Jump to content

The SHADOW Falls (OOC)


Recommended Posts

Posted

Okies. Spending 1 HP to gain Quick Change for the turn. After getting into costume, Pharos will move back to the main room and initiate a grapple on the High Sorcerer.

Attack roll is... 20. If that hits, the opposed check result on Pharos' end is...37.

Spending an HP to activate Beginner's Luck feat, and give myself 5 more ranks of Language. Pharos will now proceed to speak to the High Sorcerer in the language of the Serpent People, asking for a surrender.

  • Replies 112
  • Created
  • Last Reply

Top Posters In This Topic

Posted

You do know that the High Sorcerer has Insubstantial 4 active, right? You can't grapple him. You'll pass right through, just as you saw Gigawatt's energy blast do only seconds earlier. I'm fine with the language thing, but you may want to do something else with your standard and move. Let me know what you want to change it to.

Posted

Gah! I forgot about that. Alright then, Pharos will grab the mirror. If they want it so bad, then I don't think we should be inclined to let them get their scaly mitts all over it. So Pharos is going to grab it from them. I suppose that is a disarm attempt then?

Posted

Initiative and Status

Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 6HP - Unharmed

Bombshell - 20 - 5HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

??? - 11 - NPC - Unharmed

Pharos - 6 - 3HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx2

Dark Magician 2 - 5 - NPC - Unharmed

Dark Magician 1

Full Round:activate Healing 5 He makes a recovery check vs his worst damage condition: Bruised Recovery Check DC 10 (1d20+7=23) He is now at Briused 1

Extra Effort: Action Surge: Standard

Heroic Feat: Alternate Power: on Magic 8

AP: Teleport 8 (Extras: Attack, Affects Objects, Ranged; Flaws: Objects Only, Anchor[Himself], Action/Standard)

Standard Action: Teleport the mirror to his hands. Attack vs. Pharos DC 15 (1d20+8=17) That will hit. The mirror teleports to him, and he is left holding it at the end of his round.

Hero Points Awarded: Pharos 2

Initiative and Status

Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 6HP - Unharmed

Bombshell - 20 - 5HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

??? - 11 - NPC - Unharmed

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx1

Dark Magician 2 - 5 - NPC - Unharmed

Dark Magician 2

Move Action: Hold Mirror with other Mage

Extra Effort: AP on Magic 8

AP: Disintegration 8 (Flaws: Requires Mirror[-1], Requires Second Mage Holding Mirror[-1], Does not Affect Objects[-1])

Standard Action: Attack Bombshell Attack vs Bombshell DC 19 (1d20+8=27) 19 on the die will hit. DC 18 Fortitude vs. TOU Drain, then DC 23 TOU.

Hero Points Awarded: Bombshell 1

Initiative and Status

Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 6HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

??? - 11 - NPC - Unharmed

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx1

Dark Magician 2 - 5 - NPC - Unharmed

The lizards

Standard Action: charge Jack. Two will use Aid Another to assist the third attacking him. Aid Another check x2 DC 10 (1d20+5=18, 1d20+5=13) Both pass adding +4 to the third's attack roll.

All out Attack 2 vs. Jack DC 20 on hit (1d20+11=12) he fails utterly.

Initiative and Status

Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 6HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

??? - 11 - NPC - Unharmed

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx1

Dark Magician 2 - 5 - NPC - Unharmed

Grimalkin is up!

Posted

No that's a corrosion/disintegrate effect I think. Passing the toughness means you don't lose toughness but still save VS the DC 27

And this is why toughness trade offs are so popular its just too easy to get hit with good rolls regardless of your defense.

Posted

You lucky dog!

Initiative and Status

Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 6HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

??? - 11 - NPC - Unharmed

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx1

Dark Magician 2 - 5 - NPC - Unharmed

Grimalkin is up!

Posted

Can she tell where he his with her Accurate Scent, and if so, do you need any rolls from me? She's got the Skill Mastery for Notice.

Posted

Jack's super-senses let him see him no problem, so:

Move Action: Move to shadowy fella stealing the scepter.

Move Action: DC 33 Feint (w/ Fast Talk)

Extra Effort: Surge

Standard Action: Energy Sword Power Attack 5. (1d20+13=20)

Lemme know if he needs to reroll. If it hits, that's a DC 21 Fort Save against the Corrosion, followed by a DC 28 Toughness Save.

Posted

Can she tell where he his with her Accurate Scent, and if so, do you need any rolls from me? She's got the Skill Mastery for Notice.

Accurate Scent will do it, Grim. It's just like Jack's magical awareness.

Standard Action: Energy Sword Power Attack 5. (1d20+13=20)

That hits.

DC 21 Fort (1d20+8=24) Pass.

DC28 TOU (1d20+6=18) I can't accept a staggered condition for this guy first round.

Fiat: Re roll toughness: re-roll toughness (1d20.minroll(11)+6=23) Fail by 5. Bruised and Stunned.

Jack gets a Hero Point.

That means he takes rank 10 Knockback. Wow. 1000ft. Your charging attack sends him flying back and up, he hits the ceiling at the corner of the room. Stone has Toughness 10, so he needs to make a DC 25 save now. DC25 Tou (1d20+5=24) Fail by 1, bruised x2.

The wall must make a DC 25 Toughness save as well. It takes 10, gets a 20, and is disabled.

The shadowy figure punches through and continues flying 1000ft to the south, where he crashes to the street. provoking yet another DC25 save. :argh:DC25 TOU (1d20+4=19) he fails by 6, leaving him Bruised x3, and Stunned.

Initiative and Status

Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3, Stunned until 26

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx1

Dark Magician 2 - 5 - NPC - Unharmed

Bombshell, you're up.

Once jack throws up his IC post, I'll throw up mine.

Posted

Woah. I uh, don't generally choose to inflict knockback with Jack's attacks, due to the descriptors, but it's hard to argue with the results in this case. Somebody's gonna need to go get that guy! I'll get an IC post up as soon as I can, which may not be until tomorrow morning; Scott Pilgrim midnight release party, woo!

Posted

I thought you had to inflict knock back. The alternative being that you lowered the rank of your attack in order to lower the knock back it would deal. (The exception being that you choose not to apply any extra knock back feats on that attack).

But I figured it was appropriate regardless in this case since you came running at him like a bat out of hell.

EDIT: Just by the way, I really find it hard to believe he survived that!

EDIT2:

(19:51:19) angrydurf: You can choose how much if any you wish to inflict

(19:51:28) angrydurf: unless its a full power flawed power

So, I'll take that into account for next time, but for this time it seemed appropriate, and the rolls have already been made, so I'm going with it.

Posted

I've heard that alderwitch is without internet, and thus cannot be blamed for not posting. I'm extending her time to post. But don't worry, we'll get back to the action soon enough!

Posted

Bombshell's going to take advantage of the pillar of bright light to vanish with Hide in Plain Sight as a move action. Then she's gonna sneak around, surging to gain a second move action to sucker punch the bruised sorcerer holding onto the mirror by smacking his head into the shiny frame. She'll spend one of the HP to clear the fatigue from that.

Stealth check is an auto 32

Attack: 1d20+9=21

For a DC24 Tough save.

Posted

He is incapable of making that stealth check. That attack will hit.

TOU DC 24 (1d20+8=25) Pass.

Initiative and Status

Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3, Stunned until 26

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx1

Dark Magician 2 - 5 - NPC - Unharmed

My turn.

High Sorcerer

Free Action(s): Maintain required powers

Standard Action: Attack Gigawatt: Blast 12 (currently insubstantial, but energy still effects insub 3 Gigawatt) Attack Vs. Gigawatt Def 17; DC 27 on hit (1d20+8=11) Miss.

Initiative and Status

Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3, Stunned until 26

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx1

Dark Magician 2 - 5 - NPC - Unharmed

Gigawatt is up after my IC post.

Posted

gigawatt isn't sure about that magician, so he's going to zap one of the grunts. I believe they're all in close combat, and i have no precise shot so 1d20+1 = 10. Methinks that will not be hitting

Posted

For future reference, they're minions you can take ten on those attacks. Also, with one of your two HP, you could always Heroic Feat for Precise Shot if you want.

Let me know if you want a re-do. I'll hold of on updates until then.

Posted

That will in fact miss.

Initiative and Status

Lizard Men (Savage, Minions) - 29 - NPC - 3 Unharmed

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3, Stunned until 26

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx1

Dark Magician 2 - 5 - NPC - Unharmed

Valkyrie

Move Action: Teleport into the room next to Jack and the Lizards

Hero Point: spend one for Heroic Feat: Take-down Attack

Standard Action: Attack one of the lizard men. Take 10 for an 18 on the attack roll, provoking an impossible toughness save.

Free Action(x2): Three Takedown Attacks against remaining minions with the same result

Let's just get those guys out of the way, shall we?

I'm not going to bother with Knock Back since they're minions. We'll just say she clubs them into the walls, but they don't go through the wall.

Shadow

Full Round Action: Remain stunned until 26

Initiative and Status

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3, Stunned until 26

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx1

Dark Magician 2 - 5 - NPC - Unharmed

Pharos is up after my IC post.


×
×
  • Create New...