Prisoner Transfer - Part 1

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Revision as of 02:33, 30 January 2024 by Harkashan (talk | contribs) (Created page with "{{EventLog |gm=Whirlpool |characters=Thoth, Eztli, Magpie, Aelwyn |location=The Felwoods |summary=Adventurers drag prisoners out of the Felwood - follow up to No Fun In the Woods. }} Marching prisoners through the Felwood is a relatively wrought process, and patrols of the combined Mythwood and Alexandrian forces are enroaching on it. The presence of the Spires of Linneia illuminating in the distance seems to have had a profound and ongoing impact on the Curse, weakenin...")
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Log Info

  • Title: Prisoner Transfer - Part 1
  • GM: Whirlpool
  • Characters: Thoth, Eztli, Magpie, Aelwyn
  • Location: The Felwoods
  • Summary: Adventurers drag prisoners out of the Felwood - follow up to No Fun In the Woods.


Marching prisoners through the Felwood is a relatively wrought process, and patrols of the combined Mythwood and Alexandrian forces are enroaching on it. The presence of the Spires of Linneia illuminating in the distance seems to have had a profound and ongoing impact on the Curse, weakening it. These spires, crystals at their top harvesting the moonlight, are more than welcome. Still some to go, according to the tales.

The prisoners, an adventuring band that tried to steal a crystal from an unactivated spire, is being moved from a waystation at the edge of the Felwood by you, towards the larger Alexandrian/Mythwood force camp where their attempt can be further investigated. Witness reports -- some of you being the witnesses -- overheard discussion of Vandalheim in the matter, the notrious Desolation-based city of thieves.

Thoth is taking up the rear at 'some distance'. It is still rather huffy about the whole 'damage to ancient artifice' thing, though it hasn't really brought this up much. Instead, its gaze is burning a hole into the back of the Vandalheim mercenaries who seemed so intent on trying to pretend this was all justified. The little War Golem is not amused.

Dirk stands at the gate of the waystation. With his thunderbelcher hefted over his shoulder, his other hand planted on his hip, his stance firm and fierce while his cloak billows dramatically in the wind. His whiskers bristle around the pipe in his mouth, while his little white-faced owl Lulu perches atop his shoulder. As the prisoner escort approaches, he strides forward. "Oy, lads. This is them?" he says, giving the prisoners the hairy eyeball. "Not tae fret. I'll get you all through the Felwood, nae sweat. We'll be in the Alexandrian camp in time fer supper!" Lulu fluffs herself up, hoo-hoo'ing in agreement. She peers at the prisoners, before she pulls herself up tall and skinny. Her golden eyes narrow and she click-clacks her beak. The Vampirowl watches you, criminal scum.

Eztli is relatively nonplussed about transporting the prisoners, or at the very least it was difficult to ascertain their feelings on such matters. "The more you cooperate the easier this will be." The small makari huffes. "More people coming to help is appreciated, even if it makes me wonder if they thought we were not capable enough to handle this. I'll just assume they really wanted to make sure things were okay."

"That's the hope," Magpie sighs, hefting a sack carrying the lesser of the adventurers' provisions. She had promised they'd be held in trust, and dammit, being the better gnome here means keeping to her word.

Nevermind how she'd dearly love to whap the commander of the party over the head with her own armor...

"Okay, guys... Thanks to *parties unnamed,* the cursed forest full of monsters and severe halitosis might be a bit more tetchy than usual." A hand absently reaches up and pats the bottom of Eztli's backpack, comfortingly. "The more eyes the better. So, let's be careful and get our unhappy cargo back safe before something eats their faces. And ours."

Felwood. Despite having walked through literal fire, the ruddy sith-makar was struggling to keep that burning warmth up. Though sight of a familiar face makes Aelwyn's teeth spread apart. "Dwarf," He greets Dirk with a bow of his head. "This one can only dream of such pleasure."

The continued quiet, glowering disposition from the small beaked war golem though, has him turn towards Eztli and Magpie and whisper, "Does one think everything is... right with Thoth?" He asks. "This one can feel murder in air."

At least the Felwood is quiet for the moment.

... too quiet, actually. That ominous silence has returned.

GAME: Aelwyn rolls perception: (1)+1: 2 (EPIC FAIL)
GAME: Eztli rolls perception: (9)+5: 14
GAME: Dirk rolls perception+4: (2)+17+4: 23
GAME: Thoth rolls Perception+3+2: (14)+6+3+2: 25

Thoth doesn't seem to realize it is being spoken about. Or if it does, it's not letting this be known. Instead, it's focusing on keeping watch on their couterie - while Ra on its shoulder keeps a careful eye on its surroundings. One might almost call it task-focused.

GAME: Magpie rolls perception: (8)+10: 18

Thoth's Familiar, Ra, soon follows this up with a hooting chirp. Thoth tilting its head, and slows down. "Something is coming." It remarks quickly, preparing for whatever this place might throw at them.

Dirk reaches up to take his pipe from his mouth, opening his arms wide as he spies his friends. "Aelwyn. Eztli. Peace on yer nests, my friends," he says. "Magpie. It's so good tae see ye again, lassie." He dispenses Dwarf Hugs all around, before he turns his attention to Thoth. "Och. Here's a new face." He reaches up to tip his tricorne. "Dirk Stormgrip. I'll be yer woods-guide on the next leg o' the trip." It's then that a gust of chill wind furls his cloak once again. The burly old ranger turns his face towards it, his brows furrowing. "Something's comin'. I can -feel- it," he growls. His pipe gets tucked into his hip satchel and he swings his thunderbelcher down, racking the slide with a satisfying CHK-CHAK. "On yer toes, friends. Think this one's goin' tae be one o' -those- kinds o' trips."

GAME: Thoth refreshes spells.
GAME: Thoth casts Mage Armor. Caster Level: 5 DC: 16
GAME: Thoth casts Shield. Caster Level: 5 DC: 16
GAME: Eztli casts Mage Armor. Caster Level: 10 DC: 16

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

       Whirlpool has dropped a TIMESTOP!
       Please +init, then cease all roleplay and actions immediately and wait for Whirlpool to instruct you further. You may earn RPP by logging a scene for a GM.
       For in-combat commands, type: +thelp.

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

...and then it happens. There was a moment of anticipation -- call it a pregnant pause if you would -- that enabled you to do what you want to prepare. The imprisoned adventurers are nervous, their bodies taut. Tense. They can sense it too.

...and then there's a flicker. A split in the sky above you and a shadow emerges. A large one.

A great, vulture like thing with outstretched, blazing-green wings of fire, ash, and charred bone.

A demon. A flying one. The sky around it crackles with barely concealed fury, as if its very presence made it wrathful.

It wheels around, screeching in a way that fills you primal dread.

... and then it looks down upon you, surrounded in a nimbus of demonic lightning.

GAME: Whirlpool advances the initiative order.

Round One - Init 19.

It is now Magpie's turn! Dirk is next!

GAME: Whirlpool advances the initiative order.

Round One - Init 12.

It is now Dirk's turn! Thoth is next!

GAME: Magpie rolls perception: (20)+10: 30

"Great t'see you too again, Dirk!" Magpie chirps, then hunches her shoulders as the wind presages an attack most dire. "Yeah uh, eyes up let's not get taken by surpriiiiiWELL HELL."

That is, after all, the *sane* reaction to a rip opening in the air and disgorging a great flying demon. Muttering a few words, Magpie knocks on Aelwyn's glaive, and slaps Dirk's ammo pouch, leaving a glimmering -- one might even say hungry -- sheen on the metal.

"O-KAY LITTLE CHICKS, MAMA'S GOTTA GET YOU TO SHELTER." This, said as she turns toward the prisoners, making shooing motions as she herds them toward the closest bit of cover she can clap eyes on in a hurry.

GAME: Dirk rolls Knowledge/The Planes+2: (18)+3+2: 23
GAME: Whirlpool advances the initiative order.

Round One - Init 12.

It is now Thoth's turn! One O'clock Vrock is next!

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

Dirk's eyes get wide as that creature appears. Then he narrows his eyes. "Filthy demon -shitbird-!" he snarls. He snaps his finger out at the crackling demon-birb. "YOU CANNAE ESCAPE ME!!" he thunders. Magpie gets a grateful nod as she enhances his ammo. Turning, he trundles forward, swinging his thunderbelcher up to draw his bead. "It's a hellfucker, friends! Ye'll have tae use holy weapons!" he shouts over his shoulder towards his friends. "An' dinnae try anything electric, it won't touch 'im!"

GAME: Whirlpool advances the initiative order.

Round One - Init 10.

It is now One O'clock Vrock's turn! Eztli is next!

"Greetings, Dirk Stormgrip. This one is designated 'Thoth'. This one will follow thine lead." It speaks in a wavering old speech that is trying to lean towards current-day common tongue.

Soon however, the demon makes its presence known as Thoth is in the midst of bringing a shield spell to the forefront; "Be ready." It bids its allies as it then presses two hands to its chest, activating something. The Ankh upon its chest starting to glow, before the light of that very same symbol suddenly appears upon everyone's chest, forming a golden holographic 'armor' that speeds up their bodies and makes them feel lighter. "Be quick, mine allies." As it continues to try and move away from the flying demon.

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

There are suddenly *five* of them, duplicated from the center, swirling around in place and doing the same acrobatic maneuvers. It's not multiple vrocks, just reflections of the actual one to the point where one can no longer be sure which of them is real.

It screeches again. Loudly.

GAME: Whirlpool advances the initiative order.

Round One - Init 8.

It is now Eztli's turn! Aelwyn is next!

GAME: Eztli rolls sense motive: (9)+1: 10
GAME: Eztli casts Scorching Ray. Caster Level: 10 DC: 19
GAME: Eztli rolls 1d20+9: (7)+9: 16
GAME: Eztli rolls 1d20+9: (12)+9: 21
GAME: Eztli rolls 1d20+9: (8)+9: 17
GAME: Eztli rolls 1d20+10+2: (11)+10+2: 23
GAME: Eztli rolls 1d20+10+2: (5)+10+2: 17
GAME: Eztli rolls 1d20+10+2: (2)+10+2: 14
GAME: Eztli rolls 4d6+4: (10)+4: 14
GAME: Whirlpool advances the initiative order.

Round One - Init 5.

It is now Aelwyn's turn! The Adventurers is next!

GAME: Eztli rolls 1d5: (1): 1
GAME: Eztli rolls 1d5: (4): 4
GAME: Eztli rolls 1d5: (1): 1
GAME: Whirlpool advances the initiative order.

Round One - Init 5.

It is now The Adventurers' turn! Magpie is next!

GAME: Whirlpool reverses the initiative order.

Round One - Init 5.

It is now Aelwyn's turn! The Adventurers is next!

"Yeah, should be just fine heading out. Happy to have the help really, just wishing it wasn't necessary." The small makari huffs, keeping an eye on the path until Dirk points out the commotion. "Ah crap, right! Everyone stay sharp! And you lot, don't try to make a run for it, because this is your own fault and you'll find we're capable of multitasking." The sorceress shouts, conjuring s trio of flaming spears that hurtle into the sky, one hitting with the desired effect, but two behaving rather oddly. "Thing is magic resistant, and it's got fake copies with it, careful!" They warn.

Aelwyn dares to brave the cold to give Dirk a slap on the dwarf's shoulder. "One should frequent TarRaCe more often." He tilts his head at Thoth though, then back at Dirk. "The guide? Tch. Definitely one should frequent the TarRaCe more often."

At the others' mentions of danger, he slowly peels away his burning glaive from him and moves to stand between the prisoners and the woods. "Is one sure it is not just a tree?" He asks, peering into the darkness. But the demon appears, the prisoners shy, and the rest of his team prepares.

The Dragoon turns back and flashes his sharp teeth at the pack of prisoners. "Play nice. Demons burn." Twisting his horned head back, he steps forward. He reaches outward with his glaive, looking up at the sky - and he begins to swing the burning glaive in the air, leaving trickles of flame behind. Touching the ground, singing the snow. Marking his spot.

Bound together in a group, the adventurers-turned-thieves are forced to follow Magpie's lead for the time being. "Give me a sword," snaps the woman at the head. She doesn't want to be here turned into a cinder without one, that's for sure.

GAME: Whirlpool advances the initiative order.

Round One - Init 5.

It is now The Adventurers' turn! Magpie is next!

GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Two - Init 19.

It is now Magpie's turn! Dirk is next!

GAME: Magpie rolls ranged+1+2: (9)+6+1+2: 18
GAME: Magpie rolls 1d4: (2): 2

"It'd take more time to dig your shit out than we have," Magpie shouts, pointing at the large hollow under a rotted-out and desiccated trunk of a tree. "Get *in there* and if you're still there when we're done, we'll talk!"

With one last, noodly shove, Magpie turns, unlimbering her crossbow. The bolt in its cradle gleams with a watery lilac light as she takes aim... Then fires, popping another of the images. "We're gettin' you back to camp in one piece, dammit!"

GAME: Whirlpool advances the initiative order.

Round Two - Init 12.

It is now Dirk's turn! Thoth is next!

GAME: Dirk rolls Shoot+1+2: aliased to Ranged+2-3+1+2: (9)+15+2+-3+1+2: 26
GAME: Dirk rolls Shoot+1+2: aliased to Ranged+2-3+1+2: (16)+15+2+-3+1+2: 33
GAME: Dirk rolls Shoot+1+2-5: aliased to Ranged+2-3+1+2-5: (10)+15+2+-3+1+2+-5: 22
GAME: Dirk rolls Shoot+1+2-10: aliased to Ranged+2-3+1+2-10: (18)+15+2+-3+1+2+-10: 25
GAME: Dirk rolls 1d3: (1): 1
GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+6+2d6+2: (2)+2+6+(7)+2: 19
GAME: Dirk rolls 1d3: (3): 3
GAME: Dirk rolls 1d2: (1): 1
GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+6+2d6+2: (6)+2+6+(9)+2: 25
GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+6+2d6+2: (6)+2+6+(10)+2: 26
GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+6+2d6+2: (12)+2+6+(5)+2: 27
GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+6+2d6+2: (1)+2+6+(2)+2: 13
GAME: Whirlpool advances the initiative order.

Round Two - Init 12.

It is now Thoth's turn! One O'clock Vrock is next!

GAME: Thoth casts Magic Missile. Caster Level: 5 DC: 18
GAME: Thoth rolls Wizard+Intelligence: (6)+5+5: 16

Dirk takes a step back, his eyes getting wide as the mirror images appear. But his shock doesn't last. He slams his foot back to firm up his stance and sights down the barrel of his weapon. "Gilead, guide my hand," he whispers. His thumb cocks back the hammer. As he does, the golden ivies filigreed into the stock begin to shine with warm, soothing light. Dwarven runes race down the barrel. His eyes narrow as his focus collapses, and he pulls back on the trigger. CHK-BOOM! BOOM! BOOM! BOOM! Four times he fires, his weapon strobing like brilliant sunlight with each shot. One blessed blast goes wide. Another shears through one of the mirror images, causing it to warble and distort before it dissipates. The last two shots, however, hit the vrock center mass. "HAH! HOW'S -THAT- TASTE, YE DEMONIC TURD?!" he thunders.

GAME: Whirlpool advances the initiative order.

Round Two - Init 10.

It is now One O'clock Vrock's turn! Eztli is next!

Thoth is well aware that its skill as a Wizard isn't at the level where it can stand toe to toe with a demon. Not yet. But it does know a bit about spellcrafting, so the moment it sees that its allies are having trouble, it opens a few small 'pipes' on its shoulders. The pinions seeming to 'turn' before a trio of pale feather-like shapes rush for the creature.

And while they do not manage to harm it, they shatter the mirror image that still remains.

It's been spinning and wheeling this whole time, with lightning around it.

...now that lightning begins to strike, to land, to set trees alight, to send showers of debris where it strikes. ..

GAME: Whirlpool rolls 5d6: (18): 18
GAME: Magpie rolls reflex+1: (1)+4+1: 6 (EPIC FAIL)
GAME: Thoth rolls Reflex: (14)+5: 19
GAME: Eztli rolls reflex+1: (14)+9+1: 24
GAME: Aelwyn rolls reflex+1: (7)+7+1: 15
GAME: Dirk rolls Reflex+1: (20)+13+1: 34 (CRITICAL SUCCESS)
GAME: Whirlpool advances the initiative order.

Round Two - Init 8.

It is now Eztli's turn! Aelwyn is next!

GAME: Eztli casts Scorching Ray. Caster Level: 10 DC: 19
GAME: Eztli rolls 1d20+10+1: (19)+10+1: 30
GAME: Eztli rolls 1d20+9+1: (8)+9+1: 18
GAME: Eztli rolls 1d20+9+1: (17)+9+1: 27
GAME: Eztli rolls 1d20+9+1: (2)+9+1: 12
GAME: Eztli rolls 4d6+4: (16)+4: 20
GAME: Eztli rolls 4d6+4: (17)+4: 21
GAME: Whirlpool advances the initiative order.

Round Two - Init 5.

It is now Aelwyn's turn! The Adventurers is next!

GAME: Whirlpool advances the initiative order.

Round Two - Init 5.

It is now The Adventurers' turn! Magpie is next!

Grateful to be under cover as lightning rains down around them and the adventurers exchange blasts with a giant flying vulture demon, they're all still yelling at Magpie to cut them loose.

"We can help! Let us go!"

Of course they can help. Honest.

GAME: Magpie rolls sense motive: (10)+2: 12
GAME: Aelwyn rolls sense motive: (17)+5: 22
GAME: Eztli rolls sense motive: (4)+1: 5
GAME: Dirk rolls sense motive: (2)+3: 5

"Nice shot there Dirk!" Eztli shouts, conjuring up another trio of flaming bolts that this time, land with much more effect, streaking through the sky and slamming into the demon. The sorceress takes one look to the prisoners.

GAME: Thoth rolls Sense Motive: (2)+-3: -1

'Keep at it! Don't let it back away!' Aelwyn shouts before he gets a good chunk of something as the splinters fly, causing him keel over and spit blood to the ground. It was a solid hit. Reeling back to a stand, he wipes his snout and glares. "These fucking woods." He growls and picks up his glaive. As if to threaten the fate itself, he moves to stand even further into the clearing, holding out his glaive - and he waits, swaying his flaming blade around him, waiting for the creature to come closer.

<draconic>

GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Three - Init 19.

It is now Magpie's turn! Dirk is next!

GAME: Whirlpool advances the initiative order.

Round Three - Init 12.

It is now Dirk's turn! Thoth is next!

GAME: Dirk rolls Shoot+1+2: aliased to Ranged+2-3+1+2: (5)+15+2+-3+1+2: 22
GAME: Dirk rolls Shoot+1+2: aliased to Ranged+2-3+1+2: (11)+15+2+-3+1+2: 28
GAME: Dirk rolls Shoot+1+2-5: aliased to Ranged+2-3+1+2-5: (18)+15+2+-3+1+2+-5: 30
GAME: Dirk rolls Shoot+1+2-10: aliased to Ranged+2-3+1+2-10: (1)+15+2+-3+1+2+-10: 8 (EPIC FAIL)
GAME: Magpie casts Fly. Caster Level: 7 DC: 18

"Look just *stay quiet* and I swear I'm'a do my best to make sure nothing even looks at you funny."

Rolling up her sleeves, Magpie mutters a handful of brain-twisting syllables, gathering flecks and motes of free mana from the blighted forest's very air. Clapping her hands together, she smeeeeeears them upward over the bark of the dead tree, and her illusion follows the gesture. Starting at ground level, and reaching to the tree's very tip, it... Doesn't change much at all.

Magpie has spent a not-insignificant chunk of power to make a dead tree look, feel, smell, taste, and even have the *heat signature* of... itself.

Only, y'know, without people in it.

Sometimes the most straightforward tricks are the best tricks.

GAME: Dirk rolls Shoot+1+2-10: aliased to Ranged+2-3+1+2-10: (13)+15+2+-3+1+2+-10: 20
GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+6+2d6+2: (9)+2+6+(10)+2: 29
GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+6+2d6+2: (4)+2+6+(5)+2: 19
GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+6+2d6+2: (7)+2+6+(7)+2: 24
GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+6+2d6+2: (10)+2+6+(9)+2: 29
GAME: Dirk rolls dmg+2d6+2: aliased to 1d12+2+6+2d6+2: (3)+2+6+(8)+2: 21
GAME: Whirlpool advances the initiative order.

Round Three - Init 12.

It is now Thoth's turn! One O'clock Vrock is next!

Dirk leaps back as the vrock sends hellish lightning crackling at him and his comrades. He hops from foot to foot, pirouetting gracefully to let the sparks pass him by. Not even a single whisker in his beard is ruffled. As he plants his foot back down, up comes his thunderbelcher. CHK-BOOM! BOOM! BOOM! BOOM! Golden shells shower like rain from the breech with each shot, glowing faintly, hissing and smoking as they eject. "OHH, YOU DECIDED TAE FUCK WI' THE -WRONG FUCKIN' DWARF-, SHITEYES! COME GET YE SOME!" he roars.

"

GAME: Thoth casts Scorching Ray. Caster Level: 5 DC: 19
GAME: Thoth rolls WIzard+Intelligence: (9)+5+5: 19
GAME: Thoth rolls Ranged+1: (13)+7+1: 21
GAME: Thoth rolls 4d6+2: (15)+2: 17
GAME: Whirlpool advances the initiative order.

Round Three - Init 10.

It is now One O'clock Vrock's turn! Eztli is next!

It veers upwards, travelling higher after taking all that fire. It's putting more distance between itself and you, raining blood and fire down on you -- in some cases they're the same thing.

The lightning continues to spark around it as the area grows thick amd heavy with the smell of storms and smoldering brimstone.

... and then you hear something else. Crick-cracking through the forest, dead branches snapping under feet.

GAME: Whirlpool advances the initiative order.

Round Three - Init 8.

It is now Eztli's turn! Aelwyn is next!

Thoth understands very well this creature is resistant to fire. But right now, that is most of its arsenal. So it's what will have to do. Spreading its fingers, it points at the demon and one of said fingertips opens. A sudden rush of flame bursting forth from within, aiming to tag it right in the chest as the others are dealing with it. Hoping to assist. The flame managing to burst against it this time. "This one senses something else approaches." It warns.

GAME: Whirlpool advances the initiative order.

Round Three - Init 5.

It is now Aelwyn's turn! The Adventurers is next!

GAME: Aelwyn rolls perception: (13)+1: 14

Eztli is glaring up at the sky, more than a bit oblivious to the sounds of the forest closer to the ground. The small sorceress moves to summon more flames to harry their harrier, when suddenly the makari lurches slightly, with an unpleasant tearing noise and as the back of their robes tear open from a pair of spikes, covered in blood that sizzles and burns when it hits the air, eventually pulling out a large(for Eztli, at least) pair of leathery wings that flap awkwardly for a few seconds.

The sorceress is more than a bit overwhelmed for the brief moment, one hand clutching their head and attempting to shake away the lingering pain.

GAME: Whirlpool advances the initiative order.

Round Three - Init 5.

It is now The Adventurers' turn! Magpie is next!

Aelwyn had a lot of time to observe the creature as he waited. Waited patiently, even when bolts of scorching ray and the anger of the dwarves blasted around him. It took him a moment - but then he realized it. The way it wasn't aggressive. The way it stayed out of range. "We need to move!" He calls out, looking at the rest of the - where's the prisoners - party. "It is stalling us!"

Sounds of the branches snapping makes him snap his head though, and with set of curses muttered underneath his breath, he moves to stand between the party and whatever is coming closer. He props his glaive, looks quickly at Eztli. No time to gape. "Spelldancer! Careful!"

There's a whole lot of yelling form the adventurers. None of them know to be quiet, despite Magpie's efforts -- mostly because they're starting to get upset and panic. There's no fighting *they* can do, not while they're manacled and bound, after all.

They don't like this. Unsurprisingly.

GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Four - Init 19.

It is now Magpie's turn! Dirk is next!

GAME: Whirlpool advances the initiative order.

Round Four - Init 12.

It is now Dirk's turn! Thoth is next!

'We need to go.'

Magpie doesn't even question. Lightning-seared and bleeding a bit, she is teeny enough to know well the value of a quick escape. Turning, she pokes her head back into the empty hole. "OKAY, NEW PLAN. BUG THE HELL OUT IF YOU DON'T WANNA GET SMUSHED. LET'S GO LET'S GO LET'S GO, I'LL COVER THE DISTRACTION."

As the prisoners begin to pile out of safety, she slaps a hand against the side of the tree.

With a *POOF* of varicolored neon butterflies, the tree is no longer a tree.

It is a twenty-foot-fall statue of an armored, winged angel, trimmed in gold.

Both of its hands are upraised, as if in divine benison.

Its hands are curled into fists, middle fingers upraised.

The fingers suspend between them, a tremendous banner.

The banner reads;

       DEMONS CAN KISS THE PEARLIEST PART OF MY GATES

Magpie does not do subtle.

Also, there are fireworks.

GAME: Dirk rolls Shoot+2+1-2: aliased to Ranged+2-3+2+1-2: (8)+15+2+-3+2+1+-2: 23
GAME: Dirk rolls Shoot+2+1-2: aliased to Ranged+2-3+2+1-2: (2)+15+2+-3+2+1+-2: 17
GAME: Dirk rolls Shoot+2+1-2-5: aliased to Ranged+2-3+2+1-2-5: (7)+15+2+-3+2+1+-2+-5: 17
GAME: Dirk rolls Shoot+2+1-2-10: aliased to Ranged+2-3+2+1-2-10: (9)+15+2+-3+2+1+-2+-10: 14
GAME: Dirk rolls dmg+2+2d6: aliased to 1d12+2+6+2+2d6: (8)+2+6+2+(4): 22
GAME: Whirlpool advances the initiative order.

Round Four - Init 12.

It is now Thoth's turn! One O'clock Vrock is next!

GAME: Thoth rolls 10: (16)+10: 26
GAME: Thoth casts Twilight Knife. Caster Level: 5 DC: 20

Dirk tracks his thunderbelcher up as the vrock gains altitude. Eyes narrow as he collapses his focus. He draws a breath and starts firing. BOOM! BOOM! BOOM! BOOM! One shot shears straight through the vrock's horrid wing with a blast of rotted feathers. The other shots go wide, arcing tracers of glittering golden light into the Felwood gloom. "HYARRGH! YER GOIN' STRAIGHT BACK TAE HELL, YE FUCKER!" the burly old ranger thunders. That's when he feels those booming footfalls through his boots. He looks up and around, blinking owlishly. "Wha... what the hell is -that-!" he cries, swinging his thunderbelcher frantically from left to right. One would think with as much noise as the whatever-it-is is making, he'd be able to pick it out. But no target presents itself as of yet...

Thoth watches as the strange angel appears, while it casts a small spell - plucking one of its metalic feathers off of its wings. Ra is already flying towards the direction of the heavy footsteps. And moments later there's a loud PLOF, as Ra ends up flying 'into'... something. It squawks as it flies up into the air.

"This one wishes you to know - Ra believes the approaching enemy is invisible. It flew into it." Thoth calls out to his allies.

GAME: Whirlpool advances the initiative order.

Round Four - Init 11.

It is now It's Time!'s turn! One O'clock Vrock is next!

... THOOM!

A tree is uprooted and goes spiralling ver onto its side in a shower of earth and spliter and root.

Something has arrived, all right, and you're at least better prepared on the account of Thoth's warning. It's here!

... but it's also not here. As the dust settles, the creature that has been stalled for can not be seen.

... until your eyes adjust, and you see the tiny, tiny nimbus of light at its center. A tiny, winged nimbus of light, growing with the balefire aura of the hells.

Power rolls off it and it begins to move forwrad, massive foot steps 'falling' beneath it. It charges towards you.

... it's fey bull rush time.

GAME: Thoth rolls Spellcraft: (10)+13: 23
GAME: Thoth rolls Knowledge/The Planes: (11)+13: 24

As the invisible fey-like thing approaches, Thoth's eyes get a pretty good look at it. Ra lands back on its shoulder and hoots, at which Thoth nods. "It appears to be a corrupted Fey. This one believes the intense telekinetic power we see is something we can blast through. After which, the Fey itself isn't so bad to deal with." It informs the crew.

"This one believes this is a most unfortunate end for this Fey, to have been infused with demonic wrath like this."