The Armageddon Beasts (Inactive)

Game Master Zayne Iwatani

Base Init:
[dice=Initiative Kyamba]1d20+16[/dice]
[dice=Initiative Groff]1d20+7[/dice]
[dice=Initiative Fizz]1d20+3[/dice]
[dice=Initiative Mortimer]1d20+8[/dice]
[dice=Initiative Darnak]1d20+8[/dice]
[dice=Initiative Donovan]1d20+13[/dice]

Base Percep:
[dice=Perception Kyamba]1d20+22[/dice]
[dice=Perception Rika]1d20+22[/dice]
[dice=Perception Groff]1d20+31[/dice]
[dice=Perception Fizz]1d20+4[/dice]
[dice=Perception Mortimer]1d20+22[/dice]
[dice=Perception Darnak]1d20+39[/dice]
[dice=Perception Donovan]1d20+29[/dice]

The Sard Round 2


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HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

I think we teleport. Fizzy will bounce us to the area that is not accurate on the map


After spending a comfortable night in inn, seriously did adventuring cost so little, you awake head out of the city, knowing the porting out of the city might cause a commotion. Donovan's purchases seem to do the trick as well. The people pf Kalsgard know how to make warm clothing. Mortimer pulls out the map and marks a location within the unknown area that might be a good place to start. Fizzwiddle then magically ports them to the intended location. Or he tries. The magic seems off as soon as the words of power start to leave his mouth. The group vanishes for a moment and reappears at the same point. Weird.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fizzy frowns and consults the Fuzz

Ok we will go somewhere close to it!

He tries again this time to pop them about half mile away from the unknown area


This time the spell works. You are teleported right in the middle of large forest of pines. Even though it is the warm months it is still fairly cold but the clothing Donovan bought does the job. This one of the deepest part of the forest and as such the trees are tall and the foliage thick, though not un-navigable. Thick bushes and tall grass sprout between the trees but their are a few paths leading deeper.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff will lead on into the forest.


Donovan follows, floating ten feet off the ground behind Groff.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

"Hey, that wasn't bad at all" says Kyamba, all wrapped up in winter clothes, after Fizz's first teleport attempt. "Oh..." is all he cna manage once he realizes that they hadn't actually gone anywhere. "Well, I guess we can-" but that's all he can manage before the gnome casts the spell again.

Once in the forest the first thing the Chef does is stumble into the underbrush for a nice fit of dry heaving. He reemerges a minute later to wearily follow the dwarven warrior deeper into the trees.


The trek is easy going even this deep into the forest. Of the many paths that meander through the tall shrubbery, many lead south into the heart of the area not known on the map.

Perception DC 30:

After a few hours of trekking you notice that scenery is oddly familiar. You could swear you saw that tree before. Or that configuration of twigs on the ground. Or that rock. Odd.

Will save DC 24 with a -5 (Illusion):

You don't know it but your will power has saved you yet again, this time against a spell you weren't even aware of, and still aren't just yet. But you have been saved and the others have not. You continue straight south while the others begin to veer left for some reason. Even after correcting them they try to continue left.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

1d20 + 18 - 4 ⇒ (1) + 18 - 4 = 15

Fizzy continues nattering with the Fuzz and probably dies a horrible death


Male Elf Wizard 20

Perception: 1d20 + 22 ⇒ (16) + 22 = 38
Will: 1d20 + 17 - 5 ⇒ (12) + 17 - 5 = 24

Mortimer frowns, then casts detect magic and shifts through all of the auras on the party's gear to try and find whatever it is that is effecting the others.


Mortimer:
Once you get far enough away from the party, who are a beacon of magical energy, you see nothing out of the ordinary. Nothing appears to be wrong. Then you realize that the entire forest is shaded slightly yellow, the aura of illusions. But you have never seen one so big before. Its like the whole forest is covered in a very subtle yet powerful illusion. It seems to shift left, guiding you around the center of the forest.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

auto make the perception

will save: 1d20 + 19 + 4 - 5 ⇒ (15) + 19 + 4 - 5 = 33

"Hey people, get back here! We're going South!"


Male Elf Wizard 20

"I'm afraid we will have to tie a rope to them and guide them. This entire forest has an illusion over it."


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Perception: 1d20 + 22 ⇒ (5) + 22 = 27
Will: 1d20 + 17 - 4 ⇒ (11) + 17 - 4 = 24

The Simulacrum's True Seeing should immediately penetrate the illusion.

"If we had some spare time I think I could sit down and whip up a brew that should snap them out of it."


Auto succeed perception.

Will 1d20 + 19 - 5 ⇒ (18) + 19 - 5 = 32


Is Fizz the only one that failed? That's hilarious. Its late here so I will ahve more tomorrow.


Wait, fizz has truesight right? He is fine too.

You guys aren't legendary for nothing. The illusionary forest has no effect and you continue to move forward un-hampered. But as you go you feel like whoever put up this barrier knows exactly where you are. Like the forest has eyes every where.

Perceptions:
Perception Kyamba: 1d20 + 22 ⇒ (5) + 22 = 27
Perception Rika: 1d20 + 22 ⇒ (7) + 22 = 29
Perception Groff: 1d20 + 31 ⇒ (7) + 31 = 38
Perception Fizz: 1d20 + 4 ⇒ (3) + 4 = 7
Perception Mortimer: 1d20 + 22 ⇒ (2) + 22 = 24
Perception Darnak: 1d20 + 39 ⇒ (15) + 39 = 54
Perception Donovan: 1d20 + 29 ⇒ (1) + 29 = 30

DM:

???: 1d20 + 35 ⇒ (17) + 35 = 52
???: 1d20 + 35 ⇒ (6) + 35 = 41
2d6 ⇒ (1, 5) = 6

The eerie feeling turns out to be true as two arrows lance out of the forest at Mortimer.

Attack vs FF: 1d20 + 27 + 2 ⇒ (15) + 27 + 2 = 44
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (4) + 1 + 2 + (5) + (5, 3) = 20
Attack vs FF: 1d20 + 27 + 2 ⇒ (19) + 27 + 2 = 48
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (5) + 1 + 2 + (1) + (4, 1) = 14
Confirm Attack vs FF: 1d20 + 27 + 2 + 4 ⇒ (10) + 27 + 2 + 4 = 43
damage: 2d8 + 2 + 4 ⇒ (3, 8) + 2 + 4 = 17

If is confirmed, make a DC 29 fort save or be stunned for 1d4 ⇒ 2 rounds

DM:

???: 1d20 + 35 - 10 ⇒ (16) + 35 - 10 = 41
???: 1d20 + 35 - 10 ⇒ (7) + 35 - 10 = 32

Percep DC 32:
You spy an archer 60ft away on the right. If you also pass 41 you see another on the left, also 60ft away.

Difficult terrain if you are on the ground except for forward and backward. You guys are on a path. Concealment and cover all around but they can ignore it.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

can't make that percep but fizzy is flying with overland flight

Fizzy is very happy to be invisible. Do we know where the attacks came from?


Not unless you can make the perception check. Is Mortimer also invisible. Forgot he might be.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Auto perception.

"Archers flanking. Left and right. "


Auto? Your perception is 31 right?


Male Elf Wizard 20

Perception: 1d20 + 22 ⇒ (1) + 22 = 23
Fort Save: 1d20 + 14 ⇒ (3) + 14 = 17

Beautiful.

Mortimer is having a mental discussion with the invisible imp on his shoulder, completely distracted when they are attacked. The arrows catch him badly, causing him to reel back in shock.

Deva Perception: 1d20 + 26 ⇒ (6) + 26 = 32

The deva rushes out invisibly, charging down the archer on the right and appearing to swing his warhammer at him.

Attack: 1d20 + 26 - 4 ⇒ (11) + 26 - 4 = 33
Damage: 1d8 + 14 + 12 ⇒ (8) + 14 + 12 = 34

With the Deva nearby Mortimer was under the effects of it's protective aura, but I doubt it matters. Just letting you know.

Quote:
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). The defensive benefits from the circle are not included in an angel's statistics block.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Yes, base perception is 31, so I can't fail a 32.

Groff will trudge towards the archer on the left. Double move so 20 feet on difficult terrain.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fizzy readies to cast Hungry Pit to catch one of the archers if he gets a bead on them DC 27

Damage:

10d6 ⇒ (2, 3, 2, 3, 6, 2, 5, 5, 3, 4) = 35 falling
4d6 ⇒ (4, 5, 5, 6) = 20 hungry chewing


Mortimer Talinth wrote:
Quote:
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). The defensive benefits from the circle are not included in an angel's statistics block.

Not evil. Won't help. They are neutral but hostile.

Groff the glib wrote:

Yes, base perception is 31, so I can't fail a 32.

Groff will trudge towards the archer on the left. Double move so 20 feet on difficult terrain.

DC 41 for the other.


Forgot to roll init.

Initiative Kyamba: 1d20 + 16 ⇒ (4) + 16 = 20
Initiative Groff: 1d20 + 7 ⇒ (14) + 7 = 21
Initiative Fizz: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative Mortimer: 1d20 + 8 ⇒ (9) + 8 = 17Deva goes with you
Initiative Donovan: 1d20 + 13 ⇒ (11) + 13 = 24

Initiative: 1d20 + 11 ⇒ (4) + 11 = 15
Initiative: 1d20 + 11 ⇒ (18) + 11 = 29

Round 1
Archers-attack
Everyone else

Forgoing stealth the two archers rise from the snow like they were formed from the land itself and unload on their weakened target.

Archer 1 vs Stunned: 1d20 + 27 + 2 ⇒ (9) + 27 + 2 = 38
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (4) + 1 + 2 + (6) + (3, 2) = 18
Archer 1 vs Stunned: 1d20 + 22 + 2 ⇒ (1) + 22 + 2 = 25
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (4) + 1 + 2 + (1) + (5, 5) = 18
Archer 1 vs Stunned: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (8) + 1 + 2 + (6) + (3, 1) = 21
Archer 1 vs Stunned: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (6) + 1 + 2 + (4) + (1, 4) = 18

Archer 2 vs Stunned: 1d20 + 27 + 2 ⇒ (16) + 27 + 2 = 45
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (3) + 1 + 2 + (2) + (2, 3) = 13
Archer 2 vs Stunned: 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 40
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (2) + 1 + 2 + (3) + (2, 3) = 13
Archer 2 vs Stunned: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (6) + 1 + 2 + (1) + (5, 4) = 19
Archer 2 vs Stunned: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
damage+frost+bane: 1d8 + 1 + 2 + 1d6 + 2d6 ⇒ (1) + 1 + 2 + (6) + (2, 5) = 17

Archer 1 ref save: 1d20 + 24 ⇒ (9) + 24 = 33

Fizz and the Deva retaliate but the white, cloaked archer doge rolls away from the pit and barely ducks the Deva's swing.


Male Elf Wizard 20

That's 188 damage total. Mortimer is down and bleeding. Since the archers went first and we just figured out initiative I'm going to change the Deva's action.

The Deva jumps in surprise as Mortimer is shot full of arrows. He floats down and places a glowing hand on the wizard, sealing most of the wounds.

Casting heal. It heals 130 points of damage and also gets rid of the stunned condition.

Mortimer stands with heavy breaths, leaning on the Deva. He whispers, and his voice is filled with a volatile malice, terrifying threats from a being who can reshape reality as he sees fit. "You will regret this." Mortimer utters a spell and vanishes.

Invisibility.


Fair enough. And sorry about that.


Male Elf Wizard 20
DM Ancient wrote:
Fair enough. And sorry about that.

Don't apologize. We got jumped by intelligent enemies in their home turf. Them focusing down the wizard was the smartest choice. It's nice when things go our way and enemies attack our front liners, but in reality enemies would focus me if they get the opportunity. Honestly as a 20th level caster I'm probably ridiculously under-protected. Without the Deva summoned it was entirely possible I would be dead next round.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

perception: 1d20 + 31 ⇒ (14) + 31 = 45


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Kyamba Perception: 1d20 + 22 ⇒ (15) + 22 = 37
Rika Perception: 1d20 + 22 ⇒ (9) + 22 = 31

As arrows whiz out from the trees Kyamba immediately identifies one of the assailants with his keen eyesight, though the other still hides.

"Rika! Do something about those arrows please!"

Rika: Casts Wind Wall between the party and the archers

Kyamba then tries to hunker down, saying "Why is he shooting at us? What did we do?"


Perception 1d20 + 29 ⇒ (11) + 29 = 40

I've got this cur. Donovan shoots the first archer.

1d20 + 31 ⇒ (13) + 31 = 44 for 1d8 + 18 + 5d6 ⇒ (2) + 18 + (5, 3, 6, 3, 3) = 40
1d20 + 31 ⇒ (13) + 31 = 44 for 1d8 + 18 + 5d6 ⇒ (3) + 18 + (2, 1, 3, 1, 3) = 31
1d20 + 26 ⇒ (1) + 26 = 27 for 1d8 + 18 + 5d6 ⇒ (8) + 18 + (1, 6, 3, 3, 2) = 41
1d20 + 21 ⇒ (4) + 21 = 25 for 1d8 + 18 + 5d6 ⇒ (5) + 18 + (5, 3, 2, 5, 3) = 41
1d20 + 16 ⇒ (18) + 16 = 34 for 1d8 + 18 + 5d6 ⇒ (8) + 18 + (3, 3, 4, 2, 6) = 44

1d20 + 31 ⇒ (1) + 31 = 32 for 1d8 + 18 + 5d6 ⇒ (6) + 18 + (6, 1, 2, 6, 3) = 42
1d20 + 31 ⇒ (19) + 31 = 50 for 1d8 + 18 + 5d6 ⇒ (5) + 18 + (5, 1, 5, 6, 5) = 45
1d20 + 26 ⇒ (20) + 26 = 46 for 1d8 + 18 + 5d6 ⇒ (7) + 18 + (1, 5, 5, 1, 4) = 41 1d20 + 26 ⇒ (16) + 26 = 42 to CONFIRM x4 crit
1d20 + 21 ⇒ (18) + 21 = 39 for 1d8 + 18 + 5d6 ⇒ (6) + 18 + (3, 1, 5, 3, 5) = 41

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