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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The order was meant for the Deva, since they were conversing, so he could find the Sard while the Planetar brings the creature to you.


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

Ok, I get it.


The Planetar Angel launches into the sky and after whatever disappeared into them. The winds and rain buffet him but his powerful wings keep him moving forward. The Deva also rises into the air and turns towards the party. "I will find the Sard and keep track of it as best I can," it says. It looks to Mortimer however seeing as he is still bound to the wizard and unable to do anything without direct command.


Male Elf Wizard 20

Mortimer gives the Deva a nod. "Do not engage it if you don't have to, it can still see you when invisible if you're too close."


The Deva smirks. "It has to catch me first." And indeed he is fast as he dives down the cliff and disappears into the tree line, deftly navigating the boughs. One wrong move and he would splat against a tree but years of serving as messenger of the gods has made his reflexes quick.

Even at the speed of angels it takes a long while before either can get to their intended target. By now the sun is well above the horizon but the storm shows no sign of stopping and neither angel has appeared. Without warning, a portal appears behind the group and an old man steps through. He wears a blue and white outfit fit for an adventurer and carries an enormous number of pouches along his mid section. He carries what appears to be a warn staff that hooks at the top but radiates power. His hair is long and white but his eyes shine with youth. "Well, this is quite the cock up," he says without preamble.


Male Elf Wizard 20

Detect magic. Any knowledge checks?


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

"What, now I'm seeing things too?" says Kyamba, weakly attempting to inject humor into the otherwise bizarre situation. Despite his lack of aggression his hand is slowly reaching toward the Chef's Blade just in case things decide to go sideways.


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

"What isn't?" Groff grumps in reply to the newly appearing figure.


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

The invisible Fizzy frowns and prepares for the worst


Knowledge Local DC 30:
The man before you is Ezren, a powerful wizard in his own right. He is an older fellow who stopped adventuring some years ago. His focus is in evocation but obviously he can use conjuration as well. He may not be of Mortimer's power but he can lay waste to a city just as well.

Knowledge Local DC 45:
The man before you is Ezren, a powerful wizard in his own right. He is an older fellow who stopped adventuring some years ago. His focus is in evocation but obviously he can use conjuration as well. He may not be of Mortimer's power but he can lay waste to a city just as well. Ezren is close to the end of his human life and as such has stopped adventuring. It is believed he know works in the service of The Oracle.

Knowledge Local DC 45:
The Oracle referenced above is not just any Oracle. All of them are chosen by a god to represent them on the material plane but The Oracle represents all the goodly gods. It is said he spent nearly 400 years in a room devoid of all senses before finally reaching all of them. It is also said that when he leaves the room it will mean a time of very bad omens has come about.

Detect Magic reveals a number of auras all over him though the strongest comes from the staff, possibly his familiar.

The old man looks over the group and sighs. "This is the chosen group? Couldn't even handle a couple of Bandersnatches. That certainly bodes ill of the future. So did you cause the storm?" he asks the two obvious looking casters. "And who erased my circle? Someone owes me a lot for that."


Male Elf Wizard 20

Knowledge (local): 1d20 + 38 ⇒ (17) + 38 = 55

A staff familiar, interesting. Maybe you mean arcane bond ;)

S%&&. Mortimer stands, giving a respectful inclination of his head to the other wizard. "Hello Ezren, I have heard of your exploits."

"As for "chosen group", we are very in the dark on what's going on right now. The bandersnatches weren't much issue, they are but corpses now. The storm was caused by a sard we are attempting to hunt down right now."

"And that would be me that erased your circle. Due to the overlapping with the fey realm, I assumed it was meant to summon something malicious. Clearly I was mistaken."


Pfft! Wizards. Why are we here, old man? Enough with all the mumbo jumbo, already. If you're not going to let us enjoy peaceful retirement, at least tell us what the hells you want from us. Donovan's trigger fingers itch as his voice calls from above.

KN Local 1d20 + 10 ⇒ (7) + 10 = 17


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

"Maybe tell us what you want. "


"And I you Mortimer."

Ezren smiles at the gunslinger. "To the point. I like this one." He then turns to the rest. "You are hear because I was told to bring you here by The Oracle. You'll find out soon enough why. But first I thought it better to test your capabilities with the fey's most powerful hunters. That's why I had you meet here. If you survived the night then the circle would activate and you would be transported to The Oracle's location and all your questions would be answered. I thought you better than this Mortimer. Circle's of Teleportation work one way, and that way is always somewhere else not where the circle is. This is what I get for trying to be clever. Should have just put "Stay Here" and "Kill S$$+" on the wall instead. Oh well. I can make another. Though if a Sard is really out there then you have some work to do still and my calculations are off. Once you have things wrapped up I'll come...oh blast. Him too?" Ezren says looking off into the distance. As you all turn in the indicated direction you see the Planetar and something else chasing him. Twin beams of energy shoot from the beings eyes as it tries to fry the angel. What ever it is, both are making a beeline for you. As you turn to ask what is going on Ezren has disappeared. Better prepare.


Finally! Something to kill! Donovan Rises, drawing his pistols.


Male Elf Wizard 20

"Fantastic." Mortimer eats his food, going invisible and floating up.


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

Taking Mutagen and Blood-Boiling Pill, using an Infusion of Enlarge Person
Rika casts Invisibility

During the conversation Kyamba was forced into dumb silence as most of what was being discussed went clear over his head. However, now that the Planetar was bringing another guest to the party he had shaken off his hesitance, now fully drawing up his blade and ready to tussle.

"Mortimer, what do we need to know to fight this thing?"


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

Fizzy eats his pill. And flies off as well.


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

Groff will eat his bread and activate his winged boots.


Male Elf Wizard 20

"If I knew what was coming, I would tell you."


I believe all monster Knowledge checks are 10 + CR. You can handle CR 29 and below with the bare minimum roll. You know everything essentially. Damn exponential growth. I hinted at it before so now that you can actually see it you can tell its the Jabberwock.


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

If a monster is rare enough, the checks can be CR+15.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak takes out a couple of vials from his pack and downs them both.

Drink potion of heroism and potion of enlarge


So he has to roll a 2 or higher.


As you watch the dragon-like creatures dogged pursuit of the angel you see that it easily outpaces the angel's speed. It would normally have the maneuverability to match the creature in the air but its large girth is proving to be a boon in this storm. The angel is getting whipped around while the beast remains steady. The angel is trying everything it can to beat it but quickly realizes it is no match. It begins to head your direction, leading it towards greater foes. But it take both beams full in the back and you can tell he will not make 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

"He's dying, we've got to help! Mortimer, can you teleport me over the Jabberwock!?"

If so, please do. Ain't nobody dying as long as I have a say in it.


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

The fuzz and fizz can do it. Are we ready?


Male Elf Wizard 20

Any sign of my other summon?

"That would be the Jabberwock." Mortimer clears his throat. "It's a dragon with blindsight and trueseeing, resistant to acid, electricity, and fire, has moderate spell resistance, is immune to fire and paralysis, is hard to target with ranged weapons, can confuse people by burbling. Its weaknesses are vorpal weapons and cold damage."

"Gather on me!" Once everybody has joined hands, he focuses ahead of him. "Jennuilt oium!"

Casting Greater Teleport to get everybody close. Then I am immedietely flying up and away as far as I can. I'm still invisible, so hopefully he doesn't get within blindsight range of me.


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

vorpal! while teleport is being cast fizzy casts a programmed image on groffs weapon to appear as if it is vorpal. The trigger is when it is drawn

don't forget to imagery flankers! fizzy says with a grin


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

Probably need init.

init: 1d20 + 7 ⇒ (18) + 7 = 25

On his action he will close with the Jaberwocky and slash away.

power attack
to hit: 1d20 + 38 ⇒ (1) + 38 = 39 whiff

but evidently he's a bit off his game with a non demon of this power


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

Party time!

Round 1

Master Chef Kyamba grits his teeth as once again the ground shifts beneath him. Fighting his churning stomach he takes in his new position: directly above the Jabberwock and falling fast.

Initiative: 1d20 + 16 ⇒ (12) + 16 = 28

Seizing the opportunity he throws aside all caution and reason and nose dives towards the strange creature.

Strength (DC 10): 1d20 + 15 ⇒ (11) + 15 = 26
Fly: 1d20 + 28 ⇒ (11) + 28 = 39

Pushing through the torrent of wind like a bat out hell Kyamba plummets at full speed, channeling all of his momentum into a titanic body slam aimed squarely at the creatures back:

I have wings and a fly speed if that's necessary, but I figure since I'm falling it'll kind of figure itself out.

Kyamba: Move Action to adjacency with Jabberwock
Kyamba: Swift Action to activate Arcane Strike
Kyamba: Standard Action to Grapple Jabberwock

Grapple (DC 57): 1d20 + 36 ⇒ (20) + 36 = 56 Nat 20! It's a success!?

The Master Chef is putting all of his strength into wrestling the dragon, trying to pin down its wings to limit its movements. However, he never expected the creature to be so ferocious. This was a stupid idea he thinks to himself, barely able to contain the thrashing beast for more than a few seconds.

Rika is flying towards the fray as well; though here target is the Planetar Angel. She attempts to heal him using her curative abilities while her master is distracting the dragon.

Rika: Move Action to adjacency with Planetar Angel.
Rika: Standard Action to use Heal SLA (110 points of healing)

Fly: 1d20 + 21 ⇒ (11) + 21 = 32


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

CMB rolls are attacks, so a 20 is an auto success. Can't imagine you'll keep up the grapple for long though.


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

Don't care, I've always wanted to try this. We'll see how it plays out.


Rolls:

Initiative Fizz: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative Mortimer: 1d20 + 8 ⇒ (20) + 8 = 28
Initiative Darnak: 1d20 + 8 ⇒ (10) + 8 = 18
Initiative Donovan: 1d20 + 13 ⇒ (9) + 13 = 22
Initiative Jabberwock: 1d20 + 5 ⇒ (20) + 5 = 25
Initiative Planetar: 1d20 + 8 ⇒ (14) + 8 = 22

Teleport:
You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth.

Both Mortimer and Fizz are going to have to cast to get there with everyone. And no, no sign of the Sard or the Deva.

Round 1-surprise

Kyamba/Rika-Grapple Heal
Mortimer-Teleport
Jabberwock-Does not get to act
Groff-
Donovan-
Planetar-Does not get to act
Fizz-Teleport
Darnack-

Wind : P=Party
123
4P5 Jabberwock->
678
1d8 ⇒ 1

Too explain, P is the party and 2 is north. The wind is moving north-west and is of windstorm level based on the weather rules. It is severe enough to check medium creatures. This means if it stays west of you you can't get close because Medium is the checked size. Unfortunately that means Fizz is blown away as soon as he exits the teleport. Ranged attacks are impossible and spells take a concentration check of 26+spell level.

The party drops out of the spells and pounces on the Jabberwock. Well, more like flail. Only Kyamba and Rika manage to keep their wits about them. The chef slams into the creatures back and both begin to plummet from the sky. Groff attempts to swipe at it but can't connect while falling. Unfortunately for Fizz, because of his small size, the wind carries the little gnome away much to his annoyance.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak remains on the ground, much to his relief. Not much for flying.

Darnak has no means of flying(nor does he care too), so, he remains grounded. Crane Style(swift) will be my action. That's it. After that, Delay until further notice.


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

so how far do I get blown per rd. Also do you have to concentrate if you quicken a spell? I didn't think so


Male Elf Wizard 20

Yes, you have to concentrate if you quicken a spell.


Blown Away distance: 2d6 ⇒ (4, 5) = 9x10=90ft

and

Nonlethal damage: 2d6 ⇒ (6, 4) = 10

DC 25 Fly check to not take damage but still getting blown away at a rate of 2d6x10 per round.


Surprise Round: Donovan says Right, weather. and reloads his guns with his cyclonic ammunition and gauges the distance to the critter.

Donovan automatically succeeds at dc 20 fly checks to move. If the winds pick up, maybe his ring of freedom of movement will make it a moot point anyway.

checked wrote:


2 Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.


Not quite. Fly checks are at a -8. I thought checked meant no movement. Oh well. Okay so people can move with a fly check. Anyone see anything about the speed at which objects fall? Best I can tell is that if you stop flying you fall 500ft.

Falling: "A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall."


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

Nothing official, but here's a community consensus.


Ok, almost then. Donovan has a +21 and the carpet of flying grants another +5 for CL 10. He fails on a 1 (1d20+26-8). Will the ring make any difference?


At this point the storm is less magical and more natural so no. Thank you Kyamba, that means you goes will fall 500ft on the Jabberwock's turn during that actual round one.

Round 1-surprise

Kyamba/Rika-Grapple Heal
Mortimer-Teleport
Jabberwock-Does not get to act
Groff-Attack
Donovan- Reload
Planetar-Does not get to act
Fizz-Teleport
Darnack-nothing


Round 1

Kyamba/Rika-
Mortimer-
Jabberwock-
Groff-
Donovan-
Planetar-
Fizz-
Darnack-


Male Elf Wizard 20

Mortimer shouts from invisibility "Gul xtirl!" A polar ray fires from his hand to touch the Jabberwock.

Concentration: 1d20 + 36 ⇒ (7) + 36 = 43
Ranged Touch: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 20d6 ⇒ (5, 2, 6, 4, 2, 2, 2, 3, 4, 2, 3, 2, 2, 1, 1, 6, 6, 1, 3, 1) = 58 *1.5=87


Droplets of rain freeze midair as Mortimer's concentrated cold hits the Jabberwock. It cries in pain as frost begins covering its body.


About how far away is the Jab from Donovan?


How close did you put them Mortimer? Your spell.


Male Elf Wizard 20

I'd say 100 feet just to keep things simple.


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

Please tell me we're less than 500 ft from the ground

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