Chris wrote:
now where did I put that bag of holding?
The Library of Ling holds many Secrets, especially in the "meta-gaming" wing
Chris wrote:
now where did I put that bag of holding?
Robyo wrote:Hey guys, I will try to make time this evening to take my turn. Been really busy with work and family stuff. Julie's grandma passed away yesterday. She was 98.
Love to Julie, bro. Prayers for family.Robyo wrote:Hey guys, I will try to make time this evening to take my turn. Been really busy with work and family stuff. Julie's grandma passed away yesterday. She was 98.
Robyo wrote:
Okay, so Zang's small army has a go of it:
Zang dissolves the illusion of the queen (the jig is up). Casts Mythic Flame Strike, centered on the dragon but trying to also catch the beetle and necron in it as well and (hopefully) avoiding the Biguns.
Mythic version:
Flame Strike
Source flame strike
The damage dealt increases to 1d8 per caster level (maximum 15d8). The area increases to a 20-foot-radius, 40-foot-high cylinder. You may have the divine half of the damage affect only one specific creature type (as the bane weapon quality).
10d8 damage: 2 + 2 + 3 + 1 + 6 + 8 + 7 + 7 + 3 + 3 = 42; 21 fire and 21 divine.
Zang spends a Hero point for another standard action and activates his ring of Invisibility. Moves up to I-12, inside the temple.
Skree follows his master, also inside the temple.
Bigun #1 stands up from prone. Sprays acid at the dragon. Not sure their BAB's... Damage: 3 + 4 + 5 + 6 + 6 = 24.
Bigun #2 jumps on the dragon attempting to grapple it. I don't know their CMB's... If it grapples Valum, can it use it's tail to spray acid?
Jett, still in whirlwind form, drops the necron on his head. Moves up towards the dragon, and continues to belt his tune, "You’re never alone, you’re never disconnected! You’re home with your own--When company’s expected, you’re well protected!"
The whirlwind touches ground now, causing a swirling cloud of debris. From the PRD: "This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell."
Glub moves towards the flame and uses it's drench ability. Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD). Glub has 4 Hit Dice.
If the flames are extinguished, Ralph runs thru the gap. If there is still flames, he waits and snorts.
Chris wrote:at 4, the ground begins to rumble and shake violently. an EARTHQUAKE centered on the illusion of the Queen topples the walls, the temple and opens up a 40ft fissure (effectively a PIT) in the ground!
Robyo wrote:Cool, thanks for clarifying things. I forgot that Valum is 40' above the others. Nor did I realize the temple was completely leveled. Oh well.
Zang and Skree keep their move. But is there not even rubble to hide behind?
Nevermind the Bigun's grapple then. Both Biguns get out of way of Zang's Mythic Flame Strike, then they spray their acid.
Bigun #2 damage: 6 + 5 + 5 + 3 + 6 = 25.
With the way through the fire wall cleared, Ralph does indeed make a Powerful Charge (gore, 4d8+18).
Powerful Charge (Ex) When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature's description. Gore Attack: 15 + 14 = 29; Damage: 2 + 7 + 2 + 5 = 16 + 18 = 34.
Jett tries to catch Valum in the whirlwind. The air elemental moves above Valum and extends the size of the whirlwind to compensate for the 40' distance to the ground. Let's call it a 80' high (x 40' wide at the peak, but only 5' at the base) whirlwind, but it does not touch the ground. Retcon that shit. The blinding effect won't affect Valum anyways, since he is 40' up from the crater's bottom.
Valum must make 2 Reflex saves at DC 18: 1st one is when he comes into contact (slam damage), second one is being held by the whirlwind. Slam damage: 8 + 4 = 12.
Jett can keep his whirlwind form for 2 more rounds max.
Chris wrote:
Round 5
Korvaq 21
Argul 18, Wasps, Facehuggers
NECRON Warriors 15,
Zang, Air Elemental 14, Zang, Rhino, Water Elemental
Rasso 14Cmdr Ignis 10
Repair swarms 10
Brick 5
Cmdr Valum 4
Necron Pilots + Flying Bombadier Beetles 1
navyik wrote:Stat block in previous post. I need clarification on the whirlwind. Is it still active after the blasts? Does it block Brick's visual of the dragon?
Biggun left will spray acid at the necron and swarm and then close to melee range with the necron.
Brick Rockman will act once I understand the whirlwind.
Robyo wrote:Reflex saves:
Zang: 7 + 12 = 19
Skree: 19 + 10 = 29
Jett: 1 + 13 = 14
navyik wrote:Brick charges the dragon to Grapple, dealing non-lethal damage with a turnbuckle fly.
9+29+1+1+2=42 to Grapple.
Dmg5+12+2=19 non-lethal, +6 lethal cold dmg.
If the dragon is unconscious, brick will stop there. If the dragon is resisting, he will use sudden Attack to pin.
Bigguns acid dmg =20
Chris wrote:
Round 6
Korvaq 21
Argul 18, Wasps, Facehuggers,Xeno-efreeti, Xeno-beetle
NECRON Warriors 15,
Zang, Air Elemental 14, Zang, Rhino, Water Elemental
Rasso 14Cmdr Ignis 10
Repair swarms 10
Brick 5Cmdr Valum 4Necron Pilots + Flying Bombadier Beetles 1
whit10 wrote:Korvaq remembers his knowledge of the space/time continuum and begins to see patterns with this whole mess....
Korvaq will "trade in" his remaining Bull Strength and Heroism for Karma: 1d20 + prime + level + mythic tier:
Roll(1d20)+14:
13,+14
Total:27
That should be 700 karma returned. Korvaq will "conjure" a True Seeing scroll for himself (1125)
Korvaq has 145 karma remaining
Is that a standard action or full round? move action?
whit10 wrote:
Korvaq now spends a Hero Point (1 remaining) to use the scroll.
Korvaq now has True Seeing active and is looking for Rasso. As soon as he sees him, if he does, he will relay the position via the mind link (should be a free action).
whit10 wrote:Korvaq needs a hardcore Knowledge roll - I assume that should wait for my next turn?
whit10 wrote:
Knowledge Planes (space/time) - can this hole be closed, and, if so, would this sever Rasso's link to this dimension and thus end his threat to the queen?
whit10 wrote:
Could Korvaq or anyone else travel through the portal to Rasso?
whit10 wrote:
Knowledge Arcana (tech) - is there something that Korvaq can rig to shut the portal?
MAS wrote:Will post tonight.
MAS wrote:Are the Xeno-Beetle and Xeno-Efreeti in Play?
Chris wrote:
Round 6
Argul 18, Wasps, Facehuggers,Xeno-efreeti, Xeno-beetle
MAS wrote:The Wasps that have 3 Necron riflemen and a Necon Pilot grappled will fly their full movement straight up 50' and then release their grappled combatants, dropping them for falling damage.
MAS wrote:
The Xeno-Beetle attempts to travel through the portal, back the way it came, as if retreating from the battle in fear.
The face huggers, Xeno-Frito (patent pending), and Argul delay actions pending resolution of these actions.
MAS wrote:
Argul flies 20 ft up and 30 ft over to 60 - S, a position within 30ft of the 3 closest wasps (relevant in a moment).
He Spends $2500 gold/Karma on a Type I Bag of Holding.
Then, As a swift action, Argul expends one use of mythic power to inspire a tactical advance on the field of battle.
ADVANCE, Marshall's Order: This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.
This grants and an additional move action to the WASPS and ARGUL.
The Wasps (except for the farthest away), all Facehuggers, Xeno-Frito, and Argul all charge through the portal. They align for as widely of a dispersed deployment on arrival on the other side as they can achieve, aiming to deter easy AoE targeting.
If the creatures with remaining attacks can use them upon arrival, they might once we get a hold of the situation!
Argul sends a parting message via Telepathic Link -
"SEAL THE PORTAL IF YOU CAN!"
Chris wrote:
Round 6
Korvaq 21
Argul 18, Wasps, Facehuggers,Xeno-efreeti, Xeno-beetle
NECRON Warriors 15,
Zang, Air Elemental 14, Zang, Rhino, Water Elemental
Rasso 14Cmdr Ignis 10
Repair swarms 10
Brick 5Cmdr Valum 4Necron Pilots + Flying Bombadier Beetles 1
whit10 wrote:...Korvaq will have an appropriate speech on his next turn.
Chris wrote:
I am not going to reveal what Argul sees on the other side.... yet.
Everyone has this 1 rd to do something: attempt to close the portal, follow Argul inside or whatever else you want. Tactically, I don't care about distance on the map, if you want to follow Argul you just can.
Everyone gets 1 turn, sequence doesn't really matter as it's only Zang, Brick and Korvaq (and friends). When everyone has acted or chosen not to act, then this scene will end.
whit10 wrote:if everyone is going through the hole now, Korvaq will delay until his turn to see if Rasso has the same idea and tries to come here after the others leave
Chris wrote:Final Round of this scene:
Argul and his swarm - through the black hole
Brick + a camera bot - through the black hole
Korvaq - making a speech. Korvaq stays behind on rear-guard.
Zang + summoned horde - ??
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