Jump to content

Sting in the Tail (OOC)


Supercape

Recommended Posts

Posted

Unfortunately a miss. 

 

So, the swarm of insects is closing in - Dust Devil will be immune as insubstantial. Abdul and Venomax are beating it out of the tunnel, and Mr. Sting fascinated and awestruck, about to be engulfed in the swarm!

 

What do you do! Dum dum daaah!

  • Replies 113
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Gonna shoot a contagious paralysis effect at mr sting trusting that it will rapidly spread amongst the swarm and start dragging the also possibly paralyzed  mr sting out.

 

1d20+10=24

DC20 fort save for sting and anythig that touches him

 

(VMX is immune to his own powers)

Posted

Alright, Sting's at least trying to get away now, and Setho's gone, so DD flies over to be behind Sting and Venomax and shoots another Devil's Storm at all the bugs and pests to keep them off their back:

Attack roll: 1d20+11 = 28

DC 22 if they get hit.

Posted

Not about Setho in particular - that is ancient history and well concealed. However, it is enough to know that Lemuria was an ancient prehistoric kingdom of the snake people, and plenty of them were (and are) sorcerers, and in fact shape shifters (morph!)

Posted (edited)

 

Ok so given the confuse cloud is visible, I will give the approaching persons / things a +5 situational bonus on the reflex area save. 

 

What do we have? Three horse sized dinosaurs, three Lemurian warriors astride them!

 

For mainly my own reference...

 

Dinosaurs

Str 16 Dex 12 Con 16 Int 2 Wis 12 Cha 6
Skills: Notice 4 (+5)
Powers: Growth 4 (Power Feats: Innate; Flaws: Permanent), Leaping 1, Protection 1,
Speed 1, Strike 2 (Feats: Mighty), Super-Senses 2 (low-light vision, Scent), 
Combat: Attack +4 (includes –1 due to size), Damage +5 (jaws), Defense
+4 (includes –1 due to size), Initiative +1
Saving Throws: Toughness +4, Fortitude +6, Reflex +4, Will +2

 

Lemurian Riders

 

Str 10 Dex 11 Con 10 Int 13 Wis 10 Cha 12
Skills: Escape Artist 4 (+4), Knowledge (arcane lore) 4 (+5), Stealth 4 (+4), Ride 8 (+8)
Feats: Improved Initiative
Powers: Drain Wisdom 5 (Linked to bite, Poison)
Protection 1, Super-Senses 2 (darkvision)
Combat: Attack +2, Grapple +2, Damage +0 (bite, plus Drain) or +2 (Spear), Defense +2,
Knockback –0, Initiative +4
Saving Throws: Toughness +1, Fortitude +0, Reflex +2, Will +2
Equipment: Crude Spear (Strike 2, Mighty, Improved Crit 1, Extended 1, Thrown)

Edited by Supercape
Posted

Which means saves vs Fort 10

 

Lazy Reflex Saves: 6#1d20 15 13 20 10 10 7

 

With reflex bonuses and +5 situational that makes 24, 22, 29 for the Dinos (all made) and all the Lemurians fail. 

 

So, onto the fort saves

 

Lazy Fort Saves: 6#1d20 19 3 4 20 10 9

 

Making 25, 9 and 10 for the Dinos (one pass, two fails) and funnily enough the first Rider makes the save first. 

 

Ill delay rolling confuse effects for one second - lets see what happens IC first, although they are effectively incapacitated a moment (and probably longer!)

Posted

Happy to roll with whatever you guys wish from here. Certainly a very interesting position!

 

Ill throw out the option anywhere in this thread for Dust Devil to spend an HP on the inspiration use, and due to the Magic Mesa and his back story, get a particularly souped up answer. That can be narrated however you wish! (such as traversing the desert of infinity via the door of dreams etc etc)

Posted

So the Jungle is a hot environment, and it is about an hours pace with the Lemurians. 

 

That means a DC10 Fort Save or 1 point of CON agility damage. 

 

As you can move fast enough, you can also make the Survival skill DC 15 Check to gain +2 on the Fort Save (NB: Survival does not need to be trained, so even if no skills you can try a WIS modifier skill roll!)

Posted

So as far as I can see both Venomax and Dust Devil unharmed, no fatigue. I cant spy any HP use either which means...

 

Dust Devil - 3 HP - Unharmed

VMX - 1 HP - Unharmed


×
×
  • Create New...