Yzahnum

Kizziar the Imp's page

156 posts. Alias of The Sesquipedalian Thaumaturge.


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Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

My link with Vespartius doesn't give me any information about his location, I'm afraid. It's purely empathic. I can't see any indication that he's in this room, but he could be behind one of the many doors here.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar sighs internally and replies, Yes, there is in fact a substantial cloud of darkness pocked with shrieking, spectral faces located directly before us. And Kallant, maybe don't compromise our invisibility by speaking aloud before we're sure what's in the room?


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yeah, that's probably a good idea. I think we should just assume that Kizziar and Pech are scouting ahead for traps and Morvan is summoning and extinguishing his light for each room. I don't have any particular preference as to our door selection method.


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Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar silently ponders the tragic inferiority of mortal senses as he waits for his companions to observe the hallway.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

We're in a hallway with one door immediately to our right and another up ahead at the end, Kizziar reports to his comrades. I'm for checking the closer room before continuing onwards.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar telepathically acknowledges Morvan's instruction, then floats invisibly into the chamber ahead and prepares to begin screaming if the humanoids are noticed and a distraction becomes necessary.

Stealth: 1d20 + 45 ⇒ (10) + 45 = 55


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Eh, it's okay. I'm just happy we're finally here (and it is kind of crazy to think that this game has been going for a year).


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yeah, I think that would be helpful.

The room ahead seems to be some kind of guard post, with a door on the left and several zombie-like creatures, one of which is slowly approaching us. Also, it might be useful to note that this entire area has an extremely strong necromantic aura, to the point that it's making me a bit queasy. If there are other auras, I'd doubt I'd be able to pick them up through all the interference.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

I've reestablished my link with Vespartius, Kizziar informs the others as he hovers into the room. I'm sensing a lot of pain, but beyond that his emotions seem to be numbed somehow. We should be prepared for the possibility that he's being mind controlled.

In the interest of stealth, Kizziar uses his telepathy to relay communications between the squad's members. He also floats over to briefly examine the objects hanging from the ceiling.

Perception: 1d20 + 22 ⇒ (19) + 22 = 41

Do the objects (or the door) have a discernible magical aura?


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Excellent! I will be glad to have the options of a full character at my disposal again.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Likewise.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

I agree. My vote would be for Peck, given that we already have multiple warrior/spellcasters but not any real roguish types.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

I'm in favor of the nautical route, assuming we have the necessary funds, Kizziar broadcasts to the Hellknights. Having a signifer of the Order in captivity would be bad enough even if he wasn't pressed into service to some rogue demigod, or whatever Hellion really is. We should make every effort to recover Vespartius as quickly as possible.

Don't have anything for Lask to enchant, unless they can do Kizziar's stinger.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yep


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Here


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar sends Morvan a brief mental affirmation and telepathically relays his instructions to the rest of the squad. He then resumes invisibly watching the celebration from above.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

GM:
Yeah, that's generally a safe assumption :)

Kizziar hovers invisibly over Morvan and telepathically reports, I've done a little surveillance, and this entire town is crawling with Kannath's scrying sensors. We should tread very carefully if we plan on doing anything the Technic League might oppose.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yeah, still here. Social interactions with humanoids aren't exactly Kizziar's forte, and it's probably best to wait to use commune until we've gathered as much information as possible from other sources to inform the questions. Unless there's some sort of espionage we need done, he doesn't have much to contribute at the moment.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Those are good ideas. For some reason I hadn't really considered trying to confirm or deny things we suspect but don't know for certain.

When Kizziar does use commune, question 5 should probably come first so as to avoid redundancy if the answer is a yes.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar hovers slightly above and behind his companions, curiously peering through the gate at the city while Kallant talks to the guards.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Likewise


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

As an outsider, Kizziar doesn't need to sleep, so he could keep watch while everyone else rests.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yep.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar snickers slightly at how easy it was to turn the cultists against each other, then shifts the focus of his fear magic to the cultist just attacked by his comrade.

Casting doom on the cultist second from the left. DC 13 Will or shaken for 7 minutes.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Seeing the cultists retreating, Kizziar flies over one of the tents to close the distance. Mustering his admittedly limited magical prowess, he telepathically proclaims to one of the cultists, "It's absolutely disgraceful to see proud servants of Zyphus fleeing in defeat! If your companions don't stand and fight, you should send them to meet your god!"

Casting suggestion (DC 15) on the third one from the right.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yeah, he very rarely has a reason not to.

So what's the current turn order?


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Sorry it took me so long to respond to this. I somehow managed to forget about it.

I certainly feel invested in the story, particularly in the retrieval of Vespartius. Very interested to see how that encounter goes. I'm also glad to have a map for the current fight. Hopefully that continues (though I do realize that making maps is more work for you, so if not that's fine).

My one major suggestion would be to streamline the story somewhat, given our current pace. It's often hard to remember the main plot when a sidequest can take weeks or more IRL. Cutting out some of the stuff that doesn't advance the primary storyline would make it easier to stay engaged.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Hoping to take advantage of the death of their leader's demoralizing effect on the cultists, Kizziar flickers into visibility and uses his infernal magic in an attempt to further frighten the white-haired cultist engaged in melee with Kallant.

Casting doom (DC 13).


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar reports back, Beyond the positions of the cultists, the only information I could glean is that the only magical aura I detected is coming from the shrine. I'll head back and try to draw them all to the center of the camp. Don't worry about catching me in your evocations.

Kizziar flies to the middle of the encampment and begins flying in tight circles at a height of about 20 feet while screaming at the top of his lungs (still invisible, of course).


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar flies invisibly around the camp for a few minutes, observing the cultists and listening to their conversations. He also makes note of the strength and location of any auras he detects. Once finished, he returns, renews his invisibility, and telepathically relays whatever information he gathered. He then asks Morvan, Should I sneak back into the camp and use my magic to try and engineer some kind of distraction or conflict before we attack?


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yep


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar turn invisible, launches himself skyward, and begins flying quietly towards the camp, trying to better make out the nature of the figures occupying it.

Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 22 ⇒ (9) + 22 = 31
Stealth +invisibility -speed: 1d20 + 25 + 20 - 5 ⇒ (4) + 25 + 20 - 5 = 44


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yes, that seems reasonable. I could also sneak ahead invisibly and infiltrate their camp, either to scout it out or create a distraction, if you think that would be useful.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

DC 15 Fort save vs. fatigue: 1d20 + 2 ⇒ (15) + 2 = 17


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yep. Fighting Zyphus' clergy is probably easier that fighting the psychopomps.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

As the others discuss prospective routes, Kizziar ponders how his brief reconnection with Vespartius might have occurred.

Knowledge (planes): 1d20 + 6 ⇒ (1) + 6 = 7

So much for that.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Those are very good points. Does anyone happen to know where the post where that happened is, because I honestly don't remember the circumstances of that connection?


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Not sure there's much Kizziar can do to contribute at the moment.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Ugh. I suppose we have to help them with this, but let's try to get it over with as quickly as possible, Kizziar projects to his companions.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar plummets down and hovers off to the side, observing the proceedings.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Perhaps we should confer with the shoki? GM, where are they located relative to those of us on the ground?


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar turns invisible while the robot is distracted by Castiel and then follows it through the sky, maintaining a distance of about 100 feet.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

What is the result of Kizziar’s grapple attempt?


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar attempts to drop down onto the robot’s shoulders and cling to its neck.

Grapple: 1d20 + 4 ⇒ (12) + 4 = 16


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Given the distance I had to move, I don’t think I could have done anything else of consequence. Can I act again now?


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Kizziar swoops down and to the east to fly immediately above the robot.

Got it, he responds to Urashu.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Come on, let’s not lose another wizard to that thing, Kizziar projects to his companions before launching himself 200 feet up past the robot.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

It appears that Morvan's last hit brought down the robot's force field, Kizziar conveys to those of his allies in telepathic range.


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

Yeah, that's probably right.

Perception: 1d20 + 22 ⇒ (1) + 22 = 23


Male Imp | AC 22 (tch 17, ff 17) | CMD 18 | F +2, R +10, W +6 (+10 vs enchantment) | Init +5 | Per +22 | HP 70/70 | Effects:

His best efforts having failed to damage the robot, Kizziar resorts to flying around and trying to distract it from his allies.

Aid another to grant a bonus to the next person to attack the robot.

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