the orc's legs, JUST as he says he eats goblins for breakfast.....and he's yanked down.

This is when the orc hears a snarl from his other side. "No....YOU WILL NOT!" And out of the light erupts a Hound Archon, carrying a greatsword that he buries into the Orc, not once, but twice......

GAME: Smythly rolls 1d20+13: (12)+13: 25

GAME: Smythly rolls 1d10+7: (9)+7: 16

GAME: Smythly rolls Sense Motive: (18)+10: 28

GAME: Smythly rolls 1d20+13: (11)+13: 24

GAME: Smythly rolls 1d20+8: (1)+8: 9 (EPIC FAIL)

GAME: Smythly rolls 1d10+7: (8)+7: 15

GAME: Kisaiya advances the initiative order.

Round Five - Init 13.

It is now Baddies2's turn! Baddies is next!

GAME: Kisaiya advances the initiative order.

Round Five - Init 11.

It is now Baddies' turn! Sasha is next!

GAME: Sasha rolls 1d20+5+2: (19)+5+2: 26

The creature slides back into the brackish liquid and oozes forward, it surfaces again near Sasha, but instead of focusing on her it looks at the Archon. "Co-o-o-ome, to me. Fi-i-ight for me, I will rele-e-ease you from your se-e-e-rvitude." The voice echoes out from the creature's maw on the side of its body. But though it beckoned to the Archon, the creature resisted its hold. The portal high above however... it's becoming more concrete like the ritual to bring it into being is happening once more, though the summoners are nowhere to be seen.

GAME: Kisaiya advances the initiative order.

Round Five - Init 8.

It is now Sasha's turn! Mel is next!

GAME: Sasha rolls 1d20+9: (12)+9: 21

GAME: Sasha rolls 1d20+4: (10)+4: 14

GAME: Sasha rolls 1d20+3: (20)+3: 23

GAME: Sasha rolls 1d20+3: (7)+3: 10

GAME: Sasha rolls 2d6+3: (9)+3: 12

GAME: Sasha rolls 1d8+2: (8)+2: 10

"I can see you're not the type to give up easily. I mean, I was going to offer you the chance on behalf of the crazy pacifist with us, but I think you're not going to really take me up on the oppoortuniy. Still trying to eat goblins fore breakfast, though? I mean," And then he slams his hammer hard into the oruch's ribcage, "Right now, it looks like you're losing rather badly to one."

As the Hound cuts down again with it's greatsword, the Oruch spins in blade. A look of fear in his eyes for a brief moment before the dog head lashes in... and rips out his throat. The blood running down the Archon's maw as the Oruch stands there, stunned. He's still standing for now, but he is not long for this world.

GAME: Sasha rolls ranged+1: (19)+8+1: 28

GAME: Sasha rolls 4d8: (12): 12

GAME: Sasha rolls 1d20+8+4: (19)+8+4: 31

GAME: Kisaiya advances the initiative order.

Round Five - Init 7.

It is now Mel's turn! Baddies1 is next!

GAME: Mel rolls 1d20+11: (15)+11: 26

GAME: Mel rolls 1d6+3+3d6: (6)+3+(12): 21

the Hound Archon is not pleased with Smythly's announcement, and takes action, and rips out the orc's throat....then spits it out. "Should've taken him up on the offer, Mortal." then the chains bring the orc down on the ground. meanwhile, Sasha turns her attention towards the altar....and fires a laser at it....not much effect though. "You need to get to the altar and destroy it!"

GAME: Kisaiya advances the initiative order.

Round Five - Init 5.

It is now Hun'rar's turn! Smythly is next!

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Six - Init 20.

It is now Smythly's turn! Baddies2 is next!

Mel doesn't say anything, he's saving his breath for the fighting. He knows how this is supposed to go, the orc is fighting off the Hound Archon and Smithly, and he waits til it's paying attention to them and he stands up and leans in and gives it a hard thrust with his shiny shortsword, right in the kidneys. The blade catches the orc distracted, and Mel runs it clean through, the orc dropping to the ground with a slightly surprised expression. "Sorry it took a bit to get into the fight," he says sheepishly.

GAME: Sasha rolls 1d20+8+4+4+2: (2)+8+4+4+2: 20

Hun'rar wields a shield as much a pin cushion as he wards off blows. But he still does, attacks ringing on the steel as they are deflected from the dragon-themed knight. His sword is wreathed in purple flame as it comes down again and again. Slowly he is fighting as he moves down the hill towards the party, while his armor makes him formidable and difficult to hurt, it makes a retreating fight slow and difficult. But he does progress.

GAME: Sasha casts Searing Light. Caster Level: 8 DC: 17

Sadly, Sasha's concentration actually wavers and her spell flames out before it can fire.

GAME: Kisaiya advances the initiative order.

Round Six - Init 13.

It is now Baddies2's turn! Baddies is next!

GAME: Kisaiya advances the initiative order.

Round Six - Init 11.

It is now Baddies' turn! Sasha is next!

GAME: Kisaiya rolls 8: (15)+8: 23

GAME: Kisaiya rolls 8: (17)+8: 25

GAME: Kisaiya rolls 1d4+6: (2)+6: 8

GAME: Kisaiya rolls 1d4+6: (4)+6: 10

GAME: Kisaiya rolls 18: (17)+18: 35

The creature looks toward Sasha then, its large eyes swiveling toward her and it chuckles. The sound resonating deeply in the area. "Can your hound save you from /me/ I wonder." Two tentacles lash out, hitting Sasha hard and the second one grabbing her before lifting her into the air. The Portal above... continues to grow more concrete.

GAME: Kisaiya advances the initiative order.

Round Six - Init 8.

It is now Sasha's turn! Mel is next!

GAME: Kisaiya rolls 8: (6)+8: 14

GAME: Sasha rolls 1d20+8+4: (3)+8+4: 15

GAME: Kisaiya rolls 18: (14)+18: 32

GAME: Mel rolls acrobatics: (9)+13: 22

GAME: Mel rolls 1d20+9: (19)+9: 28

GAME: Mel rolls 1d20+9: (12)+9: 21

GAME: Mel rolls 2d6+6+3d6: (5)+6+(6): 17

GAME: Kisaiya advances the initiative order.

Round Six - Init 7.

It is now Mel's turn! Hun'rar is next!

GAME: Kisaiya advances the initiative order.

Round Six - Init 5.

It is now Hun'rar's turn! Smythly is next!

Mel is getting his acrobatics practice in, leaping -back- over the chasm of yuck, ducking the tentacles, and thrusting his trusty blade into the tentacle monster. But where do you stab that sort of monster? He's stabbed it, but it's not the world's best stab. But he's trying, at least. "Hang on!" he urges Sasha.

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Seven - Init 20.

It is now Smythly's turn! Baddies2 is next!

GAME: Kisaiya advances the initiative order.

Round Seven - Init 13.

It is now Baddies2's turn! Baddies is next!

GAME: Kisaiya advances the initiative order.

Round Seven - Init 11.

It is now Baddies' turn! Sasha is next!

GAME: Kisaiya rolls 18: (1)+18: 19 (EPIC FAIL)

GAME: Kisaiya rolls 8: (6)+8: 14

GAME: Kisaiya rolls 8: (9)+8: 17

GAME: Kisaiya rolls 8: (12)+8: 20

The creature tries to tighten its hold on Sasha as it chuckles darkly, that is... until its suddenly stabbed by Mel. It lets out a cry of furry as its grip loosens and Sasha falls free. It's limb lashes out trying to catch her and hit her as she falls, but it misses. The other two slam down hard in the ground about Mel, missing much to its annoyance.

GAME: Kisaiya advances the initiative order.

Round Seven - Init 8.

It is now Sasha's turn! Mel is next!

GAME: Hun'rar rolls knowledge/arcana: (8)+12: 20

GAME: Sasha casts Spiritual Ally. Caster Level: 8 DC: 18

GAME: Sasha rolls 1d20+6+4: (14)+6+4: 24

GAME: Sasha rolls 1d20+1+4: (12)+1+4: 17

GAME: Sasha rolls 1d10+3: (6)+3: 9

GAME: Sasha rolls 1d10+3: (6)+3: 9

GAME: Kisaiya advances the initiative order.

Round Seven - Init 7.

It is now Mel's turn! Hun'rar is next!

Once Sasha's out of the grip of the tentacle, she scrambles to get out of it's reach, then calls for a prayer to summon a force ally to where the altar is. It brings down a polearm to attack it and try to break it to pieces. "GET TO THE ALTAR AND BREAK IT!" And the Hound Archon starts it's run back in that direction.

GAME: Mel rolls acrobatics: (8)+13: 21

GAME: Kisaiya rolls 8: (15)+8: 23

GAME: Kisaiya rolls 1d4+3: (3)+3: 6

GAME: Kisaiya rolls 18: (9)+18: 27

GAME: Mel rolls escape artist: (1)+10: 11 (EPIC FAIL)

GAME: Kisaiya advances the initiative order.

Round Seven - Init 5.

It is now Hun'rar's turn! Smythly is next!

GAME: Hun'rar spends ONE use of SMITE EVIL.

Mel is in exactly the same boat he was in a few moments ago, snagged by a tentacle and squirming wildly to get away. Hopefully with Sasha free, magic things are getting taken care of. He squirms, but is not getting anyplace.

GAME: Hun'rar rolls weapon10-2+2: (2)+11+-2+2: 13

Hun'rar takes a deep breath as he surveys the scene, adjusting his grip on his sword. "Gilead above grant me strength!" he bellows half as a challenge and half as a prayer. "That portal only has a minute or so to go... but someone is casting it!" he bellows as he slides to a halt in front of Sasha. "Who is casting the portal spell?" his sword, now wreathed in green flame misses wide but still he stands strong before the creature.

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Eight - Init 20.

It is now Smythly's turn! Baddies2 is next!

GAME: Kisaiya rolls 18: (14)+18: 32

GAME: Kisaiya rolls 1d4+6: (4)+6: 10

GAME: Kisaiya rolls 1d20+9: (5)+9: 14

GAME: Smythly rolls 1d20+15: (10)+15: 25

GAME: Smythly rolls 1d20+13+7: (19)+13+7: 39

GAME: Smythly rolls 1d10+13+7: (7)+13+7: 27

GAME: Kisaiya rolls 12: (16)+12: 28

GAME: Kisaiya rolls 8: (16)+8: 24

GAME: Kisaiya rolls 8: (6)+8: 14

GAME: Kisaiya rolls 18: (15)+18: 33

GAME: Kisaiya rolls 1d4+3: (2)+3: 5

The creature lets out a shrieking noise that sounds pained beyond all reason as Smythly hits it hard. Shattering it in an odd way and leaving a caved in portion to it. It no longer laughs but shrieks in pain as its limbs lash out. THe one holding Mel constricting hard about him and flailing wildly as the others go about their business. One of them shoots toward Hun'rar, the end of the tentacle a maw of teeth, though it scrapes off his armor. The other two slam down near Smythly, one of them hitting and grabbing him roughly about the middle. "YOU DARE STRIKE ME?!"

GAME: Kisaiya advances the initiative order.

Round Eight - Init 13.

It is now Baddies2's turn! Baddies is next!

GAME: Kisaiya advances the initiative order.

Round Eight - Init 11.

It is now Baddies' turn! Sasha is next!

GAME: Kisaiya advances the initiative order.

Round Eight - Init 8.

It is now Sasha's turn! Mel is next!

Having been distracted by the Oruch long enough, Smythly can finally get his attention on the creature. He bounds towards it, smashing his hammer into it with a powerful,, overhanded arc before he's snatched up with a shirll yelp.

"WAUGH!"

GAME: Mel rolls 1d20+9: (5)+9: 14

GAME: Sasha rolls 1d20+9: (2)+9: 11

GAME: Mel rolls escape artist: (16)+10: 26

GAME: Sasha rolls 1d20+6+4: (15)+6+4: 25

GAME: Sasha rolls 1d20+1+4: (16)+1+4: 21

GAME: Sasha rolls 1d10+3: (5)+3: 8

GAME: Sasha rolls 1d10+3: (9)+3: 12

GAME: Sasha rolls 2d6+3: (10)+3: 13

GAME: Sasha rolls ranged+1: (3)+8+1: 12

GAME: Sasha casts Spear of Purity. Caster Level: 8 DC: 16

GAME: Sasha rolls 8d6: (30): 30

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

GAME: Kisaiya advances the initiative order.

Round Eight - Init 7.

It is now Mel's turn! Hun'rar is next!

GAME: Kisaiya rolls 1d8: (5): 5

Once the Hound Archon makes it to the altar, he starts to chop away at it with his sword, while the Force Ally continues it's attack...chipping away. Sasha, meanwhile, throws a spear at the tentacle monster.....and while it does a good bit of damage....it's able to keep off some of the damage.....

Once more, Mel manages to wriggle out of the creature's grasp, with some assistance, for which he's profoundly grateful. He's hard to keep a grip on, it would seem, slippery and agile and not at all inclined to stay in the huggy grasp of evil tentacle monsters. "Ugh, I'm really starting to dislike this thing," he grumbles.

GAME: Kisaiya advances the initiative order.

Round Eight - Init 5.

It is now Hun'rar's turn! Smythly is next!

GAME: Hun'rar rolls weapon10-2+3: (18)+11+-2+3: 30

GAME: Hun'rar rolls 1d10+13+8: (9)+13+8: 30

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Nine - Init 20.

It is now Smythly's turn! Baddies2 is next!

Hun'rar chops at the tentacles, sword now blazing with a purple and green light of both arcane and divine power and he drives the blade deep into the creature. "Hold to faith and strike it down! Gilead blesses us on this hunt!" he calls out as he batles the tentacles.

GAME: Smythly rolls 1d20+10: (16)+10: 26

GAME: Mel rolls reflex: (16)+9: 25

GAME: Name or alias #3156 not found.

GAME: Name or alias #549 not found.

GAME: Kisaiya advances the initiative order.

Round Nine - Init 13.

It is now Baddies2's turn! Baddies is next!

GAME: Kisaiya advances the initiative order.

Round Nine - Init 11.

It is now Baddies' turn! Sasha is next!

GAME: Kisaiya advances the initiative order.

Round Nine - Init 8.

It is now Sasha's turn! Mel is next!

GAME: You move Creature to location D11 (20 ft).

As it loses its grip on Smythly, it rages out, and sinks down into the liquid, hiding it from view before a burst of purple and it suddenly appears right next to Sasha once more. "Did you think you could evade my grasp so easily, little cleric?" It asks, sucking in breath with a sickening-liquid sound.

GAME: Kisaiya advances the initiative order.

Round Nine - Init 7.

It is now Mel's turn! Hun'rar is next!

GAME: Kisaiya reverses the initiative order.

Round Nine - Init 8.

It is now Sasha's turn! Mel is next!

GAME: Sasha rolls 1d20+9: (20)+9: 29

GAME: Sasha rolls 1d20+9: (13)+9: 22

GAME: Sasha rolls 1d20+4: (19)+4: 23

GAME: Sasha rolls 1d20+6+4: (12)+6+4: 22

GAME: Sasha rolls 1d20+1+4: (20)+1+4: 25

GAME: Sasha rolls 2d6+3: (12)+3: 15

GAME: Sasha rolls 2d6+3: (5)+3: 8

GAME: Sasha rolls 1d10+3: (3)+3: 6

GAME: Sasha rolls 1d10+3: (5)+3: 8

GAME: Sasha rolls ranged+1: (18)+8+1: 27

GAME: Sasha rolls 1d20+8+4+4+2: (9)+8+4+4+2: 27

GAME: Sasha rolls 4d8: (17): 17

GAME: Sasha casts Searing Light. Caster Level: 8 DC: 17

"...gnnghh.. oh no you don't!"

SMythly is enraged.

Righteously.

And somehow, despite his wee size, he is angry and fierce enough to wiggle and squirm his way, in full plate no less, free from the grasp of the terrible beastly nameless creature!

He is not happy as he splats on the ground, narrowly avoiding a collision with Mel.

As the Hound Archon and the Spiritual Ally continue to chop away at the altar, Sasha backs away from the monster, only to find herself still within it's reach. She dodges handily, and her mouth doesn't fumble the words this time, so her laser spell goes off. And like a true laser....it goes right through the monster......SKREEEEEEE and all four of it's tentacles flop on the ground. "Get to the altar! the other two have gotta be around there somewhere, but we've gotta stop the summoning!"

GAME: Kisaiya advances the initiative order.

Round Nine - Init 7.

It is now Mel's turn! Hun'rar is next!

Mel will shift over and join the others hitting on the altar. He hits it a lot. He doesn't hit it hard, but evert bit helps, right?

GAME: Kisaiya advances the initiative order.

Round Nine - Init 5.

It is now Hun'rar's turn! Smythly is next!

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Ten - Init 20.

It is now Smythly's turn! Baddies2 is next!

GAME: Smythly rolls 1d20+11: (10)+11: 21

GAME: Smythly rolls 1d8+9: (2)+9: 11

GAME: Smythly rolls 1D20+6: (14)+6: 20

The bear slams into the Altar and it stars to rock, but it's just not enough. It scrapes its paws along the surface as it roars and wraps his arms around it as best it can. Struggling it pushes and tries to over turn it.

A crack, a crunch... It shifts.

It shifts a little more....

And then it resettles back onto the ground. It looks like that loosened it, but not enough to topple it.

GAME: Kisaiya advances the initiative order.

Round Ten - Init 13.

It is now Baddies2's turn! Baddies is next!

GAME: Kisaiya advances the initiative order.

Round Ten - Init 11.

It is now Baddies' turn! Mel is next!

GAME: Kisaiya advances the initiative order.

Round Ten - Init 7.

It is now Mel's turn! Hun'rar is next!

GAME: Mel rolls 1d20+9: (19)+9: 28

GAME: Mel rolls strength+4: (14)+2+4: 20

GAME: Smythly rolls 1d20+9: (20)+9: 29

Mel's blade slides into the cracks developed by the bear right before the mount lets the stone altar down. It's perfectly wedged in as he lets out a grunt. He shoves with all his might, another crack develops. The stone Altar is teetering on the edge as Mel yells out.

It's just before the angle it needs.

Mel's arms burn, aching as him and the bear strain under the weight of the solid stone altar.

GAME: Kisaiya advances the initiative order.

Round Ten - Init 5.

It is now Hun'rar's turn! Smythly is next!

He looks at the altar.

He looks at his gun.

Nope. He looks at the pit. He looks at the altar.

Nope.

So SMythly is running around as fast as he can, shouting bloody murder at the bear in goblin. Thankfully, 'KNOCK IT OVER! BRING IT ALL DOWN!' is understandable in bear, at least when a goblin is capable of speaking bear on account of a divine bond.

Muddy smashes into the altar with a mammoth bear roar. It's something. Not enough, but it's something.

GAME: Hun'rar rolls weapon10: (12)+11: 23

GAME: Hun'rar rolls strength: (18)+6: 24

GAME: Smythly rolls Perception: (13)+3: 16

GAME: Hun'rar rolls perception: (18)+0: 18

GAME: Mel rolls perception: (9)+12: 21

Hun'rar charges up next, taking up a position on the other side. He follows Mel's example, slamming home his blade next. He wedges it under his shoulder as he yells out, straining.

He can feel the weight of it, the strain of his muscles, the cry as they're exerted beyond reason.

Just a little more.

Just a little more.

CrA-AaACK!

KA-BOOOM!

The Altar gives way and slams down into the ground, narrowly missing the Spiritual Ally as it lays on its side. A gout of dust kicks into the air, and as it begins to settle, all three of you notice there's two semi-transparent figures standing to the sides of where the Altar once stood.

GAME: Hun'rar rolls weapon10: (20)+11: 31 (THREAT)

GAME: Mel rolls 1d20+9: (10)+9: 19

GAME: Hun'rar rolls weapon10: (19)+11: 30 (THREAT)

GAME: Mel rolls 1d6+3+3d6: (1)+3+(11): 15

GAME: Hun'rar rolls 2d10+14: (11)+14: 25

Mel sees now where the invisble things from before have gone, and he brings back his sword as he slides forward, driving his blade home at chest level in one semi-transparent figure, then twisting it about as savagely as he can manage; forcing the crossguard against the body until it topples over backwards and he gives a shout of victory. "Ha! Alexandia! Alexandria!"

Hun'rar uses his shield to cover his eyes when the dust flies up, as he turns his helmet sideways he catches the outline in the dust and dives for it, sword first. All 200lbs plus armor of paladin sorcerer fly into the summoner, tumbling to the ground. Even as Hun'rar dives his shield finaly gives up and flies from his grip, his free hand growing large razor sharp claws which he uses to savagely tear out the throat of his victim. "There will be no evil magic here. No evil word, no evil spells" he very nearly growls.

With the summoners dead, the portal above begins to shrink and the storm starts to quiet. It's almost an immediate thing. If there's one thing that stands out the most, it's the quiet. The howling wind, the whistle and scream of the portal, the noise of battle. It's all gone. Even the rumble of thunder seems to be absent in this moment.

A pause in the storm, and then the soft patter of rain. The cold water hitting and running down. Pooling and rinsing clean the world.

Gilead has this moment. A deep feeling of peace finding Hun'rar, his aches and pains evaporate in that moment.

Even Mel can feel it, though he might not have a particular deity he follows, he can feel the moment of cleansing. A lean of his head back to feel it, the weight lifting.

A weight none of you realized you carried.

You stopped the summoning, but what of Alexandria? Hopefully the heroes back home will be up to the task of stopping the raid and saving the innocent lives.