Black Zenith [Adventure RPG / Chapter Four: Fires of Heaven]

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Black Zenith [Adventure RPG / Chapter Four: Fires of Heaven]
RE: Black Zenith [Adventure RPG / Chapter Three: Forgotten Whispers]
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(08-01-2013, 12:14 AM)MasterBlade Wrote: »From the rubble of a collapsed cliff, Thunderpaw's head emerges, glaring at the dragon beast. The rest of him quickly unburied itself, hammer glowing with his fury. A leap off the cave wall, over through the various spires, all to get in business range with the Malediction. He jumped from head and limb up the monster towards the head and showed it what Vendetta could do to those that have the gall to mess with his group.

1.5 + 35%*7 = 395% Vendetta Damage. Malediction's gunna need some stitches.

I should just stop giving npcs area attacks, it is counterproductive :c

Your math is a little off, though. Mael didnt take damage, and Vendetta doesnt count yourself - the total is 360% damage. Which is still plenty enough!

Seeing your chance to land an attack, you dash along the waterline in order to reach your target and, just as it lunges forwards at one of your comrades, you hurl all of your power at the beasts exposed head, slamming your hammer into it for a mighty 1188 damage! (Roll 19+5-2)(Hit 5+4 Vs Defense 9)

(08-01-2013, 01:22 AM)ICantGiveCredit Wrote: »As the ice shards explode, hitting him and his allies, Watson looks at his sword with glazed-over eyes. He knows this can't be normal. Or it's the alcohol kicking in again. Yes, that must be it, as Watson tries once again to slash off another head off the Hydra: The Subdued Head.

He motions for Myra to cast a freeze spell of some sort since he saw that burning one entirely didn't do much. He slurs it due to the wine, ending up with "FREEzsh the head!" as he gestures to the Subdued one and attacks.

You hack at the head, dealing 150 damage! (Roll 6+7-3) However, you fail to chop it off!

(08-01-2013, 06:51 PM)Dais Wrote: »"That's it!" Nos exclaims, "I'm too worked up now not to do something about my continued denial of smashing. I will just have to become the ultimate smasher!" Nos brandishes his still-fairly-new orb, and suddenly tosses it into the air. He takes a batting position with his hammer, which starts to glow with magic running from Nos's hands to the head of the hammer, and as the orb falls Nos swings and sends it flying into the distance. It vanishes before it can hit anything, and soon reappears to conk Nos on the head from above, now infused with the Ultimate Smasher spell, which grants a large increase to damage and accuracy with smashing-based attacks for a few turns. And maybe a cool cape.

You cast your spell and let your spell focus draw it in. The spell should give you a +2 to damage and hit rolls for 3 turns ordinarily, but cast with the orb it should have even greater potency! Oh, and you'll get a badass cape made of loose magical energy as soon as you cast it, aswell. (roll 2+8-1)

(08-02-2013, 01:46 AM)Frolic Wrote: »Myra watched incredulously as two new heads sprouted, even after her fireball. "Urgh, that really ruffles my feathers," she begins to grouse as she swallows the reality of the situation, "Ptime and ptarmigan, these raven lunatic hydra heads are given a swift end, and they stilt carrion with two new shiny heads, alive and robin all the fun outta this cockfight! Do I need to beak out my whippoorwill there be a flappin' end to this fowl play!?"

Eggs-austed from her long parade of birds*, she stands, taking deep breaths to redover. During her moment of nest, the ravenfolk is somehow able to make out Watson's command. "Freeze the decapitated stumps? Is that what I'm heron?" Assuming that was exactly what the dapper gentleman was conveying, Myra conjures up a freezing blizzard to blast at the Subdued Head, or what will be left of it after some stately slashing.

You blast the subdued head with frost! Unfortunately, your concentration is severely broken when Malediction lunges at you, somehow managing to roar dark words of power at you despite clearly being little more intelligent than a beast. Regardless, you instinctively know that you have been condemned to suffer a curse!

Oh and your attack dealt 113 damage (roll 2+5-2, crit). Thats gotta be the worst crit yet.

(08-02-2013, 02:24 AM)BlazerC Wrote: »Bohw's state of disorientation goes from a mild bewilderment to a complete rage, stamping her feet and hissing, she dumps her bow on the ground and begins shouting some incantations. She draws some runes in the air with a finger and her hands light up with a bright purple colour, before thrust her arms forwards with a yell. The Runes then fly forward as they try to lock onto the Baleflame's head and sap it's power away to weaken it's attacking strength.

Mayor, still under the steady stream of fire, lunges forward and grabs the Baleflame's head with his big fat hands, hands which are currently made of almost molten steel, red hot from a certain Hydra's attack. If Mayor grabs on successfully, he drives one of his burning finger's into one of the beast's eyes!

You try to seal the Hydra's power! To your surprise, you actually succeed, your magic not at all hindred by your dazed state, thanks to the nature of the stuff. You reduce the Baleflame's Power by 18% for 3 rounds! Thats fairly significant, actually (Roll 18-1+3)!

That proves to be a good thing as the very next thing the Baleflame does is draw in a deep breath, only to exhale a veritable inferno across the entire length of the ledge, burning everyone for 97 damage, each! Fortunately its aim is really, really bad, as it turns out that, once the air clears again, it has only grazed each of you with its burning breath. Fortunately, the heat also serves to ease the bone-chilling cold left by the Wrathful heads!

Mayor would dearly like to show the Baleflame the mistake of heating him up, but the fire mustve had some disruptive effect on his enchantments or something as all he manages to do is sort of stumble forwards doing no good (Hit 5-1 Vs Defense 9). Fortunately, he seems to already be cooling down, though he'll probably need to get checked up on by a smith later, just in case. That is, if you survive this encounter. Damned thing shows no sign of tiring.

(08-02-2013, 08:15 PM)SupahKiven Wrote: »Savannah pulls up an arm to block the spray of ice shards. She grunts unhappily as the parasite she placed on the head shattered along with it. Grasping a vine that hit her, she tosses it out into the water, activating Aromatherapy.

Utilizing the innate power of all plants, you heal yourself and your allies for 83 health! (Roll 6+5)

More importantly, essential oils infuses the party, guaranteeing a natural performance.



---



The stump of the Wrathstrike's neck splits and regrows into two additional heads! These two also seem devoid of the rage which the other heads show.

With no more frost heads present, the chilling cold left by those heads earlier seem to fade rapidly.

Ofcourse, the baleful head insists on harassing Bohw some more. Unhindered, it strikes at her for 315 damage! Mayor punches it, but the blow falls short as the head withdraws out of range (Hit 9-1 Vs Defense 9)

The Subdued head takes a bite out of Mael for 225 damage! He ignores it, stabbing the Baleflame for 405 damage instead (roll 14+4, Crit)

The Malevolent Head fires a beam of magical energy at Nos, frying him for 175 damage!





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RE: Black Zenith [Adventure RPG / Chapter Three: Forgotten Whispers] - by chimericWilder - 08-03-2013, 06:00 PM