(CSDGH) Demon with a Glass Hand [IC]

Creamsteak

Explorer
Demon with a Glass Hand: "Like the Eternal Man of Babylonian legend, like Gilgamesh, one thousand plus two hundred years stretches before him. Without love. Without friendship. Alone: neither man nor machine, waiting. Waiting for the day he will be called to free that which gave him mobility. Mobility--but not life."

Characters
Jarek
Haros
Shard
Thalnir
Suvarion

Documents
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Day 1, Crossing Paths
The desert today is cooler than normal, the temperature dipping down to a range that might even be considered comfortable. A trade caravan known as the Edilritter crosses path with a nomadic clan known as the Ashtalarian. While the two might normally cross paths through violence, this meeting is an arrangement of trade. Some of you came with the trade caravan, others with the nomads, and still others on their own to this particular place.

The trade caravan forms a wagon circle, their huge sand skiffs forming a barricade around the exchanges taking place. The vehicles of choice for these traders are 15 foot tall stone wagons supported by magic and pulled by a small group of trained bulettes.

As you handle whatever business concerns you might have, the wind picks up from the south. This signals a panick from the traders and nomads alike, even one gust of wind could signal the approach of an incredible sandstorm. Panick turns to chaos, and within moments the entire camp is rushing to get their vehicles and mounts on the move away from this place.

Suddenly, before anyone can quite get going, the sky becomes brackish, and the air thick with strange translucent dust. Lighting strikes. One caravan vehicle is struck, ripped apart outright. The heavy stone vehicle is broken open. Another second passes, chaos turning to anarchy, and Lightning strikes again. This time striking down the huge mastadon-like creature the nomads traveled here with.

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More lightning pours out of the skies, then the ground errupts, bursting forth massive pillars of flame under another of the caravan vehicles. Again, lighting from the sky, and fire from the earth wreck havoc across the trade site that was peaceful no more than a moment before. Those few who are alive after the initial carnage look to the sky and see a translucent black disk floating just above the center of the camp. The disk has a tinge of red and gold around it's outer rim. Eight winged creatures like a cross between a large human and a huge vulture descend from the ring above.

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Suddenly two massive steel-skinned spider-like creatues spring from the desert right in the middle of the camp, lined up directly below the floating disk. Four bulbous eyes rise out of the mosters steel carapace, a melevolent gleam in each one.

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Initiatives
Suvarion 21 (SU on map)
Jarek 20
Nomads 17
Thalnil 13
Haros 12
Soldiers 10
Merchants 9
Shard 8 (SH on map)
Vrock 8
Bulettes 7
Retriever 5

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The first encounter is rather complex, having so many different creatures/npcs involved, but my intent with it is to both use it to explain things, and to set the mood and pace for the game.

You have till midnight Monday (central time) to post your actions. If you don't post, I will take control for that round. My intention is to complete one combat round per day till this encounter is completed.
 

Suvarion had remained all but silent as the nomads and merchants went about their business- she had little need for anything this sort of trader might carry and while the Ashtalarians allowed her to travel with them, it was understood that she was not to intercede in their trade negotiations. As the wind began to rise, she wrapped herself a bit more tightly in the sheltering folds of her cloak and sought the (comparative) shelter of one of the wagons- while nothing could keep the blowing sand completely at bay, the heavy stone vehicle at least provided a tiny space out of the wind.

Once the lightning began, though, Suvarion's battle-honed instincts began to tingle in anticipation- this was no natural storm. Almost reflexively, she began to weave a series of wards around herself- the traders and nomads were all too busy with their own preparations to pay any heed, and the wind-swirled sand offered some distraction as well, but the powers she invoked were not trivial.

Once the creatures began to appear, Suvarion did not hesitate- between her wardings and the opening salvo of her attack, she had expended more energy than a dozen mentalists- but she had been bred for moments like this, and she did not want to allow the apparent enemy even a moment of free action. The air around her crackled, shimmered, and spoke, with a voice louder than any that had accompanied the lightning- it was as if the sky itself had been riven asunder by sheer power. And when the initial tumult ended, the source of that terrible assault had completely vanished...

OOC: [sblock]PP left by the end of her action: 221-97= 124;
Powers manifested (in order):
Mind Blank (personal); (13 pp)
Energy adaptation (140 minutes); (7 pp)
Inertial Armor (augmented to +9, extended; 28 hours);(13 pp)
Overland Flight (14 hours); (11 pp)
Dispelling Buffer (14 hours) (11 pp);
regain psionic focus (move action, Concentration +24 vs DC 20)

Once the fight opens:
Standard action- manifest Energy Ball (sonic, augmented to 14d6-14, Reflex half, DC 25), in the center of the Vrocks- 20 foot radius ought to get all of them; (14 pp)
Swift action (and expend psioinic focus)- manifest Quickened Energy Ball (Fire, augmented to 8d6+8, reflex half, DC 22, same target area; (14 pp);
Move action- manifest Dimension Door (psionic), augmented by 6 PP to manifest as a move action, 13 PP; destination 960 feet straight up- even if she cannot do _anything_ else this round, she won't hit ground by next round, and her Overland Flight will catch her on her turn next round- she will be out of Darkvision range and most beasties won't think to look up- and her Mind Blank ought to prevent other detections.[/sblock]
 
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Shortly into Jerrek's journey he had come across this caravan and taken up riding with them. It was a strange feeling to just be along for the ride, but it was comforting as well knowing he wasn't the one hired to protect these people.

As he waited by the shelter of the wagons as these caravan leaders went on about their business with the nomads, he couldn't help but feel uneasy. Sure, they had planned to meet with these nomads and the operation seemed to be going smoothly, but he had experienced to many raids from tribal desert folk to be overly trusting of them.

Of course the sudden arrival of the storm took his attention away from the nomads - thieves or not, they new as well as the caravan members the danger of a desert storm. Something about this storm seemed different though. When the lightning struck and the flying figures began to approach, Jerrek instinctively whispered a word, bringing forth a flow of magic from the leather belt he wore. In a matter of seconds he grew to twice his normal size.

When the lightning started to strike he unslung the chain that normally stayed looped over his shoulder. It was a wicked spiked mass of midnight black metal, dangerous for anyone without special training to use. As the creatures landed and the two spiders emerged from the earth, he prepared to strike. Before he could move, the dark haired girl who had been traveling with the nomads unleashed two hellishly powerful blast in the middle of the creatures.

His initial thought was that he may need to place himself between the creatures and that girl since she had drawn so much attention to herself, but before the thought could finish she vanished into nothingness. Her powerful abilities reminded him exactly why he had trained so much to fight enemies with such powers.

Judging the winged creatures less dangerous, Jerrek decides to attack one of them, hoping to slim their numbers. Taking a small step forward he lashes out with his chain at the nearest winged-creature. So much for being "along for the ride..."

[sblock=OOC]
As the storm starts: Activates Belt to gain 10 minutes of Enlarge Person (gives reach 20 ft with spiked chain), draws weapon.
Swift Action: Activate Bracers of Blinding Strike to gain one extra attack this round at highest BAB
Free Action: Power Attack, -10 penalty to hit, +20 damage
5' Step: Move to K18
Full Attack Action: +16/+16/+9/+6, 2d6+32 (20/x2), against winged creature in L15. If that one is dead (or dies before all attacks are used), attack priority moves to L14, M16, M15, N15, M14, and O18 [the spider]).

AC 27, HP 147[/sblock]
 
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Creamsteak said:
To be clear, the vrocks are still airborne, 80 ft. up.

My mistake. Modify Jerrek's actions then to the following:

Move: K16
Standard: Attack Spider at O17 (+16, 2d6+32 dmg). Hits AC 22, for 42 dmg (piercing/adamantine).
 
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Haros had been traveling with the caravan to represent the Virtues in a matter of diplomacy. During the journey, he became cautiously interested in the female of his kind, knowing full well that many elans were twisted creatures.

All pleasantries were cut short when the storm rolled in. After the panic started, Haros returned to the wagon where he was keeping some items when the true havoc began to become apparent. Using a quick appelation to Claire, he confirmed what he already suspected. "This is no ordinary storm. We are in peril!"

[sblock=OOC]At least that's what I assume casting Omen of Peril would tell me.[/sblock]

As the lightning hits, Haros prepares for the worst. He looks for any warriors that remain and appear ready to face the threat before them. "I should errect a ward... but I fear we don't have the time. The virtues shall shield you from harm", he says as he intones a quick spell. As the forms of the hideous creatures from the sky become apparent, he begins a new spell. "Bare your blades, warriors. This spell may help you if these creatures are some form of outsider."[sblock=OOC, preparations and first turn]Preparation:
  • Daily casting of Contingent Resist Energy (12 hours)
  • Acquire psychic focus.
  • Cast Mass Conviction (120 minutes) on anyone in range, presumably at least Thalnil and Jarek (plus myself). Range medium, 20' radius burst, up to 12 creatures, gain +4 morale bonus to saves.
  • Cast Mass Align Weapon (Good) (12 minutes) on any warriors bearing weapons standing to fight, again presuming Thalnil and Jarek, plus any soldiers in the immediate vicinity (are they wearing red tunics? ;) )
  • Cast Spell resistance on myself (SR 24, 12 minutes).
  • Use the Dorje of Animal Affinity to grant myself a +4 charisma (3 minutes).
  • Manifest Call Beast of the Id to call a Psimech Saurian (14 rounds, -11 pp). Order the Psimech to guard me until further notice.

Outset of combat:
  • Manifest Schism (14 rounds, -7 pp)
  • If possible, move action to stay within 20 feet of Jarek and Thalnil, so I can manifest Intellect Fortress against any damaging power or spell (or -like ability.) Keep them and the psimech between me and the retrievers.
  • Have psimech unleash electrical energy bolt on retriever in line of sight (if possible while still guarding me, both retrievers), 60' long 5' wide line, 10d6 electrical, reflex DC 15 save for half. (Damage 10d6, roll=39)
[/sblock][sblock=Psimech Saurian Stats]Psimech Saurian
Large Construct (Augmented Monstrous Humanoid, Psimech, Psionic)
Hit Dice: 7d10+40 (78 hp)
Initiative: +0
Speed: 30 feet (6 squares)
AC: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack: +7/+17
Attack: Bite +13 melee (2d8+6)
Full Attack: Bite +13 melee (2d8+6) and 2 claws +10 melee (1d8+3)
Space/Reach: 5 feet/10 feet
Special Attacks: Discharge capacitor, implant, perfect targeting, plasma jump, pounce, psi-like abilities, mode check +5, resting mode Force Multiplier +0, skinburst
Special Qualities: Acid resistance 5, cold resistance 5, defensive field 5,electrical transformation, fast healing 1/hour, fire resistance 5, operant, psimech traits, sonic resistance 5
Saves: Fort +3, Ref +2, Will +4
Abilities: Str 23, Dex 11, Con —, Int 8, Wis 15, Cha 8
Skills: Listen +9, Knowledge (engineering)**, Knowledge (psionics)**, Knowledge (the planes)**, Spot +9
Feats: Alertness, Multiattack,Weapon Focus (bite)
Challenge Rating: 10
Alignment: Chaotic neutral

This creature looks like a muscular humanoid toad half sheathed in metallic skin, complete with protruding crystal heat dissipater fins and aglow with chaotic and psionic energy.
Combat:
Discharge Capacitor (Ps): The psimech saurian can release a 5-foot-wide and 60-foot-long electrical bolt that deals 1d6 points of electricity damage per power point spent (maximum 10d6) to each creature within its area. Creatures that make a successful Reflex save (DC 15) take half damage.
Perfect Targeting (Ex): A psimech saurian gains a +2 bonus on all attack rolls and on its power Difficulty Classes.
Plasma Jump (Ex): Using an advanced application of its discharge capacitor ability, the psimech saurian electrically generates a sun-hot gas that it can use to give itself a +20 bonus on its Jump check per 2 power points spent (+100 bonus maximum); it can exceed normal Jump maximums. Using this ability also scorches all creatures in a 20-foot radius, dealing 1d6 points of fire damage and 1d6 points of electricity damage per 2 power points spent.
Pounce (Ex): If a psimech saurian leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Operant (Ex): Operant creatures manifest powers by paying power points.
Psionic Powers Discovered: (3/3/3/1; power points 40)
1st—biofeedback, offensive precognition, vigor; 2nd—animal affinity, psionic levitate, thought shield; 3rd—evade burst, psionic keen edge, vampiric blade; 4th—psionic freedom of movement.
Skinburst (Su): Once per day a psimech saurian’s skin can emit a brilliant flash of psionically pumped chromatic light. Every creature within 20 feet must succeed at a Fortitude save (DC 16) or become dazed for 1d4 rounds.
Defensive Field (Ex): Psimech saurians gain damage reduction 5/—.
** Skills: The psimech saurian enjoys a +10 competence bonus to Knowledge (engineering), Knowledge (psionics), and Knowledge (the planes).
Electrical Transformation (Ex): All psimechs have electrical transformation 10. This resembles electricity resistance 10 in that the first 10 points of electricity damage per electricity attack do not harm the creature (while electricity damage in excess of 10 points harms the psimech normally). However, the first 10 or fewer points of electricity damage that the psimech would otherwise sustain are instead transformed into psionic power points on a 5-for-1 basis (every 5 points of electricity damage are transformed into 1 power point). Psimech saurians can never accumulate more than their maximum operant psionic power point total of 40 power points using electrical transformation.
Fast Healing (Ex): Psionically mediated subroutines grant fast healing that allows the psimech saurian to regain 1 hit point per hour if damaged. The psionic repair damage power also cures damaged psimech creatures.
Psimech Traits: Psimechs are a subtype of construct. Psimechs are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They also are immune to any effect that requires a Fortitude save, unless it also works on objects. They cannot heal damage (though regeneration and fast healing still apply, if present, as does psionic repair damage and other powers or spells that heal constructs) and are not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. They are not at risk of death from massive damage, but are destroyed when reduced to 0 hit points or less; they cannot be raised or resurrected; they have darkvision 60 feet.
[/sblock]
 
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Still rummaging around in a cart when the storm struck, a young looking woman with windswept white hair running wild atop her head turned slowly around when she heard the sound of explosions and weapons clashing behind her. Her skin was pale, not just pale for a nomad, but a pink-white almost unheard of even among cityfolk. Her eyes were the same burning blue as the sky above. Her garb was eccentric, with a heavy brown hooded cloak over an open cerulean and gold robe, underneath which she wore a thin white gown that went from her shoulders to just past her knees.

Embedded in her forehead was what gave her her name. A small clear crystal that projected just out past her skin. It looked like it might even be simply affixed there, but any manual test would reveal it was a permanent feature.

A feature that was glowing green as the girl turned to face the monsters. An emerald speckled beam of light lanced from that glowing crystal, spearing out at the giant sand monster that the warrior was attacking.

"From the sand you've come...to the sand I return you," she says with a dreamy, distracted demeanor.

With a murmuted word, the crystal on her forehead flashes brilliantly, white this time, and she vanishes out of sight.

[sblock=Spells and Actions]In leadup cast: Mage Armor, Shield, Protection from Evil, Greater Heroism. Results: AC 24, 26 against evil, touch AC 18 vs evil. Fort +15, Reflex +20, Will +18. Ranged touch: +13 to hit. Caster level for all spells today = 12+1d6. Temp HP = CL.

In first round cast Disintegrate on the Retriever that was attacked in melee. +9 to hit, Fort DC 23 or take 2xCLd6 damage (max 40d6). Then cast Quickened Invisibility to disappear, and take 5' step (if allowed) to left.[/sblock]
 

He had encountered the Ashtalarian a half a day back, he had traded with them in the past and they had welcomed him into their company, unfortunately they did not have anything that met his requirements. They did however mention that they were meeting a trade caravan and invited him to join them.

Arriving there he was talking to one of the traders about an ancient script that had been sold to him. While it was nothing that Thalnir was directly interested in, it might contain a hint of something further.

Then the wind picked up and he watched the camp come to attention and grow to a near panic state as the wind continued to pick up. Unfortunate he thought to himself, wrapping his bindings around him, to protect his eyes and filter out the sand that was inevitably coming, I was enjoying the bartering.

When the lightning came it was obvious that this was not a natural occurance. Thalnir began to to manifest power his abilities, happy that he had the foresight to wear his full armor.

Once the enemy makes itself apparent Thalnir is torn between protecting the tribe and tradesmen, but decides to give the giant spiderthings something else to worry about.

With a blur of movement he closes with the nearest creature.

[sblock]Manifests the follow powers:

1. Psionic Freedom of Movement 7 Power Points (80 minutes)
2. Thicken Skin (augment to +2) 4 power points (40 minutes)
3. Offensive Precognition (augmented to +3) 7 Power Points (8 minutes)
4. Offensive Prescience (augmented to +4) 7 Power Points (8 minutes)
5. Force Screen 1 Power Point (4 minutes)

He will also draw his blade during the lightning assault.

As a free action he uses chain of personal superiority and chains of personal defense, then he manifesting Hustle as a swift action (3 power points) he closes to J13 in the free move action. He proceeds to full attack, power attacking 10.

Hitting AC 40, 33 and 28 all of which are criticals, but retrievers, being constructs are immune (which of course Thalnir doesn't know but I do, so I am not bothering to verify) for 58, 54 and 59

Combat Stats:

Jovar: +23/+18/+13 (12 BAB + 12 Str + 5 Enhancement +1 Feat +3 Insight -10 Power attack)
Damage: 3d6 + 47 (+18 Str +5 Enhancement +4 Insight +20 Power attack) 15-20/x2

AC 33 (10 + 10 Armor +1 Dex +2 Deflection +4 Shield + 4 Insight +2 Natural)

Power Points remaining: 29
[/sblock]
 

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