No Man's Land (IC)

Darimaus said:
It is one minute to midnight. Everyone is assembled in the hall where the trap is set. A cry comes from outside.

"He's here!"...

OOC: Everyone in the disciple storyline needs to roll initiative and post their first actions. Its party time.

init 27
http://invisiblecastle.com/find.py?id=1167014

Sylvie, waiting invisibly, starts in surprise even though she knew this was comming... *Tense there aren't we girl?* And prepairs to raise a blue/indigo personal ward as a reaction to appearance of the baddie. If anyone else wants in her AoE this would be a good time to say so. ;-) Otherwise its personal radius only.... I was wrong she can do up to 15' radius btw on this, and it is one way so you are free to make with the zappies out of it but both sides have concealment in that version...

She readies a mordenkainen's disjunciton as an opener for the Baddie and will paste him so long as she can do so w/o a) fouling up the anti-magic area/traps and so on.. .b) Won't catch her teammates in the area. If that is not possible? Then black blade of disaster (SC) is a good 2nd choice lol. +24 AB (usually +2 no and dex for foe as she is invisible), SR yes, save no, 40d6 dmg per hit


Spells cast and Automatically in play 24/7:
Draconic Sight - 200' Dark Vision, 4xLow Light Vision, 2xNormal Vision, Blindsense 100' (CL20, DC35 to dispel)
Mage Armor, Greater - +9 armor, extended (CL20, DC42 to dispel)
Mind Blank - Immune Mind Efecting and scry/div/detect spells (CL20, DC42 to dispel)
Anticpate Teleport - 1 rounds delay of incoming teleport in 90' radius, aware of size/numbers (CL20, DC42 to dispel)

Permanent: Also always in play 24/7
Arcane Sight (CL 20th, DC35 to dispel)
Comp Languages(CL 20th, DC35 to dispel)
Resistence, Superior - +6 Saves, (CL20, DC42 to dispel)
See Invisiblity(CL 20th, DC35 to dispel)
Tongues (CL 20th, DC35 to dispel)

* Warding(sp) 4/day DC 30 Personal 5'
5' radius provide concealment 7 minutes, Group 15' radius concealment 7 minutes, wall 7 10' by 5' ection, concelement both ways 70 minutes

Blue: Blocks divinaitons an mind affecting abilites
petrification: Fort save or else
Indigo: blocks all spells or sp abilites
Will save or be confused as insanity spell
 

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Init 17 (http://invisiblecastle.com/find.py?id=1167237)

Taken a little by surprise, Thorn backs up into the shadow of a nearby building and vanishes from sight; becoming one with it.

Hide in Plain Sight (move action): 44
(http://invisiblecastle.com/find.py?id=1167240)
(*note, when rolling on invisiblecastle, I forgot to include the bonuses from luckstone and ioun stone, hence my result here is 2 higher than on the website)

In the sanctuary of concealing shadow, one hand on the hilt of her sword, Thorn waits to see what the superbeing is doing before committing further.

(holding action...will use Ethereal Ghost Step if attacked)

AC 45, Touch AC 37 (incorp touch 45)
202 HP
Evasion, Uncanny Dodge
Nondetection Cloak (DC 20 caster level check)
Immune to mind-affecting effects
+3 to save against any magical effect
Hide check applies vs blindsight/blindsense
 
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Init=19

"Come and get it ghoulies! Do ye want some fresh dwarven meat? Come an' get me!"

Taking a grip on his longsword with both hands as he feels the soul energy move as the necrocarnum loses hold while his bracers glow a deep azure blue and creep up into his body, Therin rushes at one of the zombies with a great leap and swings mightily at its head.

ooc: Charge with 10 ft. leap. Shifting 3 essentia from the necrocarnum weapon 'meld to the bluesteel bracers. Activating incarnum radiance (15 rounds) to gain +5 to attacks which is used to power attack for 5. Attack=45, Damage=37
 
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Grift flies up next to one of the Zombies and strikes at it.

ooc :attack roll 25 Not the best but not too bad(Deny dex to ac). If he hits damage will be 47 with a reroll of the 1 on SA damage with a roll of 4 to total the damage of 50 + 2 Str damage (Crippling Strike + Savvy Rogue)
 
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Alrighty, sorry about the delay. I wanted to give late comers the chance to get involved. They still can, but the encounters are going to go along for now as if they were not there.

Combat #1: Round 1: The Disciple

Initiative: Disciple, Lowryllyth, Sylvie, Thorn

OOC: Voidrazer: You guys are where you wanted to be. You already know that she is not in the anitmagic radius from the previous trap experience. The scenario works the same, except with you guys being there and doing what you wanted to do. Also, I skipped your interogation of the girl because I wanted an activity that could involve all the party members. I don't like having it happen often, but sometimes I will do so to keep everyone in the game.

There is a pause, the night growing silent in anticipation of the coming battle. Thorn watches carefully, and is taken slightly aback to see a cloaked figure suddenly appear in front of the main temple door. With a mighty kick, it sends the door flying into the rest of the temple. The explosion of effects set off by the action cloud the air, but soon the slippery figure is seen ducking into the room unharmed. Sylvies Morde's strikes him, causing the being to straighten suddenly and look back to her, but it quickly regains its composure. A tidal wave of arrows and spears come hailing out at the figure, but he slips past the spears, and knocks the arrows back at their owners with little effort. Stadning tall on a pile of weaponry, he looks ready for a fight.

OOC: From what I can tell, those were all the offensive actions you guys readied. All your normal buffs and actions go off, and unless I missed anything, we go onto round 2.

Round 2 Initiative: Sylvie, Disciple, Lowryllyth, Thorn



Combat #2: Round 2: Zombies

The party of brave adventurers begin their onslaught on the unmoving zombies, grift flying up and attacking one unsuccessfully, and Therin charging in as well. The Zombies still seem unwilling to do anything but dodge attacks at this point.

OOC: Zombies go first in initiative, so they have acted, now you guys all go again. More importantly, I need Avalon to make his attack roll and damage roll for his charge as well.
 

Obsidian & Granite

Darimaus said:
Obsidian calls out to the farm house, and at first there is silence. However, a few moments later there is some stirring and eventually a young elven woman exits.

"And who might you be?"

Obsidian notes that woman doesn't seem to be startled by their mixed party.
Obsidian I am.” He says. He relaxes just a bit however his firm grip on Granite never loosens. He knows that this could be a trap but for now he truly means this women no harm. “Seek the Capital of this region we do. Help can you?
 

Whin wonders why the zombies would not return the attacks, and lands in front of one of the zombies, not attacking it, seeing what it does. "Hold, you two... Something strange is afoot" He says to Grift/Therin, still wary of the zombie.
(Readied action to attack if they do anything Offensive)
 



Jareel Arinthis, Monk 20, Hp: 201/201

"Be on guard my friends, it is time to put our skills to the test!" Jareel shouts as he closes on the disciple.

The agile monk quickly closes the gap between him and the disciple, lets off a side kick, then lets his momentum carry himself well past the foe. He lands catlike, turning back to face his foe.

[sblock=ooc]

initiative (1d20+8=21)

AC: 49 (dodge bonus against Disciple)
SR: 30
Improved Evasion

Will use spring attack on the Disciple -- move speed is 90', so will close on disciple, attack at highest bonus, then move back 40' from him

(Will use Stunning Fist on attack at highest BAB -- DC29)

Attack Round 1 (1d20+27=41, 1d20+27=41, 1d20+27=47, 1d20+22=38, 1d20+17=21)

I updated the action to be a single attack with spring attack, please disregard the following 4 attacks (which encompassed the full attack)
[/sblock]
 
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