Adventures Assemble S2E3: Call to Arms!

For all of your Play-By-Post games.
User avatar
Psistrike
Posts: 373
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

Re: Adventures Assemble S2E3: Call to Arms!

Post by Psistrike » Sun May 24, 2020 4:22 am

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."

User avatar
Ysariel
Posts: 166
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble S2E3: Call to Arms!

Post by Ysariel » 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!

User avatar
Ysariel
Posts: 166
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble S2E3: Call to Arms!

Post by Ysariel » Fri May 29, 2020 12:35 am

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.

User avatar
stavaros_the_arcane
Posts: 299
Joined: Sat Mar 17, 2018 9:17 pm

Re: Adventures Assemble S2E3: Call to Arms!

Post by stavaros_the_arcane » Fri May 29, 2020 1:02 am

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.

User avatar
kenseido
Posts: 760
Joined: Fri Nov 04, 2016 8:13 pm
Location: Kansas City
Contact:

Re: Adventures Assemble S2E3: Call to Arms!

Post by kenseido » Fri May 29, 2020 4:06 am

Kisai

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

Kisai follows the witch to the Palace of Heavenly Virtue.

User avatar
kreuzritter
Posts: 158
Joined: Sat Nov 05, 2016 12:37 am

Re: Adventures Assemble S2E3: Call to Arms!

Post by kreuzritter » Sat May 30, 2020 7:41 pm

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

User avatar
Ysariel
Posts: 166
Joined: Sun Nov 06, 2016 2:14 pm

Re: Adventures Assemble S2E3: Call to Arms!

Post by Ysariel » Tue Jun 02, 2020 12:14 am

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!

User avatar
Gilliam
Posts: 479
Joined: Fri Nov 04, 2016 8:28 pm
Location: New Zealand

Re: Adventures Assemble S2E3: Call to Arms!

Post by Gilliam » Wed Jun 03, 2020 9:43 am

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

Post Reply