Adventures Assemble S3E3: The Great Brain Robbery!

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Psistrike
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Re: Adventures Assemble S2E3: Call to Arms!

Post by Psistrike »

Moonlight

"I can act as a bodyguard for those putting up the temporary barrier if needed. Taking on an army that size without a place to fall back is suicide at best, we need time, even just a minute or two, for those among us skilled at tactics to come up with a plan. Not my area of expertise. But we need to act fast."
Ysariel
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Re: Adventures Assemble S2E3: Call to Arms!

Post by Ysariel »

Qora & Nightbird
Shambhala - Palace of Heavenly Virtue

"Aassassin!" hisses one of the sorcerors. "Lucienne's agents?!" cries another. "Stop the assaliants!"

Nightbird emerges from behind the pillars in a blur of motion, throwing the Lemurians into disarray. There follows a shriek from one of the Lemurians, like sandpaper on steel, as you get him in the throat. Another crumples as she stomps on his tail, powerful wards cushioning the blow but failing to protect him from the pain entirely. Others beat a hasty retreat, quickly weaving minor spells of defense ans scrying to pinpoint your location and protect themselves from Nightbird. The powerful Arch-sorcerors are momentarily thrown on the defensive.

"High Master," cries one of the Lemurians. "The hominids have proven abundantly unworthy. "They have lost three of the four guardians! The very house of Saito is divided against itself. How can they possibly stand against the Lightbringer? Cast off your shackles, High Master. Come to your senses!"

"My people," groans the High Master. "No. Even you have fallen under her spell..."

OOC
The Arch-Sorcerers have very high defense (as a mass combat unit) but since you attack during a surprise round, they are Vulnerable. Your 1st roll hits, and your HP is refunded.

AA Lemurian Arch-Sorcerors Fort DC 25: 1D20+10 = [5]+10 = 15

Failed 2 degrees; Stunned.
At the beginning of their turn they will make a check to overcome the affliction.

Surprise round
-- Nightbird
22 Qora *
18 Lemurian Arch-Sorcerors (squad) (Stunned)
-- High Master Szzarvak

Qora is up!
Ysariel
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Re: Adventures Assemble S2E3: Call to Arms!

Post by Ysariel »

Kisai, Moonlight & Gelert
Shambhala - Hall of Divine Harmony

"Ay sap?" queries the witch, in puzzlement.

"The wards are being maintained at the Palace of Heavenly Virtue," says a heavily-scarred and tattooed shaman. "It is at the very top of the fortress proper. No teleportation magicks work there, and it is heavily protected, but we know how to pass the gates and can lead you there, if you wish."

Father merely nods. Then, he turns to the assembled magi. "To arms! To arms! The city of Shambhala has need!"

A tremendous cheer goes up from the wizards in the hall.

"To the battlements! Man the towers! Sound the gong! Weave your mightiest defensive spells into an impenetrable barrier. We must prevent the Lightbringer's pawns from landing in the fortress."

The gates of the Hall of Divine Harmony are thrown open and wizards pour out into the courtyard to take their positions. One by one, hundreds of magi teleport, fly, leap, or even walk up the walls to take their positions along the battlements. The ringing of a mighty gong fills the air. Soon, countless horns answers its call as men and women flood into the ancient guard towers and sound their readiness to play their part in the fortress's defense. It sounds as if the entire city is shouting in challenge to the advancing army.

"You chose defiance, then,"
booms Lucienne's voice. She does not at all sound disappointed. In fact, for one who claims to want to vanquish War, she sounds actively enthusiastic at the prospect of a fight. "Come, then. Come forth and DIE!"

OOC
Kisai can follow the wizards, if he wishes. He will join Qora and Nightbird's scene at the beginning of the round after the surprise round (so after Qora takes her turn and I resolve it).

For Moonlight, you will take part in the city's defense. This is like a skill challenge, and the goal is to achieve 7 successes before 5 failures.
  • Each turn, Lucienne's forces make a check. You make an opposed check, using any powers, skills or abilities with an appropriate descriptor.
  • There is an increasing penalty for using the same trait more than once, as Lucienne wisens up to your tricks.
  • Instead of making an opposed check, you can also engage one of Lucienne's units in a Skirmish. This is a combat of only 1 round. If you inflict more degrees of failure than the enemy unit, it is forces to retreat and leave the field. If it inflicts more degrees of failure than you do, then you suffer 1 failure in the skill challenge. This is the only way to remove Lucienne's units from the field.
Gelert can join either Kisai, Nightbird and Qora, or join Moonlight in the city's defense. I need to know so that I can begin the 1st turn of the skill challenge, since the number of units varies depending on whether you join.
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stavaros_the_arcane
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Re: Adventures Assemble S2E3: Call to Arms!

Post by stavaros_the_arcane »

Ysariel wrote: Fri May 29, 2020 12:35 am Kisai, Moonlight & Gelert
Shambhala - Hall of Divine Harmony


Gelert can join either Kisai, Nightbird and Qora, or join Moonlight in the city's defense. I need to know so that I can begin the 1st turn of the skill challenge, since the number of units varies depending on whether you join.
Gelert stands by Moonlight. The little Corgi pulses with blue energy. This city was not going to surrender to despair or Lucienne on his watch.

"She doesn't seem too unhappy about our defiance. We'll see if she's still smug after we stop her army here."

OOC: Gelert will join Moonlight in the defense.
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kenseido
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Re: Adventures Assemble S2E3: Call to Arms!

Post by kenseido »

Kisai

"Thank you," Kisai says. "After you."

Kisai follows the witch to the Palace of Heavenly Virtue.
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kreuzritter
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Re: Adventures Assemble S2E3: Call to Arms!

Post by kreuzritter »

Ysariel wrote: Thu May 28, 2020 11:45 pm Qora & Nightbird
Shambhala - Palace of Heavenly Virtue

"Aassassin!" hisses one of the sorcerors. "Lucienne's agents?!" cries another. "Stop the assaliants!"

Nightbird emerges from behind the pillars in a blur of motion, throwing the Lemurians into disarray. There follows a shriek from one of the Lemurians, like sandpaper on steel, as you get him in the throat. Another crumples as she stomps on his tail, powerful wards cushioning the blow but failing to protect him from the pain entirely. Others beat a hasty retreat, quickly weaving minor spells of defense ans scrying to pinpoint your location and protect themselves from Nightbird. The powerful Arch-sorcerors are momentarily thrown on the defensive.

"High Master," cries one of the Lemurians. "The hominids have proven abundantly unworthy. "They have lost three of the four guardians! The very house of Saito is divided against itself. How can they possibly stand against the Lightbringer? Cast off your shackles, High Master. Come to your senses!"

"My people," groans the High Master. "No. Even you have fallen under her spell..."

OOC
The Arch-Sorcerers have very high defense (as a mass combat unit) but since you attack during a surprise round, they are Vulnerable. Your 1st roll hits, and your HP is refunded.

AA Lemurian Arch-Sorcerors Fort DC 25: 1D20+10 = [5]+10 = 15

Failed 2 degrees; Stunned.
At the beginning of their turn they will make a check to overcome the affliction.

Surprise round
-- Nightbird
22 Qora *
18 Lemurian Arch-Sorcerors (squad) (Stunned)
-- High Master Szzarvak

Qora is up!
Qora
HP: been so long I can't remember
condition: fine
attack: 1d20+8 22. DC 29 TOU if that hits
and readied reaction to interpose for the high master if the squad thinks to shoot him
Qora leaps into the middle of the wizards and starts hitting everyone in reach, trying to keep up the confusion of close quarters combat so they don't think to used ranged spells
Ysariel
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Re: Adventures Assemble S2E3: Call to Arms!

Post by Ysariel »

Qora, Nightbird & Kisai
Shambhala - Palace of Heavenly Virtue

Accompanies by several of the magi, Kisai is teleported up to the upper levels of the fortress - to the very edge of where anti-teleportation wards prevent direct access to the pavilion at the top of the keep. Here stands a mighty gate, and the weight of spells upon it is so ancient and dense that it presses down upon his mind, causing a mild sense of vertigo. One by one, six of the magi step forward and inscribe spells upon the gate, and it unlocks to admit him.

A long curling stairs leads upwards to the top of the fortress, and there Kisai appears, to witness Qora in combat with the Lemurians.

Her fists fly with superhuman speed and power, moving through the air so quickly to create sonic booms with each strike, but the sorcery of the Lemurians predates even the oldest of human spells and they have come amply prepared. Powerful wards and charms absorb blows that would demolish a modern skyscraper.

OOC
Normally this would be a miss. However the Lemurians are still surprised and vulnerable, so it hits.
AA Lemurian Arch-Sorcerors Toughness DC 29: 1D20+14 = [17]+14 = 31

It's a surprise round, so the Lemurian Arch-Sorcerors and the High Master cannot act. (By the way, I said that the lemurians get a check at the start of their turn to overcome the affliction. It should be at the end of their turn instead.)

A new round begins and Nightbird is up again.

Round 1
-- Nightbird *
22 Qora
18 Lemurian Arch-Sorcerors (squad) (Stunned)
13 Kisai
-- High Master Szzarvak

Nightbird is up!
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Gilliam
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Re: Adventures Assemble S2E3: Call to Arms!

Post by Gilliam »

Nightbird
HP: 5 LP: 1
Condition: Normal


Sensing that the Lemurian Sorcerors were off-balanced from her initial attack and Qora's follow up blows, Imogen exploded out of the shadows once again, dipping behind Qora for a brief moment before plowing into the mass of Sorcerors.

Her fists, legs, knees and elbows were a blur as the hundred of hours of intense training under Killpatrick came to fruition in the chamber high above the mystical city of Shambala.

Imogen was giving it her all and she did not intend to lose, not here not now.
OOC wrote: Nightbird PA +/- 5
Nightbird PA +5: 1d20+14-5 28
Yay Critical so that will be a DC33 Toughness Save
Ysariel
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Re: Adventures Assemble S2E3: Call to Arms!

Post by Ysariel »

Moonlight & Gelert
Shambhala

The defiant cries of Shambhala's mages are soon muffled by the ominous, low beat of rotors as the hovering Black Helicopters descend upon them and disgorge the Men in Black. Faceless legions originally made by S.P.E.C.T.R.U.M.'s scientists to be a disposable, newsreel-friendly, and terrifyingly effective replacement for U.S. soldiers in the war against the Grue and Communists, and constantly refined over the decades as the science of cloning advanced, they all look eerily alike: generic middle-aged males in black Western suits, wearing dark glasses and brandishing all kinds of futuristic weapons. Some deploy from rappel lines into the guard towers; others land in the open squares of the fortress. Others stand in the open doors of their choppers, laying down covering fire from heavy machineguns and prismatic laser blasters.

"The Lightbringer's infernal machines are disgorging her legions within the walls! Repulse them! Repulse them!" yells Reizo Saito. The mages on the walls open fire with spells, summons, and all manner of fantastic weaponry and powers. A heavily-scarred shaman's summoned spirits hound a chopper attempting to rappel troops into a guard tower, causing it to veer out of control and crash. Elsewhere, a Lemurian sorcerer raises her arms and explodes a landed chopper with lightning, before being gunned down by the Men in Black that disembarked from it.

One of them takes aim with his prismatic blaster at Moonlight and Gelert, before a sorceress swoops by on her magic carpet and blows out his heart with a firebolt. The Man in Black looks down at the smoking hole in his chest, before his body - clothing, equipment and all - melts into a steaming pile of green goo.

Meanwhile, the tanks advance up the road to Shambhala's gate in deathly silence. As the tanks approach, Moonlight can sense that they actually float about 2ft above the ground, and the air around them is almost completely still, showing none of the turbulence you would feel around a jet turbine or other conventional engine. The tanks swivel their turrets, briefly displaying the triangular cross-section of the gun barrels, and unleash a barrage of blistering laser fire that explodes on the main gates of the fortress. For an instant, layers of ancient wards glow brightly before the gate, defying the furious assault, but there is no telling how long the fortifications will hold.

Round 1
Successes: 0; failures: 0

Units on field:
XAV-2 "Mirage" Stealth Tanks
Black Helicopters

XAV-2 "Mirage" Stealth Tanks use Prism Cannon to try and destroy the fortress gate. This is Ranged damage (light) 12.
AA Mirage Tanks Prism Cannon: 1D20+12 = [18]+12 = 30

Black Helicopters use Paranormal Rapid Response Force. This is Summon Men in Black 10, Heroic.
AA Black Helicopters P.R.R.F.: 1D20+10 = [18]+10 = 28

Choose a skill or power with an appropriate descriptor. Then choose one of the above checks to make an opposed check against, describing how you counter their action.
  • The goal is to achieve 7 successes before 5 failures.
  • Each turn, Lucienne's forces make a check. You make an opposed check, using any powers, skills or abilities with an appropriate descriptor. If you win the check, you are awarded 1 success; otherwise, you suffer 1 failure. Ties are always resolved in favor of the heroes.
  • There is an increasing penalty for using the same trait more than once, as Lucienne wises up to your tricks.
  • Instead of making an opposed check, you can also engage one of Lucienne's units in a Skirmish. This is a combat of only 1 round. If you inflict more degrees of failure than the enemy unit, it is forces to retreat and leave the field. If it inflicts more degrees of failure than you do, then you suffer 1 failure in the skill challenge. This is the only way to remove Lucienne's units from the field.
Ysariel
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Re: Adventures Assemble S2E3: Call to Arms!

Post by Ysariel »

Qora, Nightbird & Kisai
Shambhala - Palace of Heavenly Virtue

The Lemurians rise to the challenge amply. Unlike human sorcerers Nightbird can see that they are not exactly weak and frail of body; each of them is over 7ft tall, and their gleaming scales and corded muscles belie tremendous strength. Rune circles of Lemurian script flare in mid-air as powerful wards intercept fists and kicks, and the saurian sorcerers weather Nightbird's blitzkrieg assault with a combination of magic and their armored scales.

One of the Lemurians cackles, a harsh sizzling hiss. "Too late," he boasts. "We've weakened the wards. The High Master's resolve wavers. The Lightbringer will be drawn in to kill the heir of Saito. Once we have reclaimed the ancient guardian deity, we will shatter the weakened Lightbringer and her minions once and for all."

High Master Szzarvak is silent and unmoving. With a battle raging around him, he seems to be struggling to come to some kind of resolution.

OOC
AA Lemurian Arch-sorcerors Toughness DC 33: 1D20+14 = [18]+14 = 32
Failed by 1 degree, -1

Round 1
-- Nightbird
22 Qora *
18 Lemurian Arch-Sorcerors (squad) (-1, Stunned)
13 Kisai
-- High Master Szzarvak

Qora is up!
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kreuzritter
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Re: Adventures Assemble S2E3: Call to Arms!

Post by kreuzritter »

Qora
hp: I'm just gonna presume 0
condition: fine

attack: 1d20+8 15. undoubtedly a miss.

Qora keeps moving from mage to mage, Each one better fighters than expected, but intent on her strategy of keeping them off the Master
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Psistrike
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Re: Adventures Assemble S2E3: Call to Arms!

Post by Psistrike »

Moonlight
HP: 1 LP: 1
Condition: Fine

Seeing the forces arrayed against them, Aranel summons forth a raging tornado to appear around the nearest helicopter, hoping to take it down or drive it off. "You picked a bad day to do this, I'm in a foul mood and thus so is the weather!"

OOC: Ack! Nearly impossible to beat either of those checks, let's go with a Skirmish against the Black Helicopter. Power Attacking +2 DC/-2 Atk with Elemental Blast [air descriptor]: Attack roll: 1d20+10 23 DC 27 if that hits.
Last edited by Psistrike on Sat Jun 27, 2020 2:25 am, edited 1 time in total.
Ysariel
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Re: Adventures Assemble S2E3: Call to Arms!

Post by Ysariel »

Qora
Shambhala - Palace of Heavenly Virtue

The sorcerors snarl and hiss as they weave spells anew to meet your attack. "Where are all these interlopers coming from?!" one of them demands as a wall of stone rises from the floor of the fortress to meet your fist, shattering under its impact. Your assault does not fell the Lemurians, but you press them sufficiently hard that they cannot go on the offensive - yet.

"The magi below are letting them through!" hisses another of the sorcerers, circling behind you.

What appears to be their leader sneers. "You are the outsiders. The scion of Saito is not with you? Gone to face his inevitable doom, I suppose?"

OOC
Unfortunately that is indeed a miss.

The Lemurians are still stunned, so they can take no action during their turn.

At the end of their turn they make a new Fort save to overcome Stun.
AA Lemurian Arch-Sorcerors Fort DC 25: 1D20+10 = [18]+10 = 28
Passed and they are no longer Stunned.

Round 1
-- Nightbird
22 Qora
18 Lemurian Arch-Sorcerors (squad) (-1)
13 Kisai *
-- High Master Szzarvak

Kisai is up!
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stavaros_the_arcane
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Re: Adventures Assemble S2E3: Call to Arms!

Post by stavaros_the_arcane »

As the tanks begin to take aim at the gate, Gelert stands at the edge of the wall and reaches out with his power trying to forcibly move the tanks and redirect their fire away from the gates.


OOC: Move Object 13 (200 tons) vs tanks 1d20+13: 28
Going to use extra effort to raise that by +2 to 30
Last edited by stavaros_the_arcane on Tue Jul 07, 2020 5:27 pm, edited 1 time in total.
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kenseido
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Re: Adventures Assemble S2E3: Call to Arms!

Post by kenseido »

Kisai
HP: 7 (-1=6)

Seeing the fight going on, Philip is anxious to join in. But first, he looks toward the High Master. His face is showing how doubt clouds his thoughts.

Philip takes a moment to step over to him and speak.

"Don't let your doubts keep you from doing what must be done. She will raze this place to the ground without a moment's hesitation. Nothing you have built here means anything to her. Only her pathetic desires."

"High Master, you saw for yourself. Seiryu is not a beast tamed; he has not been stolen. He chose me; I am the servent. His wishes are my command."

"And he didn't choose me because he favors humans over Lemurians. In fact, the opposite. He recognizes what you must know, deep down. We are all one. This isn't about humans or Lemurians. It's about all of us, denizens of this world. Whether native or adopted, we are all in this together."

"United, we can defeat the Lightbringer and the Warbringer. Do not let the ignorance and foolishness of selfish children sway you. Doubt is normal; but when you were chosen as High Master it was because you could move through the doubt and see the truth. Join us; restore the wards, and together we will save all the people of this world."

I will spend an HP to try to inspire and get the High Master out of his funk.
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