Well dislodging rock from rock is no simple matter!
Well dislodging rock from rock is no simple matter!
I really should see about getting a new signature.
I'll have the wisp set up a couple traps in its current room then go down the passage that the elves? group did.
Daril shoots the last two Corshari. Jane casts Faerie Fire on the obvious target.
Mayor grabs the healthy Corshar and keeps him pinned, attempting to stop any counter attacks or dodges.
Bohw attaches another stick of explosives to an arrow and lights it on a long fuse, while muttering something to herself about making that pixie regret everything. She notes she's rapidly running low on bombs, though that might have something to do with a big explosive satchel earlier. Either way, Bohw looks in the direction Jane is casting her spell and readies up a shot, when Echo is lit up, Bohw plans to light her up even futher, with an explosive arrow to the chest.
You dislodge several small rocks, then carefully watch as their new gravity sends them falling/flying into the air at an angle. Once they are where you want them, you end your Reverse Gravity spell, then hope that they actually hit those whom you wanted them to.
And they do so, hitting Daril, Mayor and one of the remaining corshar for 111 damage, each! You didnt quite manage to get loose any really huge rocks, to be honest... But atleast you managed to snipe them even from this range, right?
Then one of them casts a really annoying spell at you. Great.
You spend several turns trapping stuff, then proceed. After a while, you catch up to their fleeing group. Seems like they've stopped perform some more extensive first aid, and the elf is passing out healing (she seems to have recovered well enough, herself, too).
Between Daril and Mayor, the last two corshar are slain aswell, resulting in another two clouds of evaporating shadow.
Jane casts her spell, and a strong light is illuminated someplace above... the cliff? Oh, she is standing up there. Well, atleast an outline, made apparent by the light surrounding it closely, is standing there - Echo herself is invisible it seems. She is particularly visible what with the shadow sun above turning everything a dull gray, so it is no problem for Bohw to find her target. She doesnt have a direct shot at her, though, because of a certain ledge being in the way, so instead Bohw arcs the arrow so that it comes down on Echo's position from above... At which point Bohw's dynamite goes boom, dealing 173 damage to Echo! (Roll 15+3)
Stats
I really should see about getting a new signature.
Echo, more than a little annoyed at the slight of hand the girls down there are playing, decides to show them real magic, and turns herself into some sort of liquid dirt thing and tunnels into the mountain and digs a little cave.
(I don't even know what I'm doing any more, but I want her to like, sink into the mountain.)
I'm thinking... I'll have the wisp just go right past that group. I'll cast a spell through it to release a powder which does not do anything as it does so. That should cause them to waste at least one turn trying to figure out what the heck happened. Given the opportunity I'll set traps ahead of them.
Mayor flexes his fingers and goes over to give Thunderpaw a bit of shaking.
Bohw draws back her bow for another shot, but once she sees Echo attempting to flee she withdraws the arrow and lowers her bow. While something that is quite high on her priorities right now is to chase down the spell-theif and fill her full of arrows, getting Kraine while he's away from all his friends is a much more profitable course of action, it's why they came here for in the first place. Besides, judging by Echo's actions, that little sneak should know not to mess with them for a little while.
She brushes aside some of her hair that had fallen across her face, before glancing over at Daril reloading his guns in the pause of the combat, and smiles.
"Come on, tall, dark and handsome, let's go get that Kraine."
Bohw motions to everyone to get going, keeps her weapon at the ready, but can't help but keep grinning like a child and boasting.
"You know, for a second there, I thought we might of been in a bit of trouble."
Dont worry you are drugged and Mayor automatically fails at waking you.
Besides, Jane has not removed her barrier so Mayor would have to spend several turns pounding on it to even get to you in the first place. *shrug*
I really should see about getting a new signature.
Nos, having perhaps calmed down too much after his burst, walks lazily over to stand near Bohw. Slouched over like he's about to pass out, Nos just stares up at where the party found Echo. "Say, is that that dirty thief? Huh, fancy that. You guys gonna go catch her or something? Ahh, what's the rush?" He waggles his fingers in Echo's direction. After a second, little tendrils of dark energy make their way to Echo, and press against her in an attempt to hold her in place. Paralyzation spell, baby!
I really should see about getting a new signature.
@Sjasogun
You still cannot actually see where Kraine went off to.
I really should see about getting a new signature.
Yea, you are definitely incredibly ambitious, spell-wise. This is a very complex spell.
Fortunately, you (Roll 17+3) just manage it. Your body turns to stone, then crumbles and becomes sand. However, pile of sand or no, you are still aware, and you are capable of moving about, though doing so is magically straining. You find a tiny crack in the mountain, which you funnel yourself into. You cant dig a cave though - recall that you only have one turn per turn and rock still is not particularly malleable.
Also you are still shining with Faerie Fire. They could probably find the crack you chose if they can somehow get on top of the cliff.
Releasing such a powder proves no problem (Roll 17+6), and while it does cause several of the bandits to recoil from it, the rest fire crossbow bolts and arrows at the wisp (wasting valuable ammunition, yay!). The elf, though, casts Dispel Magic! Why should she waste a turn casting Detect Magic, after all? The wisp defends itself, but it simply isnt powerful enough in comparison with the elf, and its magical integrity is considerably lowered! It does make it past the group, though, and they do not pursue.
Mayor performs an incredibly mayorial finger flex, involving lots of creaking steel and stuff. He then goes over to Thunderpaw and pounds on Jane's barrier. This brings him nowhere.
In reply to Bohw, Daril nods, "Damn straight. Its past time that bastard got what he deserves."
You cast an excellent paralyzation spell, but then suddenly Echo is completely gone!
Gawdamnit. Well, t'was worth a shot, right?
Rushing into the woods is no problem, but Kraine is nowhere to be seen!
You get one of those feelings, as though you are being watched.
Stats
I really should see about getting a new signature.
Magic eye is still in effect. What can I see through the wisp?
I really should see about getting a new signature.
I'm thinking... Apply traps liberally to the wisps current location. And lets see if I can eavesdrop on the hostiles the wisp just passed while doing so.
Echo should try and dig out a little hole, and next turn continue with the plotting.
Mayor gets a silent glare from Jane, in which the golem responds with one of his own silent glares. He just waits till the forcefield dissipates and lifts Thunderpaw over his shoulder, little guy can't hold his drink. Speaking of which, he also pockets the rest of the drugged wine, even if he doubts it's usefulness.
Bohw goes over to pick up her knife from the ground and then chases after Takumi, motioning everyone to follow.
It occurs to Nos that the thief is gone, and there are no more enemies to fight. The big guy was a chicken he isn't coming back, no sirree. So what now?
"Bored. So bored." Nos stretches, yawning. After staring up at the last place he saw Echo for a few seconds he just starts trying to tap-dance, still with a bored look on his face. He doesn't know how to tap dance.
The +# is the bonus you get to a diceroll. Say you roll a 10, and being Nos you have a bonus of +7, so your effective roll is 17. That then means that your damage is increased by a factor of 1.7 (or +70%), so with a Power of 125, you would then deal 213 damage.Originally Posted by frontpage
It should be noted that the diceroll is often more important that whatever sick bonus you have, though. Rolls of 20 make you awesome in pretty much any situation, but having a bonus of 20 might not always do that. This is a cinematic thing though and i handle those case by case. The bonus does help though, so you might not trip flat on your face if you roll a 1 but have a high bonus.
So to put it simply, each 2 points in Strength, Speed or Affinity increases your damage by 10% when using an action related to one of those stats.
I really should see about getting a new signature.