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The Jade Arenas of Heaven: Shock the Monkey [OOC]


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Posted

All right, as everyone's probably heard Ironclad's distress signal, this is probably going to turn into a foot race. I'll say it's 100 feet from where Ironclad is to the banquet room, so it's one movement with Speed 1/one Teleport/one flight with Flight 1 away. I'll say everyone can act freely on Round 2 in an attempt to get there - Myrmidon may get a lift from someone - and enter initiative in Round 3.

So the crab yaoguai goes first... and crits. Ouch. That's a DC30 Toughness save. The bat, meanwhile, tries to Stun, but even if the Crab's attack were to Stun Ironclad, it would still miss wildly. Cannonade will show up at the end of the turn and go on 8. Sun Wukong will be right behind him, as he has the Speed necessary to clear the 100 feet as well. He'll go on 14. For purposes of build, we'll be using AA's Hanuman build.

Posted

So, our order for Round 3:

Crow: 25, Unharmed, 2 HP

Wisp: 25, Unharmed, 2 HP

Ironclad: 22, Unharmed, 3 HP

Crab: 18, Unharmed, 0 HP

Myrmidon: 17, Unharmed, 3 HP

Sun Wukong: 14, Unharmed, 0 HP

Bat: 12, Unharmed, 0 HP

Cannonade: 8, Unharmed, 4 HP

Crow goes first.

Posted

Just so the "paperwork" is ready on my end of the combined attack...

Move: Hide in plain sight

Standard: Punch crabby.

Rolls, 1d20+15=30, 1d20+13=32. Going to go ahead and use a power stunt on that attack since it's available, making this a DC 27 save from the crab monster. 29 if Crow hits.

Posted

As his Defense is 13 Flat-Footed, then yes, that hits. He takes a Bruise.

Crow: 25, Unharmed, 1 HP

Wisp: 25, Unharmed, 2 HP

Ironclad: 22, Unharmed, 3 HP

Crab: 18, Bruised x1, Stunned (Wisp's Action), Staggered, 0 HP

Myrmidon: 17, Unharmed, 3 HP

Sun Wukong: 14, Unharmed, 0 HP

Bat: 12, Unharmed, 0 HP

Cannonade: 8, Unharmed, 4 HP

Myrmidon's turn.

Posted

Okay, Myrmidon uses his action to Aid Another on Sun Wukong to Hit the Bat Demon. DC 10.

Aid Another - 1d20+6=7 Bah. I'll HP for the Re-roll.

Aid Another 2 - 1d20+6=17 Much Better. Monkey King gets a +5 ATK vs. Batty.

After this he goes into an Accurate Attack/Defensive Stance (+5 Def / -5 DC)

Posted

All right. So, Sun Wukong decides to try a fast Acrobatic Bluff. He gets... a 22. Then again, he is Sun Wu-MF'ing-kong, so there's a chance the bat will fall for it. Or not. Still, he does get a +15 Attack roll on the guy, so...

Ouuuuuuch. So, yeah, that's a DC30 Toughness save. The Bat is now Stunned and Staggered.

Crow: 25, Unharmed, 1 HP

Wisp: 25, Unharmed, 2 HP

Ironclad: 22, Unharmed, 3 HP

Crab: 18, Bruised x1, Stunned (Wisp's Action), Staggered, 0 HP

Myrmidon: 17, Unharmed, 2 HP

Sun Wukong: 14, Unharmed, 0 HP

Bat: 12, Stunned (Sun Wukong's Action), Staggered, 0 HP

Cannonade: 8, Unharmed, 4 HP

The bat... does not act. Cannonade decides to strike at the crab and most certainly hits. The crab must make a DC24 Toughness save... and makes it exactly. It's at this point that whatever is pulling the strings decides "screw it" and recalls its minions. Combat is over, and as the bad guys got scared deep into submission and the clean getaway rule's been invoked, everyone gets a Hero Point to make up for it.

Posted

Okay, here's what Ironclad knows:

In Taoism, the Pure Ones are three of the highest deities, immortals who have reached such an understanding of the Tao they have practically merged with it.

  • 2 weeks later...
Posted

All right, we're heading into Round 2. Here's who we've got as a line-up of foes:

Wisp will be facing Lacuna, portrayed by AA's Invisible Lady, statted as is.

Crow will be facing Pathfinder, AA's Teleporter, with caps adjusted for PL8 - Attack +6 (+7 Melee, +11 Unarmed), Defense +11 (+4 Flat-Footed), Toughness +5, Fort +5, Reflex +5, Will +5.

Ironclad will be facing Solarum, AA's Golden Hero, with caps adjusted for PL9 - Attack +5 (+9 Melee), Defense +11 (+3 Flat-Footed), Toughness +7, Fortitude +7, Reflex +5, Will +5.

Cannonade will be facing Kodiak, AA's Feral Canadian, with caps adjusted for PL9 - Attack +5 (+11 Unarmed), Defense +11 (+3 Flat-Footed), Toughness +7, Fortitude +9, Reflex +6, Will +5.

Myrmidon will be facing Monolith, AA's Giant Lincoln, with caps adjusted for PL7 - Attack +7 (+9 Unarmed)/+0 (+2 Unarmed) with full Growth, Defense +5/+1 with full Growth, Toughness +12 (w/ full Growth), Fortitude +9 (w/ full Growth), Reflex +2, Will +4.

Lacuna goes on 16.

Pathfinder goes on 8.

Solarum goes on 17.

Kodiak goes on 14.

Monolith goes on 8.

Cannonade goes on 20.

I'll get an IC post up as soon as I can.


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