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Thread: IC: Disjunction

  1. - Top - End - #31
    Barbarian in the Playground
     
    DwarfClericGuy

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    Default Re: IC: Disjunction

    OOC
    Dice Rolls

    Spoiler: Disjoiner of Fate
    Show
    Disjoiner of Fate
    Major Artifact
    CL: 20

    This rod is deceptively simple in design, but magic pours off of it. It fires a bolt of grey light that has diverse effects depending on what it strikes.

    An unlimited times per day, the Disjoiner of Fate can fire a projectile with unerring accuracy within a range of 300 feet.
    • Evil Outsiders are healed for 2d8+10 hit points.
    • Good Outsiders take 10d6 damage and are sickened for 1d4 rounds. Fortitude DC 23 halves the damage and negates the sickened effect.
    • Mortal souls are branded with a strange grey sigil that consigns them to Hell, Abaddon, or the Abyss.

    The Disjoiner of Fate's inner workings are unknown to you, and its true power is yet hidden.

    Spoiler: Initiative
    Show
    Top of Round 2:
    23 Knave <----
    21 Shizel
    19 Taker

    18 Deva Clarence (near death, grappled)
    15 Deva Abbott (attacking Shizel)
    13 Barbed Devil (near death)
    08 Deva Beatrice (injured) (attacking Taker)
    03 Zalgoth

    Devas: AC 28, touch 17, flat-footed 25, Spell Resistance 21
    Last edited by Watcher; 2022-10-26 at 07:08 PM.

  2. - Top - End - #32
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    DwarfClericGuy

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    Default Re: IC: Disjunction

    The deva attacking Taker stumbles at the unexpected attack. She looks around, struggling to find the source of the dart before she refocuses on Taker.

    Spoiler: Initiative
    Show
    Top of Round 2:
    23 Knave
    21 Shizel <----
    19 Taker <----

    18 Deva Clarence (near death, grappled)
    15 Deva Abbott (barely injured) (attacking Shizel)
    13 Barbed Devil (near death)
    08 Deva Beatrice (injured) (attacking Taker)
    03 Zalgoth

    Devas: AC 28, touch 17, flat-footed 25, Spell Resistance 21
    Last edited by Watcher; 2022-11-01 at 10:12 AM.

  3. - Top - End - #33
    Ettin in the Playground
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    Default Re: IC: Disjunction

    Taker whispered a mocking laugh as the deva attempted to attack him. He backed away a step to bring his weapon to bear against the deva attacking him, and aimed another flurry of savage thrusts at his attacker's face.

    Spoiler
    Show

    Full attacking with Power Attack again.

    (1d20+16)[23] vs Touch
    (1d8+23)[24]

    (1d20+11)[15]
    (1d8+23)[28]

    (1d20+6)[9]
    (1d8+23)[28]

  4. - Top - End - #34
    Ogre in the Playground
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    Default Re: IC: Disjunction

    Zalgoth moves and unleashes a barrage of arcane orbs at the deva attacking taker there is a hiss as the venedaemon's arcane power overcomes the innate defenses of the celestial

  5. - Top - End - #35
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    DwarfClericGuy

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    Default Re: IC: Disjunction

    The barbed devil finishes off the deva in his grasp. Furious, the living deva nearest him calls down a blast of holy light. It doesn't penetrate the devil's defenses, but Shizel is caught in the blast.

    Inspired, the deva fighting Taker follows suit and lays her own smite upon Taker. It washes over him but doesn't manage to penetrate his defenses either. Her expression falls as she realizes she may die very soon.

    Spoiler: OOC
    Show
    Shizel needs to make a DC 18 Will Save. On a success, take 17 damage. On a failure, take 34 damage and be blinded for 1 round.

    Clarence struggles but can't escape the grapple.
    The Barbed Devil attacks Clarence and then stays.
    Abbott 5 foot steps away from Shizel and casts Holy Smite.
    Beatrice 5 foot steps away from Taker (so she's 15 feet away), then casts Holy Smite.

    My rolls have failed me. It is what it is lol


    Spoiler: Initiative
    Show
    Round 2:
    Shizel <----

    Top of Round 3:
    23 Knave <----
    21 Shizel
    19 Taker

    18 Deva Clarence
    15 Deva Abbott (barely injured) (attacking Shizel)
    13 Barbed Devil (near death)
    08 Deva Beatrice (badly wounded) (attacking Taker)
    03 Zalgoth

    Devas: AC 28, touch 17, flat-footed 25, Spell Resistance 21

  6. - Top - End - #36
    Bugbear in the Playground
     
    NecromancerGirl

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    Default Re: IC: Disjunction

    Shizel's innate will is enough to prevent the worst of the spell from affecting her, and she takes a confident step towards the Deva responsible before striking with her scimitar, repeatedly.

    Spoiler: Actions
    Show
    Five-foot step towards Deva Abbott.
    Full action: Full attack Abbott.
    Attack 1: (1d20+24)[36]
    Damage: (1d6+17)[22]
    Attack 2: (1d20+19)[28]
    Damage: (1d6+17)[19]
    Attack 3: (1d20+14)[15]
    Damage: (1d6+17)[21]
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

  7. - Top - End - #37
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    DwarfClericGuy

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    Default Re: IC: Disjunction

    Two of Shizel's attacks hit and damage the deva, but his tough skin mitigates much of it.

    Spoiler: Initiative
    Show
    Round 3:
    23 Knave <----
    21 Shizel <----
    19 Taker

    15 Deva Abbott (injured) (attacking Shizel)
    13 Barbed Devil (near death)
    08 Deva Beatrice (badly wounded) (attacking Taker)
    03 Zalgoth

    Devas: AC 28, touch 17, flat-footed 25, Spell Resistance 21
    Last edited by Watcher; 2022-11-05 at 07:48 AM.

  8. - Top - End - #38
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    NecromancerGirl

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    Default Re: IC: Disjunction

    Knave turns invisible to ready for a second sneak attack!
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  9. - Top - End - #39
    Ettin in the Playground
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    Default Re: IC: Disjunction

    Taker took the briefest moment to mock the deva's attempt to smite him, laughing as he resumed his attack.

    Spoiler
    Show

    Full Attack, Power Attack, move as needed to stay in the polearm's sweet spot.

    (1d20+16)[22]
    [/roll]1d8+23[/roll]

    (1d20+16)[27]
    [/roll]1d8+23[/roll]

    (1d20+16)[25]
    [/roll]1d8+23[/roll]

  10. - Top - End - #40
    Barbarian in the Playground
     
    DwarfClericGuy

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    Default Re: IC: Disjunction

    Taker's assault overwhelms the deva's defenses by the sheer number of attacks. The deva braces for one final attack when Taker's last strike knocks her to the ground.

    The other deva's jaw sets, and he suddenly pivots and slashes the barbed devil, which falls to the ground in a heap.
    He sends halfhearted slashes to Shizel and actually manages to strike a lucky hit that barely scratches her. He glances about for an escape.

    Spoiler: OOC
    Show
    Taker didn't roll his damage, but as long as he didn't roll all 1s, he would have killed Beatrice.

    Abbott full attacks Barbed Devil, then Shizel. Barbed Devil is unconscious and dying, one lucky Nat 20 hit Shizel, but didn't confirm. After damage reduction, 11 -> 1 damage to Shizel.


    Spoiler: Initiative
    Show
    Round 3:
    23 Knave
    21 Shizel <----
    19 Taker

    15 Deva Abbott (injured) (attacking Shizel)
    13 Barbed Devil
    08 Deva Beatrice
    03 Zalgoth <----

    Devas: AC 28, touch 17, flat-footed 25, Spell Resistance 21

  11. - Top - End - #41
    Bugbear in the Playground
     
    NecromancerGirl

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    Default Re: IC: Disjunction

    Shizel continues her assault, the nick from the Deva merely convincing her of her martial superiority, at least compared to her foe.

    Spoiler: Actions
    Show
    If necessary, take a five-foot step towards the Deva. Then, full attack.

    Attack 1: (1d20+24)[42]
    Damage: [roll]1d6+17)[/roll]
    Attack 2: [roll]1d20+19)[/roll]
    Damage: [roll]1d6+17)[/roll]
    Attack 3: [roll]1d20+14)[/roll]
    Damage: [roll]1d6+17)[/roll]

    If any of these threaten a crit, I'll roll the confirmation in the dice rolling channel.

    EDIT: Messed up the commands. I'll just roll them in the dice channel.
    Last edited by Dusk Raven; 2022-11-06 at 04:41 PM.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

  12. - Top - End - #42
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    DwarfClericGuy

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    Default Re: IC: Disjunction

    The deva is momentarily stunned by Shizel's first counterattack, and blood streams down his face. He wipes the blood from his eyes.

    Spoiler: Initiative
    Show
    Round 3:
    03 Zalgoth <----

    Top of Round 4:
    23 Knave <----
    21 Shizel
    19 Taker

    15 Deva Abbott (badly wounded) (attacking Shizel)
    13 Barbed Devil
    03 Zalgoth

    Devas: AC 28, touch 17, flat-footed 25, Spell Resistance 21

  13. - Top - End - #43
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    NecromancerGirl

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    Default Re: IC: Disjunction

    Knave winces invisibly as he prepares to dispatch the Deva. He knew this was wrong, but it was outside his control.


    Spoiler: attack!
    Show

    (1d20+25)[38]
    (6d6+5)[25] Sneak attack damage, poison in effect, DC 16
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  14. - Top - End - #44
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    DwarfClericGuy

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    Default Re: IC: Disjunction

    The last deva shrugs off the poison like the other one had, but this one spots Knave wink into sight. He still looks ready to flee, however.

    Spoiler: Initiative
    Show
    Round 3:
    03 Zalgoth <----

    Round 4:
    23 Knave
    21 Shizel <----
    19 Taker <----

    15 Deva Abbott (badly wounded)
    13 Barbed Devil
    03 Zalgoth

    Deva: AC 28, touch 17, flat-footed 25, Spell Resistance 21
    The Deva is at least a move action away from everybody except Shizel.

  15. - Top - End - #45
    Ogre in the Playground
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    Default Re: IC: Disjunction

    Zalgoth moves to be closer to the last remaining Deva trying to block its escape, this time though the slump of the celestial's shoulder lets Zalgoth know that its doom aura has finally overcame the creatures protections.

  16. - Top - End - #46
    Barbarian in the Playground
     
    DwarfClericGuy

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    Default Re: IC: Disjunction

    The last deva takes flight and swoops north, past Taker, but the hallway is too narrow to completely evade him. If he survives the gauntlet of attacks blocking his way, he turns invisible.

    Spoiler: OOC
    Show
    With no activity, I'm skipping to the deva's turn. Don't worry, your turns aren't lost.

    The deva flies 60 ft north, which incurs attacks of opportunity from Shizel, Zalgoth, and Taker, if they choose to take them. If he survives to the end of his move action, he casts Invisibility on himself.


    Spoiler: Initiative
    Show
    Attacks of Opportunity incurred against Deva Abbott from Shizel, Zalgoth, and Taker.
    After taking your AOO, feel free to take your normal turn, keeping in mind that it will be against an invisible foe.

    Round 4:
    23 Knave
    21 Shizel <----
    19 Taker <----

    15 Deva Abbott (badly wounded)
    13 Barbed Devil
    03 Zalgoth <----

    Deva: AC 28, touch 17, flat-footed 25, Spell Resistance 21

  17. - Top - End - #47
    Bugbear in the Playground
     
    NecromancerGirl

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    Default Re: IC: Disjunction

    Shizel pounces on the fleeing Deva with a stab from her rapier, but otherwise can't do anything to stop its flight. She certainly can't do much against an invisible foe, so when it vanishes from sight, she simply takes a defensive stance.

    Spoiler: Actions and AoO
    Show
    AoO: (1d20+24)[30]
    Damage: (1d6+17)[21]

    Afterwards, Shizel will take the Total Defense action.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

  18. - Top - End - #48
    Barbarian in the Playground
     
    DwarfClericGuy

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    Default Re: IC: Disjunction

    The last deva turns invisible. Spatters of blood appear on the hallway floor.

    Spoiler: Initiative
    Show
    The deva turned invisible as its last action. You know which square it's in, but suffer a 50% miss chance.

    Everyone gets one more turn. If the deva can act again, combat rounds end. You all can act in any order you like.

    Round 4:
    23 Knave
    21 Shizel
    19 Taker <----

    15 Deva Abbott (near death)
    13 Barbed Devil
    03 Zalgoth <----

    Round 5:
    23 Knave <----

    Deva: AC 28, touch 17, flat-footed 25, Spell Resistance 21

  19. - Top - End - #49
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    NecromancerGirl

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    Default Re: IC: Disjunction

    Knave shouts Oh, darn! I can't see her. Too bad!
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  20. - Top - End - #50
    Ogre in the Playground
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    Default Re: IC: Disjunction

    Zalgoth tries to strike the fleeing Deva but misses wildly. Quick to recover Zalgoth quickly sends a sheet of flames in the from of a wall of screaming skulls towards where the Deva last went invisible and is dripping blood. But the fact that a brief outline parts the fire, Zalgoth knows the creatures resistance overcame his spell.

  21. - Top - End - #51
    Barbarian in the Playground
     
    DwarfClericGuy

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    Default Re: IC: Disjunction

    The deva's scream is nearly lost under the screams of Zalgoth's spell. There's a thud and a thicker splatter of blood. The hallway falls silent, allowing the faint echoes of activity to filter in from even further north.

    Spoiler: OOC
    Show
    Combat rounds are over. The deva is unconscious and dying but still invisible. The barbed devil is unconscious and dying. The other two devas are dead. They technically have loot, but there's nothing you could use immediately, so let's handwave it.

    You can heal to full with the Disjoiner of Fate in this lull.
    Last edited by Watcher; 2022-11-24 at 02:13 AM.

  22. - Top - End - #52
    Ettin in the Playground
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    Default Re: IC: Disjunction

    +++ They have taken the captives. These ones are special somehow. +++

    Taker took off down the hallway to the north, weapon readied, moving through the floor like a crocodile with his eyes just above the surface.

  23. - Top - End - #53
    Troll in the Playground
     
    NecromancerGirl

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    Default Re: IC: Disjunction

    Knave mounts his armadillo and rides after!
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  24. - Top - End - #54
    Barbarian in the Playground
     
    DwarfClericGuy

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    Default Re: IC: Disjunction

    When Taker is halfway down the hallway, a single silver line shoots through the air. It fades almost instantly, but those who specifically look for it can see a tiny thread of discoloration as thin as silk connecting Taker to whatever waits at the end of the hallway.

    Voices echo from the north. There's a large group of people ahead, and they're trying and failing to be quiet. They're murmuring in Common, but they overlap too much for those further down the hall to make out anything distinct.

    The last side passages fall behind. The end of the hallway ends in a 90 degree angle to the right, but the crowd in the room didn't seem to post a sentry at the turn. The room beyond, occupied by the crowd, is the Skimming Chamber. It used to be where souls were diverted from the River of Souls to the Pocket Plane. Now, it's the source of a faint wave of sickening vibrations caused by planar instability.

  25. - Top - End - #55
    Ogre in the Playground
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    Default Re: IC: Disjunction

    What is going on, none of this is right Zalgoth says outloud. He looks to the others and nods, letting them know he is ready for the upcoming possible confrontation.

  26. - Top - End - #56
    Ettin in the Playground
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    Default Re: IC: Disjunction

    +++ A planar disturbance is here—it's some kind of trap! +++

    For the first time, Taker's telepathic message took on a tone of surprise and even a little fear.

    Spoiler
    Show

    Taker has many skills, Spellcraft is not one of them. Unless he's seen this specific sort of spell(?) before, I don't think he can give the party many clues to what it is.

  27. - Top - End - #57
    Troll in the Playground
     
    NecromancerGirl

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    Default Re: IC: Disjunction

    Knave poisons two darts with dimorpodon venom and turns invisible.

    Privately, he has mixed feelings about this, but he keeps his silence.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  28. - Top - End - #58
    Barbarian in the Playground
     
    DwarfClericGuy

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    Default Re: IC: Disjunction

    The "noise" of the planar instability, despite not actually producing true sound, masks the party's approach. The muffled conversation ahead falls is washed out by the vibrations.

    The Skimming Chamber ahead is a 60 foot by 60 foot square room with an entrance at the west, where the party approaches from. The east wall should turn into a sculpture of planestuff and enchantments, constructed by the masters of the Pocket Plane in just the right way to catch a soul from the River of Souls.

    In reality, the east wall is shattered like a glass window. In the gaps, the black of the void- No, it's an empty white- No, it's the iridescence seen when you rub your eyes too hard- No, it's the silvery weightlessness of the Astral Plane.

    Behind the crowd of mortal souls, chunks of reality float in the gaps. Little threads spool off of the shards of reality. As if in reaction to being observed, one such shard unravels rapidly, submerging the room in overwhelming vibrations. The crowd of mortal souls huddle together and brace, and time slows almost to a standstill.

    A beautiful woman with auburn hair in a neat side braid watches the entrance vigilantly. Her eyes radiate divine light, but she somehow doesn't seem to see the party looking in at her. Her greatsword crackles with power in her hands. Its tip is hard enough to slightly penetrate the stone floor.

    Tiny songbirds wearing funerary masks flit around the room. Many of them perch on the shoulders of mortal souls and whisper in their ears.

    A large figure with emerald skin and shining, snow-white wings stands among the mortal souls. In his hand is a simple-looking knife, or perhaps a letter opener. He is leaning down to the mortal soul of a dwarf branded with the gray sigil from the Disjoiner of Souls. The knife slips under the dwarf's brand without cutting his skin, and the planetar pulls. The brand pulls off like it were something physical, but it doesn't go without a fight. The gray, gossamer strands turn opaque inside the translucent dwarf soul as they fight to remain rooted in place. It's a losing battle. One by one, the strands snap, and the planetar pulls the brand and its roots free from the dwarf. The dwarf doesn't waste time with thanks. He makes way for the next mortal soul, and a songbird in a funerary mask ushers him into the breach in reality.

    The void seethes as it accepts the dwarf soul's passage. The shard of unraveling reality disintegrates completely, and time reasserts itself. The party blinks and finds themselves where they were a minute ago, 20 feet away from the turn to the Skimming Chamber, as if they had never closed that gap in the first place.

    Spoiler: OOC
    Show
    This room is 60 foot by 60 foot. The west half is made up of stone. The east half is made up of the bounds of the plane. It superficially resembles stone, but there is no physical space beyond it; therefore, incorporeal creatures cannot pass through the walls, floor, and ceiling on the eastern half of the room. A seam clearly marks the border.

    A ghaele azata stands in the center of the room, just barely on the west side of that border. She is watching the entrance closely and has Detect Evil active. If you rush the corner, neither side will get a surprise round. You're out of combat at the moment, though, and can pre-buff.

    A planetar stands 10 feet from the hole in the eastern wall. The far eastern 15 feet of the room are filled with branded mortal souls.

    Nosoi psychopomps fly around the room.

  29. - Top - End - #59
    Barbarian in the Playground
     
    DwarfClericGuy

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    Default Re: IC: Disjunction

    Combat begins. Knave is the first to act.

    Spoiler: Initiative
    Show
    24 Knave <---
    24 Ghaele
    22 Zalgoth
    19 Taker

    19 Nosoi
    17 Planetar

    Knave and the Ghaele's initiative modifiers are the same so I'm giving it to Knave to save time.
    There are many Nosoi flying around. They will all act on the same initiative.
    Shizel can roll for initiative when she can.

    Ghale: AC 28, touch 16, flat-footed 26, SR 25
    Planetar: AC 32, touch 13, flat-footed 28, SR 27
    Nosoi: AC 15, touch 15, flat-footed 12

  30. - Top - End - #60
    Troll in the Playground
     
    NecromancerGirl

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    Default Re: IC: Disjunction

    Knave snipes at a Nosoi with deadly precision. Suspiciously, perhaps, Knave has targeted a neutral that is immune to poison!

    Spoiler
    Show
    32 damage to a psychopomp, it would require a save to resist dimorphodon venom, but, apparently, a death spirit is immune to poisons, and the low level creature doesn'tsurvive the sneak attack in any case..
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

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