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  1. - Top - End - #31
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    The paladins cover thier faces as the scorching fireball hits them and the missles attack them. Before they could even go to the back to get thier horses.

    One falls dead one is about to fall but another catches him and with his hand radiating from positive energy saves him from the brink of death.

    The smoke from that blast will take a few rounds to dissipate, and they need to get thier horses anyway, this gives you a few minutes to escape.

  2. - Top - End - #32
    Ettin in the Playground
     
    Admiral Squish's Avatar

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    Seeing through the smoke with my blindsight, I manifest a second energy missile [fire], doubling up on the ones who haven't healed anybody yet. I make my host cast displacement on herself, and take off running.

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    I just hate those persistant pallys.
    Psicraft: (1d100+2)[34](36)
    Damage rolls:
    (3d6+3)[3][2][6](14)
    (3d6+3)[6][2][1](12)
    (3d6+3)[1][5][4](13)
    (3d6+3)[4][4][5](16)
    (3d6+3)[4][1][5](13)
    Spellcraft: (1d20+10)[5](15)
    My Homebrew
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  3. - Top - End - #33
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    Fragnikorre
    Not about to be made a fool of in the presence of his Lord Asmodeus's servant, Fragnikorre sets off in pursuit of the possessed child, teddy bear still in hand. Far above in the sky, he abserves the skirmish and stalks the elusive figure, flitting from cloud to cloud (making full use of his flight feats to remain hidden. Fragnikorre will remain hidded until Vm is distracted, then kill the scion girl and squeeze the worm to death.
    'Banjulhu' by Serpentine

  4. - Top - End - #34
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    The paladins scream and curse at you at you as they complain how you're blasting at them before they can even reach thier horses. One especialy complains;

    "This isn't how it goes in training!"

    Though you've managed to wound this some, you forget these are all young, healthy paladins, they have about 117hp each. (I mean, now they dont lol! Now they have estimated 40..But you get what I mean..)

    Then one of the clerics comes back from thier trip on a horseback wagon.

    Cleric: What's going on here?! All this smoke and destruction and--

    Paladin 1: Notime to explain sir! Give us the wagon! *The other paladins push him off and they get inside to go chase you*

    (1d20+17)[30]

  5. - Top - End - #35
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    They manage to catchup with you and one says

    Paladin 3: Aha! We got you now!

    Paladin 2: Wait, how are we suppose to stop the demon with no weapons?

    Paladin 1: Yeah, we really didn't think this plan through did we?

    Paladin 3: Screw it! I'm gonna jump and tackle'er!

    Paladin 1: Me too! If both of us do it that should work!

    Paladin 1's Jump:
    (1d20+6)[8]
    50/50 cause of displacement anyway
    (1d2)[1]

    Paladin 3's Jump:
    (1d20+6)[9]
    50/50 cause of displacement anyway
    (1d2)[1]
    Last edited by Koga; 2008-02-17 at 02:21 AM.

  6. - Top - End - #36
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    Not only do they fail, but paladin 2 lands on paladin 3 and paladin 3 screams "ahhh!"

    And they flail thier arms and legs and argue about eachother's incompetance.


    Paladin 1 is still keeping a chase on you though.
    "You can't run forever! Eventualy you'll get tired!"

    And he's right, two rounds from now you will suffer exhaustion.

  7. - Top - End - #37
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    I manifest another augmented astral construct, this time with improved trip and improved slam, putting it in the alleyway behind us to hold off pursuit. The girl's making a full-round move.

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    Psicraft check: (1d20+2)[3](5)
    The astral construct will only last a round, but it dissipates on my next turn so they'll have to fight through it if they want to make progress this round. For reference, here's the page that details their stats. Mine's a second-level.
    Last edited by Admiral Squish; 2008-02-17 at 02:32 AM.
    My Homebrew
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  8. - Top - End - #38
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    Fragnikorre to the rescue!
    He swoops in and picks up the girl by her shoulders, claws digging in painfully!
    ((Displacement: (1d2)[2])) and lifts off, taking the childfar up into the sky and to the safest spot Fragnikorre can find. If you're listening, I'm gonna put our differences aside to help you get out of this mess. You owe me one! he thinks trying to communicate with the worm.
    'Banjulhu' by Serpentine

  9. - Top - End - #39
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    <I'm sure I can think of something to make it up to you.> He replied telepathically as he let his thrall recover her breath. He was glad he hadn't had to give up the host, he was becoming quite attached to this one's powers.
    My Homebrew
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    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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  10. - Top - End - #40
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    Fragnikorre hads the teddy to the girl. ("I believe this is yours.") and climbs ever higher into the sky.
    'Banjulhu' by Serpentine

  11. - Top - End - #41
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    The girl squeals with delight and grabs her teddy. "Mister Snuggles!" She exclaimed in joy. <You seem to be going rather high. Mayhap you'd like to put us down somewhere?> He commented with his telepathy.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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  12. - Top - End - #42
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    Fragnikorre
    "Way too easy."
    Fragnikorre lets go. See you on the way down!
    'Banjulhu' by Serpentine

  13. - Top - End - #43
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    Thinking quickly, He ran through a list of possibilities in his mind before manifesting, yet again, astral construct, this time with the fly and clerity enhancements, which tries to catch and guide me and my thrall safely to the ground.

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    Psicraft Check: (1d20+2)[2](4)
    Grapple check: (1d20+4)[12](16)

    * post roll count doesn't match database
    Last edited by Admiral Squish; 2008-02-17 at 03:06 AM.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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  14. - Top - End - #44
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    Paladin 1, 2, 3, and the astral construct you succesfuly manifested, all lookup and see the gargoyle take the girl up and drop her.

    Paladin 1: ....****!!!

    Paladin 2: The clergy is not going to be happy with us...

    Paladin 3: Astral construct! Go save your master! Like! Catch her or something! You can do it!

    Astral Construct: -.-

    The Astral Construct goes over there and tries to catch you lol! This'll take a reflex save DC 26 to succesfuly catch you. (Meaning the construct's gonna have to roll a 20 and nothing but)

    Alternatively you can try some sortof magical/psionic means to save yourself.

    (1d20+2)[4]

  15. - Top - End - #45
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    ((Might as well levitate and abandon the body! ))
    'Banjulhu' by Serpentine

  16. - Top - End - #46
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    Quote Originally Posted by Admiral Squish View Post
    Thinking quickly, He ran through a list of possibilities in his mind before manifesting, yet again, astral construct, this time with the fly and clerity enhancements, which tries to catch and guide me and my thrall safely to the ground.
    It works and the new astral construct catches you and flies you down to safety.

    The paladins cheer and one even hugs your first astral construct and astral construct 1 pushes him off.


    Paladin 2: Wait, why are we celebrating?! That demon's still posessing our saviour!

    Paladin 3: It appears we'll have to worry about that later, that gargoyle tried to kill her. HEY YOU TALL HEAP OF UGLY! WHY DON'T YOU COME DOWN HERE AND FIGHT US LIKE MEN?!

    Paladin 1: I think you keep forgetting we don't have weapons.

    Paladin 3: Yeah but he don't know that.

  17. - Top - End - #47
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    Fireball. Fireball. Energy missile [cold]. Order the flying construct to go up there and whoop butt.

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    Dice time!
    Spellcraft check one! (1d20+10)[14](24)
    Spellcraft check two! (1d20+10)[18](28)
    First fireball: (7d10)[2][10][5][3][10][1][6](37)
    Second fireball: (7d10)[6][5][4][2][7][5][5](34)
    Energy missile!
    (3d6+3)[1][1][1](6)
    Attack roll! (1d20+4)[17](21)
    Damage roll! (1d6+4)[3](7)

    You goin' down, sucka.
    Last edited by Admiral Squish; 2008-02-17 at 03:15 AM.
    My Homebrew
    Five-time champion of the GITP monster competition!

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  18. - Top - End - #48
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    Quote Originally Posted by Koga View Post
    It works and the new astral construct catches you and flies you down to safety.
    Fragnikorre
    "Oh that's it! You're dead now!"
    he screams.
    Fragnikorre divebobs the kid and attacks with his claws.
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    Hit (Claws)- (1d20+10)[15]
    (1d20+10)[16]
    Damage (double because of dive attack)- (1d6+1)[2]
    (1d6+1)[4]
    'Banjulhu' by Serpentine

  19. - Top - End - #49
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    Before you can dive down there the flying astracl construct tackles you and wrestles you in mid-flight. You manage to claw it instead. As you slash into it you get sticky, wet, ectoplasm on your claws. The flying construct then hits you with it's fist to your face.
    attacks:
    [roll]1d20+1[/roll]
    [roll]1d20+4[/roll]

    damage:
    [roll]1d6+4[/roll]
    [roll]1d6+4[/roll]

    The paladins freakout cause they know they gotta protect the scion but also excorsize the demon. (Or what they believe to be a demon)

    Paladin 1: This is bad! What do we do?!

    Paladin 2: Maybe we should throw our armor at the gargoyle! That'll hurt some!

    Paladin 3: Then what will protect us from those massive claws?!

    Paladin 2: Oh right...

    Paladin 3: Comeon guys, we need to think of a plan. We're going to embaress the church if we don't comeup with something. Let's remember why Bob sacrificed himself!

    Paladin 1: Who?!

    Paladin 2: Bob, the fourth one of us who died.

    Paladin 1: Oh that was his name? I thought he was Samuel.

    Paladin 2: No, Samual transferred to the other church lastweek.

    Paladin 1: Huh... hey what's that?

    They all get blown to smitherins by the fireballs. All that's left is thier blackend skeletons with shiney armor.
    Last edited by Koga; 2008-02-17 at 03:54 AM.

  20. - Top - End - #50
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    Flying Construct:
    attacks:
    (1d20+1)[10]
    (1d20+4)[24]

    damage:
    (1d6+4)[9]
    (1d6+4)[5]

  21. - Top - End - #51
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    The second one was a critical and not only knocked you in the face, but like the Rocky movie was done in slow motion and you spit a little from the massive blow.


    As you fight though Asmodeus intterupts your feud and talks to you telepathicaly.


    He informs you that the mission of valentine has been cancled. It appears cupid sabatoged himself while scratching his ass with an arrow and following inlove with a mortal.
    (Note: This is what really happend in mythology..)


    You're then given a new mission, but first, advancement for RPing...


    Vm receives 4 additional skillpoints to psicraft for his consistant use of psychic powers.

    Fraginkorre receives "a mystery box". You won't know what it is untill you open it.


    Your HP is healed up too.


    Your given your new mission..


    You're going to be teleported to a remote location, a moutainscape where there's hardly any people to fight the tarrasque!

    Now, you might think the tarrasque is unsentinent. It was untill a mad wizard decided to give it permanent fox'es cunning, now it's a damn missionary trying to spread the word of good! Asmodeous has left it up to you three to stop it, (outsmart it, kill it, whatever it takes..) maybe it'll teach you how to work as a team.


    And he doesn't tell you who the third member is. But gives you a clue, they have stinky "dragon-breath".
    Last edited by Koga; 2008-02-17 at 04:03 AM.

  22. - Top - End - #52
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    Fragnikorre opens the mystery box. "Yay! Presents!"
    'Banjulhu' by Serpentine

  23. - Top - End - #53
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    Vm's mind hatches a diabolical plan after a moment of contemplation on the mission. All he had to do was find the tarrasque, and hope his plot worked. Hopefully, neither would be too hard.
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  24. - Top - End - #54
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    Quote Originally Posted by browng-08 View Post
    Fragnikorre opens the mystery box. "Yay! Presents!"
    Suddenly a huge vortex tries sucking you inside, make a reflex save DC 24 to avoid getting sucked in.

    Afterword you can put the top back on it to stop it.

  25. - Top - End - #55
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    Reflex- (1d20+10)[20]
    'Banjulhu' by Serpentine

  26. - Top - End - #56
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    You get sucked into the mystery box, it's now up to Vm to get you out.

    Knowledge (Arcana) DC 13 to figureout how.

  27. - Top - End - #57
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    Red's interest in the fight quickly fades, and he turns to eat passerbys. Just as he is about to start, he is informed of his new task, so with a frown, he declines this meal to meet up with the two lessers he is to work with.

  28. - Top - End - #58
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    With a sigh, Vm directs his host to think up a solution.

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    Knowledge (arcana): (1d20+9)[6](15)
    My Homebrew
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  29. - Top - End - #59
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    Vm figuresout that the box can only suck in one direction at a time, you can get close enough the box to put the lid on it. Alternative you can pick it up and move it to a side with no living creature insight and the gargoyle can pull himself out. (Auto-success)


    Ofcourse this is if you want to let him out. This is a common item used to trap powerful enetities, though it has it's flaws obviously.

  30. - Top - End - #60
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    OrcBarbarianGuy

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    The shadow flew from shadow to shadow, heading it master's call. As it travelled it passed many people on the way, yet took no heed, going right by them or brushing past them, draining strength. Once he arrived, he saw a girl hold a box and she had a worm on her. Stopping there, the shadow would wait untill it was told what to do.

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