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


451 to 500 of 732 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

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

Well I forgot about it at the time but shaken is like the greatest status ailment for me. Makes my opponents flat-footed which means sweet, sweet sneak attack damage.


DM Ancient wrote:

END COMBAT you broken ass characters.

20th level, duh :P

Thanks for saving me bullets. Donovan smiles.


Its dead. What now.


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

where is that wizard. What does he want us to do now?

Looking for ezren to tell us what he thinks we are doing


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

Is there any word from Mortimer's summon on the Sard?


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

"Still got some logs to chop. "


Donovan eyes the sky, deciding to keep with the cyclonic bullets until the weather abates. He floats back towards the clearing. Seems like you folks are pretty good in a pinch. But how are we to find one tree in a forest this size?


As you try and formulate a plan of action you find it hard to speak to one another as a storm rages around you. Fizz is only able to stay close thanks to his summon, otherwise he would be at the mercy of the wind. The Deva has still not shown himself either. Then again, he is one small angel looking for a tree in a forest. A tree that doesn't wish to be found either. The Planetar thanks Rika then disappears into the forest to help his subordinate.

Meanwhile, on a plateau some distance away, Darnak watches the others, annoyed he has no means of flight and has missed a fight because of it. A gate appears behind him and familiar figure walks through yet again. "Running out of the spell for the day," he mumbles as the gate closes. "So how'd it go?"


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

The Fizz slew the beast with ease! No luck on the tree though


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

oops I misread that, Fizzy, will have the elemental take him back to the area where we arrived.

then when he arrives he will announce that to Ezren


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

Since the boots have a limited duration on the fly spell, Groff will follow down to the plateau and land.


"I'm sure," the wizard says skeptically to the gnome. "So we can go?"


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

Let me show you!

casts major image

Suddenly the scene of everyone teleporting in, then suddenly everyone is blown away, Fizzy fights against the wind, summoning a mighty dragon to bear him, then he creates a wall of ice directly in front of the Jabberwocky, causing it to crash through it, disorienting it. Then at the last moment Fizzy leaps off the dragon, wielding his frying pan which he smacks into the beasts head, the head immediately flies off and the body plummets.

That is exactly what happened. The Fuzz nods vigorously


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

"We can leave the Sard?"


Indeed. I like the bit with the frying pan," he says, clearly not amused. He then turns to Groff. "Oh by all means, leave the people near this forest to the plight of one of the Fey's most powerful and evil creatures. I am sure they can survive hurricane force winds, acid rain, pelting hail and all manor of natural disasters," he says sarcastically. "Did you happen to grab a piece of bark from it? Scrying might work."


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

"Me scry? Thought you were smart. "


"How else could you divine such a terrible idea," he returns.

Shots Fired


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

"I have some sap from our first encounter" says Kyamba, drawing out a vile of red liquid. He had planned to use it as the base for a glaze but this seemed more important.


"Divination is not one of my strong suits and not amongst my prepared spells. Do either of you have the ability?" he asks looking at Mortimer and Fizz.


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

If someone has 25,000 gold I can do it. Fizzy says with a shrug, while te fuzz stands on his shoulder and holds out his paws for money


"If I recall, scrying only requires an expensive mirror and some water. Why on [planet name TBD] do you need 25,000?"


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 just being factitious, you'll get used to it. I can have my assistant do it, but if the Sard has any sort of magical protection I'm not sure she'll be able to penetrate it."


"Spell resistance may be a problem but the sap will all but nullify its mental resistance."

I don't see it on her list of spells.


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

1/day wish


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

I am serious. I can call upon the mighty Fizz to grant me a wish. That would cost me 25,000 gold. It is a very long distance call you know.


Male Elf Wizard 20

"I don't think that kind of expense is necessary."

"I know how to scry, but I had not prepared for it today. We would have to wait until tomorrow."


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

We got 7 or 8 hours of rest already, you should be able to re-prepare your spells for today soon right?


So Wish or Wait?


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

Better to spend on wish since I don't think allowing the critter time is a good idea.


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

Then we'll have to come up with 25000 gp. Rika can't get through the Sard's Spell Resistance with her free one.


Male Elf Wizard 20

If we're using wish, don't bother wishing for a scry spell. Just wish the sard was trapped and right in front of us.


It would still get a Will save and SR applies but seeing as its Will sucks you stand a good chance.


Male Elf Wizard 20

Sigh. I still think wish is overkill. But of we're going to use it than I should do it because I have a better chance of affecting it with my spells.


Or you could wish all of you to it.


Male Elf Wizard 20
DM Ancient wrote:
Or you could wish all of you to it.

Nothing would stop it from just blending into the trees again.

I could wish that the forest doesn't exist for 24 hours.


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

use the free wish first, might get lucky...though Fizzy would just wait till tomorrow


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

I suppose if we're not on a timer, we can wait. If the Sard does try something, we ought to figure it out. We should position ourselves at the closest settlement to protect it in case the critter tries something.


Let's see if you get lucky.

DM:

1d100 ⇒ 94
1d100 ⇒ 22
1d100 ⇒ 92
1d100 ⇒ 13
1d100 ⇒ 64
1d100 ⇒ 5
1d100 ⇒ 54
1d100 ⇒ 84

Nope. Even after 8 hours the angels will not have found the Sard.


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

now Fizzy would wait because he would rather sleep for bit, and eat some pie...not because it is the heroic thing to do.


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

We only need to wait like two hours so that Mortimer can prepare new spells. Rika needs to roll an 18 to beat the Sard's spell resistance, I don't like those odds for burning our 1 free wish.

I agree with Groff. We should keep an eye out if it tries to do something dangerous while Mortimer prepares Scry.


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

Ok, we wait. I am going to sleep, wake me up when you are ready Morty.

thought we had decided to wait. So, done! :)

Fizzy falls over face first and immediately is snoring, the Fuzzy curls up with him.


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

"Agreed. It should only take a couple more hours."


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

"OK, we wait for Mort. and he will stand watch.


Male Elf Wizard 20

Welp, suppose I'll move things along.

With new spells prepared after some rest, Mortimer awakes and takes out a mirror. "Vorqihk."

Penetrate SR: 1d20 + 26 ⇒ (14) + 26 = 40


Sorry guys, busy day.

The would be hero's spend some time at a village on the border of the forest. The storm is not as ferocious here and seems to be doing little damage. Most of the villagers seem to be spending most of their time indoors, assuming the storm a bad omen. If only they knew.

Ezren continues to make rude comments under his breath but not loud enough to hear. And instead of sleeping in the parochial village he raises his staff and a gate appears. You get a glimpse of small, clean house with a small garden being tended to by invisible servants before he steps through and the gate closes.

Once Mortimer is rested and ready to change spells, he returns to witness the wizard's handy work. Even after so many hours the angels have not returned.

Will: 1d20 + 13 ⇒ (14) + 13 = 27 Decent roll but doubt that covers it.

Mortimer:
The image shows a strange scene. You see an image of the top of one of the many giant trees towards the center of the forest. There appears to be nothing there but you catch movement in the foliage. Most of the branches are covered in leaves but you catch sight of few that are old and dead yet moving. And not from wind. Then you see the red energy flowing within. The Sard appears to be hiding in a tree. A tree in a tree. What a novel idea. But moving the image you are able to see enough for to get your bearings for a teleport.


Male Elf Wizard 20

"Now, to me." Mortimer gathers everybody, then teleports them all to the Sard's location. "There." He points out the tree the Sard is hiding within.


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

"Ayup. What if it runs again?"


Male Elf Wizard 20

"I sincerely doubt that." Mortimer raises his hand, pointing his palm towards the Sard. "Garmthic di ixen." Four spheres of red energy condense into his hands, then launch down into where the Sard is hiding.

Dice:

Ranged Touch: 1d20 + 14 ⇒ (1) + 14 = 15
Bludgeoning Damage: 2d6 ⇒ (3, 2) = 5
Fire Damage: 6d6 ⇒ (5, 4, 3, 4, 5, 5) = 26

Ranged Touch: 1d20 + 14 ⇒ (7) + 14 = 21
Bludgeoning Damage: 2d6 ⇒ (3, 6) = 9
Fire Damage: 6d6 ⇒ (2, 3, 5, 3, 3, 5) = 21

Ranged Touch: 1d20 + 14 ⇒ (12) + 14 = 26
Bludgeoning Damage: 2d6 ⇒ (3, 2) = 5
Fire Damage: 6d6 ⇒ (4, 6, 3, 4, 1, 2) = 20

Ranged Touch: 1d20 + 14 ⇒ (15) + 14 = 29
Bludgeoning Damage: 2d6 ⇒ (1, 4) = 5
Fire Damage: 6d6 ⇒ (5, 5, 6, 6, 4, 6) = 32

Casting meteor swarm. Reflex DC 35 for half damage. If the touch attack hits he gets a -4 on the save.


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

Groff will activate his winged boots and prepare to engage the critter. I believe is up in a tree so he needs to fly up there. After the meteor swarm .


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

Knowing all his companions are flying, Fizzy casts Obsidian Flow DC 29

10d6 ⇒ (2, 6, 6, 5, 2, 4, 2, 1, 1, 2) = 31 [ooc\ half damage and not entangled on save[/ooc]

451 to 500 of 732 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gameplay All Messageboards

Want to post a reply? Sign in.