quotemyname Posted July 27, 2010 Author Posted July 27, 2010 Pharos, you've had 5 days. I'm moving this along. 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 The Magicians are up. Number 1 will spend his action healing again, while he holds on to the mirror. Recovery DC 10 (1d20+7=10) He makes it, but barely! Number 2 will again use: AP: Disintegration 8 (Flaws: Requires Mirror[-1], Requires Second Mage Holding Mirror[-1], Does not Affect Objects[-1]) This time on the newcomer: Valk Attack Vs. Valkyrie DC 18 (1d20+8=11) The shot goes wide! 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 - Unharmed Dark Magician 2 - 5 - NPC - Unharmed Grim is up!
Heritage Posted July 28, 2010 Posted July 28, 2010 Sorry, Q, I can post here tonight; if that's not quick enough, I understand.
quotemyname Posted July 28, 2010 Author Posted July 28, 2010 That's fine, just making sure you haven't forgotten ;)
Heritage Posted July 29, 2010 Posted July 29, 2010 Based on the distance Mr. Sneakpants was knocked, I think Grim actually has to Track him using her keen sense of smell! Notice is Auto 25, Search is Auto 26, but I don't know which if either applies.
Gizmo Posted July 29, 2010 Posted July 29, 2010 Since Grim's turn shouldn't affect what's going on inside the museum, Jack will Charge the High Sorcerer with his Corrosion attack. Energy Sword Power Attack 5. (1d20+15=30) His Defense is at 26 as a result, but that's a DC 21 Fort save and a DC 28 Toughness save. Lemme know how that goes and I'll get the IC up.
quotemyname Posted July 29, 2010 Author Posted July 29, 2010 Okay, here's the scoop. Heritage, those rolls are high enough to find where he's gone to, but as he's flown about 1000 feet, you won't actually be able to reach him this round unless you surge for another move action which would in fact bring you right to him. This is assuming you've done: Move Action: Fly outside of museum Free Action: Notice check to see where he's flown off to Extra Effort: Surge: Move action Full Round Action: Move all-out to the shadowey guy. If you don't want to surge or move all out, you'll only get a total of 500 closer to him (2 x 250ft move actions). Gizmo: The High Sorcerer is both A: Flying, and B: Insubstantial. Are you sure this is the guy you want to be attacking?
Gizmo Posted July 29, 2010 Posted July 29, 2010 Well, A: how high is he flying and B: which insubstantial is he? Jack's energy swords will still effect up to Insubstantial 3 no problem.
quotemyname Posted July 29, 2010 Author Posted July 29, 2010 About 15 feet off the ground, and he has Insub 4. You already know that electricity doesn't effect him in this form, as Gigawatt's blast went right through him.
Gizmo Posted July 29, 2010 Posted July 29, 2010 Oh yeeeeah! Forgot about that. Alright, tell you what, same thing but he'll hit the uninjured 'Dark Magician' for the time being. S'alright?
Heritage Posted July 30, 2010 Posted July 30, 2010 Okay, here's the scoop. Heritage, those rolls are high enough to find where he's gone to, but as he's flown about 1000 feet, you won't actually be able to reach him this round unless you surge for another move action which would in fact bring you right to him. This is assuming you've done: Move Action: Fly outside of museum Free Action: Notice check to see where he's flown off to Extra Effort: Surge: Move action Full Round Action: Move all-out to the shadowey guy. If you don't want to surge or move all out, you'll only get a total of 500 closer to him (2 x 250ft move actions). Let's assume the first option; Grim really doesn't want to risk losing this guy.
quotemyname Posted July 30, 2010 Author Posted July 30, 2010 Heritage, that's fine. Gizmo, finally have my books. Here's the saves. Fort DC 21 (1d20+6=24) Pass. TOU DC 28 (1d20+9=25) Bruised! 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 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruised x1 Dark Magician 2 - 5 - NPC - Unharmed After my IC post, Bombshell is up!
quotemyname Posted July 30, 2010 Author Posted July 30, 2010 Two things I just realized, I need an IC post from Jack of him attacking the Mage, before I can post the reaction to it. I also need to make one more roll! Initiative for Triggered Reinforcements (1d20+1=20) This roll shouldn't be "made" until the Shadow's turn comes around, technically. But I'm still making the roll now just for simplicity sake. This is why they are not currently appearing in the initiative order yet.
quotemyname Posted August 2, 2010 Author Posted August 2, 2010 I have lots of things going on right now... I'm trying to recover from the weekend, and do work, and do the post counting thing, so I'll get back to this once that's all taken care of.
quotemyname Posted August 5, 2010 Author Posted August 5, 2010 Well, I should have said this sooner: I'm back! But it seems this slipped through the cracks. Sorry! Bombshell is still up.
quotemyname Posted August 9, 2010 Author Posted August 9, 2010 Okay, it's been long enough, Alder, I'm moving on. 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 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruised x1 Dark Magician 2 - 5 - NPC - Unharmed High Sorcerer is up. He's going blast Valkyrie who just dispatched his lackeys. Attack Vs. Valkyrie DEF 18 (1d20+8=15) And he Misses. He's feeling pretty safe, right now. So he'll continue floating and use enough free action to maintain insubstantial and all his other juicy powers. 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 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruised x1 Dark Magician 2 - 5 - NPC - Unharmed
quotemyname Posted August 11, 2010 Author Posted August 11, 2010 Gigawatt has taken to long to act. We will be moving on. 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 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruised x1 Dark Magician 2 - 5 - NPC - Unharmed Valkyrie Move Action: Teleport beside Jack once more. Standard Action: Melee attack the injured mage holding the mirror. AoA5/ PA5; Attack vs. Mage; DC 32 TOU, DC 25 FORT on hit (1d20+8=24) That hits. Mage Saves: Toughness DC 32; Fortitude DC 25 (1d20+8=28, 1d20+6=25) wtf? He takes minimal damage by rolling a 20 on the toughness save. He also passes the Fort save. Lucky guy! Initiative and Status Grimalkin - 28 - 6HP - Unharmed Jack - 26 - 7HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Shadow Mooks - 20 - NPC, 20 Minions Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed Shadow - 11 - NPC - Bruised x3 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruised x2 Dark Magician 2 - 5 - NPC - Unharmed The Shadow is going to crawl out of his crater, and summon his reinforcements! But that's his whole round, and they won't act until next round. Grim gets an HP. Initiative and Status Grimalkin - 28 - 6HP - Unharmed Jack - 26 - 7HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Shadow Mooks - 20 - NPC, 20 Minions Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed Shadow - 11 - NPC - Bruised x3 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruised x2 Dark Magician 2 - 5 - NPC - Unharmed Pharos is up after I make the IC post.
quotemyname Posted August 16, 2010 Author Posted August 16, 2010 I apologize for letting this slack off for so long again. I'm skipping Pharos, he's had six days to post. Initiative and Status Grimalkin - 28 - 6HP - Unharmed Jack - 26 - 7HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Shadow Mooks - 20 - NPC, 20 Minions Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 6HP - Unharmed Shadow - 11 - NPC - Bruised x3 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruised x2 Dark Magician 2 - 5 - NPC - Unharmed Mage's turn: Mage 1 Standard: Disintegrate on Valk again. She just smacked him. Def 13. Disintegrate 8 vs Valk def 13 (1d20+8=14) a hit. Valkyrie: Fort vs DC 18 (1d20+8=11) Just no. HP - re-roll automatically passes. Valkyrie: TOU DC 23 (1d20+12=20) Bruised. Mage 2 Standard: Blast Jack Blast 8 vs Jack (1d20+8=11) Not in a million years. Initiative and Status Grimalkin - 28 - 6HP - Unharmed Jack - 26 - 7HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Shadow Mooks - 20 - NPC, 20 Minions Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 5HP - Bruised x1 Shadow - 11 - NPC - Bruised x3 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruised x2 Dark Magician 2 - 5 - NPC - Unharmed Grim is up.
Heritage Posted August 17, 2010 Posted August 17, 2010 Okay, Grim's gonna drop the pixie shape and return to full size, activate her Concealment, and then take 10 and Power Attack at +3/-3 for a 25, and then combine Move-By and Takedown to ideally mop the floor with these guys. Let's also assume she's taking 10 on Acrobatics to move more effectively through the mooks, per Shaen's suggestion in chat.
quotemyname Posted August 17, 2010 Author Posted August 17, 2010 These mooks have FF Defense 13, and Toughness +3. There is no way they can make a DC30 toughness save. Consider the floor mopped. Being as how this is a pretty big monkey wrench in the way that I wanted this thread to go, I'm going to have to come up with something drastic to put it back on track. Good news is I think I've got an idea for that. Also, I'm assuming you're not attacking the main shadow with this? Initiative and Status Grimalkin - 28 - 6HP - Unharmed Jack - 26 - 7HP - Unharmed Bombshell - 20 - 6HP - Unharmed High Sorcerer - 20 - NPC - Bruisedx1 Shadow Mooks - 20 - NPC, 20 Minions Gigawatt - 19 - 2HP - Unharmed Valkyrie - 13 - 5HP - Bruised x1 Shadow - 11 - NPC - Bruised x3 Pharos - 6 - 5HP - Unharmed Dark Magician 1 - 5 - NPC - Bruised x2 Dark Magician 2 - 5 - NPC - Unharmed Jack is up.
Heritage Posted August 19, 2010 Posted August 19, 2010 Also, I'm assuming you're not attacking the main shadow with this? You are correct, sir!
quotemyname Posted August 19, 2010 Author Posted August 19, 2010 Right-O! Continuing on, then. Jack is still up. I'll move the thread along if he doesn't post today.
Gizmo Posted August 19, 2010 Posted August 19, 2010 Alright, nothing fancy, Jack Feints as a move action (DC33) then Energy Blade Power Attack 5. (1d20+13=17) Oh, yuck. Well, let me know if that hits.
quotemyname Posted August 23, 2010 Author Posted August 23, 2010 On the bruised guy, I assume? That hits because he can't pass that feint. TOU vs. Jack Attack (1d20+6=14) What's the DC? Are you doing anything else? Are you going to write a description of the attack you just made?
Gizmo Posted August 23, 2010 Posted August 23, 2010 Sorry, yes, on the bruised guy he was already fighting, and it's a DC 21 Drain Toughness followed by a DC 28 Toughness Save. So the guy's at least staggered and stunned, but if you could roll the Fort Save, we'll see if he actually gets knocked out! If so, I guess a Takedown Attack may be in order?
quotemyname Posted August 23, 2010 Author Posted August 23, 2010 FORT dc 21 (1d20+6=9) Yea, he's going down. Takedown it is.
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