[Calling Jeremy, Buzzard, Reaper, and Janos] Let the SMACK begin!

OOC: Okay, I am officially never, ever, ever allowing 4ctf in any of my real-world games. Or the Knuk. That was just awful. ;)

The gargantuan tarrasque is beaten into a pulp by Mok-Tar's shamefully overpowered assault, and the shattered husk of a titan flies back and slams against the wall.

Jeb: And that thing's outa there!
Jed: It is indeed, but can they keep it down? As soon as that spell ends, it's right back on it's feet!
Jeb: But if they can keep it down for 1 minute, it's outta the fight!
Jed: The power of that spell will easily keep it under! K.O., Match Challenger!
Jeb: And remember, tune in tomorrow for round two: PARAGON PSUEDONATURAL RATS IN THE SEWERS OF DOOM!

OOC: I'm not kidding. Paragon psuedonatural rats in the sewers of doom. Prepare appropriate spells, etc, etc. There will be 10 rats, and I'm not using the MotP template: ELH, all the way. :D This should be a pushover for you guys.
 

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[Not really: my caster level check would be: 1d20 + 43 (Casterlevel) + 5 (Spell Power Red Wizard) + 2 (Spell Power Archmage) = 1d20 + 50.

Personally, I think someone just didn't bother to roll Spell Resistance.]
 
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Janos Audron said:
[Not really: my caster level check would be: 1d20 + 43 (Casterlevel) + 5 (Spell Power Red Wizard) + 2 (Spell Power Archmage) = 1d20 + 50.

Personally, I think someone just didn't bother to roll Spell Resistance.]

Fair enough. I just noticed the OOC thread. I'll post there from now on when I have something to say.
 

The next day rises, the son shines, but nobody really cares about these minor details, as they're all in a huge, concrete auditorium, ready to watch the second round of SMACK.

Jeb: Well, today's that special day! OUr heroes will be facing off against the one, the only--
Jed: Actually, there's 10 of them: paragon psuedonatural arctic hares, and don't you love 'em!
Jeb: And let's change the scenery to the Sewers of Doom, the set location for the match . . .

The rows of bleachers filled with roaring crowds flicker, only to be replaced, moments later, by a long, dark tunnel. About 100 yards ahead of you, the tunnel dead-ends, but two, smaller tunnels head off in each direction. A think trickle of greem slime runs down the center of the tunnels.

The main tunnel is 25' wide, and the smaller ones are 15' wide. The green slime gives off a glow, bright enough to sufficiently illuminate the entire area. Not a sole is to be seen, but earlier that morning, in your dressing rooms, techies informed you that the bunnies are placed at strategic locations throut the maze.


Jeb+Jed: Let the game begin!

what do you do?
 


AC 25( with mass haste)
HP 119
Immunities: immune to criticals (heavy fortification on the armor).
Saves: +16 fort +22 ref +10 will


Oliver scoots up against a wall and hides. His hide is a 54. He then activates his boots of flying and readies an arrow. He allows Mok Tar to precede him.

init 22 (11+11)

buzzard
 
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Current HP: 286
AC: 50 (+4 haste, 16 rounds)
DR: -
Resistances: -
Immunities: Fire, Disease
Saves: Fort +61, Ref +48, Will +82
Defenses: Displaced


"Hmmmm..." Arowain begins casting, just in case, and finishes with a, "Mass Haste!" catching any who want it.

Now, sped up, he casts a second spell, wieldskill, tying it to his eyesight before finally scanning the corridor ahead closely for wabbits.

Spot check: 62 (12 roll +10 (wieldskill) +40 modifier)

Inititative: 19 (9 roll +9 modifier)
 
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aighh!
I'll post tomorrow, but I got a 6 +12 on the init roll = 18

Do you want Mok-Tar to have the 'normal' CHA enhancement bonus, or the Arowain-endowed +40 something CHA bonus for this battle?
 

Tourach:
Init: 33 (+13 Dex)
Current HP: 278
AC: 28
DR: -
Resistances: -
Immunities: Mind Affecting, Fire, Sonic, Acid
Saves: 18 / 16 / 16
Any other defenses: Improved Invisible

Purraj:
Init: 4 (+0 Dex)
Current HP: 56
AC: 14
DR: -
Resistances: -
Immunities: -
Saves: 5 / 4 / 11
Any other defenses: Light Fortification

Ishan:
Init: 10 (+1 Dex)
Current HP: 63
AC: 15
DR: -
Resistances: -
Immunities: -
Saves: 6 / 6 / 11
Any other defenses: Light Fortification

Janos moves forward towards the two smaller tunnels. If he doesn't see anything, he will enter the right one.

If he sees one of em, he will cast a 6x Heightened, 3 times Empowered Horrid Wiling at it (DC 46), which will deal (92 + 3 * 46 = 230 damage)

Depending on the number of actions he has, he will cast another one (106 + 3 * 53 = 265 damage).

Things to remember: Improved Invisible, Flying, touching the ceiling, 180 ft. Blindsight
 
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