Raveled Posted August 8, 2011 Posted August 8, 2011 The OOC for this thread. Villains attack during a date! How dastardly of them!
Azuth65 Posted August 8, 2011 Posted August 8, 2011 Wisp sez: Curse their sudden but inevitable betrayal!
Raveled Posted August 11, 2011 Author Posted August 11, 2011 Time to get some Initiatives up in here. Glowstar's Initiative. (1d20+6=12) Initiative for 3 Sharks. (1d20+6=23, 1d20+6=19, 1d20+6=23) Well. That's not good. Also, Notice checks from folks, if you please.
Quinn Posted August 11, 2011 Posted August 11, 2011 Okay, Crow's outta there and to a place to change...(curse this Normal Identity! ) which means he won't be involved until the 2nd Round. Here's the Init roll for that round...2nd Round Init check! (1d20+8=14) Pleh. Now, for Notice, Crow can take 10 with Skill Mastery and hit 23. But that would be boring. Notice check! (1d20+13=25) Booyah.
Breella Posted August 12, 2011 Posted August 12, 2011 init for Gwen (1d20+11=31) Too bad Gwen needs a place to hide and strip down to her bodysuit and for the vines to push up her hair. Also Gwen's notice Notice for sharks (1d20+14=30)
Raveled Posted August 12, 2011 Author Posted August 12, 2011 Everyone but Glowstar notices this. There's two more dark fins cutting through the water of the bay. Logic dictates that there's at least two more man-sharks out there. Also, Initiative. 31 -- Flora -- Uninjured -- HPx4 23 -- Shark 1 -- Uninjured -- GM 23 -- Shark 2 -- Uninjured -- GM 22 -- Wisp -- Uninjured -- HPx2 19 -- Shark 3 -- Uninjured -- GM 14 -- Crow -- Uninjured -- HPx2 12 -- Glowstar -- Uninjured -- HPx4
Breella Posted August 12, 2011 Posted August 12, 2011 Gwen passes for first round as she needs to change.
Raveled Posted August 12, 2011 Author Posted August 12, 2011 Shark 1 & 2 melee attack, vs Flora and Wisp's Def, repsectivly. DC 25 (1d20+10=29, 1d20+10=22) Be happy that they don't have Improved Critical. Okay, Flora needs to make a DC 25 Toughness save, and Wisp is up
Breella Posted August 12, 2011 Posted August 12, 2011 toughness save... *eep* (1d20+10=29) AND HOLEY MOLES! GWEN SAVES!
Azuth65 Posted August 12, 2011 Posted August 12, 2011 Move action: Get behind some sort of cover, like porting into the tree with Gwen. Free action: Quick change, the clothes she's wearing and the costume in her bag switch places (Quick Change) Free action 2: Switch to her goon-sweep teleport attack. Standard: 1d20+13=32 Yeah... gonna use an HP for Imp Crit on her AE attack. DC 27 toughness saves (plus up to another +3 for autofire, I'd do the math myself but, no stats) from sharks 1, 2, and 3 please.
Raveled Posted August 12, 2011 Author Posted August 12, 2011 Toughness saves for Sharks 1 & 2 & 3, vs. Wisp's attack. DC 30 (1d20+10=19, 1d20+10=12, 1d20+10=13) Yowch. One of the near ones is Unconcious, as is the one on the stage. The other one is Staggered + Stunned.
Raveled Posted August 14, 2011 Author Posted August 14, 2011 Free Action: Quick Change into costume. Standard Action: Entropic Strike against the remaining shark. Glowstar's melee attack, vs Shark's Def. DC 26 Tou + DC 21 Fort (1d20+10=14) Oh, you have got to be freaking kidding me. Well, since the thing is Stunned + Staggered that still hits, but... Shark 2's Fort & Tou save, vs DC 21 + DC 26. (1d20+10=16, 1d20+10=20) So it loses 5 points of Toughness, which brings that second roll down to 15. It's done. Sharks 4 & 5 Initiative. (1d20+6=15, 1d20+6=26) Of course it's not done just yet. 31 -- Flora -- Uninjured -- HPx4 26 -- Shark 5 -- Uninjured -- GM 23 -- Shark 1 -- Unconscious -- GM 23 -- Shark 2 -- Unconscious -- GM 22 -- Wisp -- Uninjured -- HPx1 19 -- Shark 3 -- Unconscious -- GM 15 -- Shark 4 -- Uninjured -- GM 14 -- Crow -- Uninjured -- HPx2 12 -- Glowstar -- Uninjured -- HPx4 Flora's up.
Breella Posted August 14, 2011 Posted August 14, 2011 Move action: get closer to sharks 4 and 5 attack roll: Attack roll against shark 4 (1d20+10=13) Im going to assume that misses.
Raveled Posted August 14, 2011 Author Posted August 14, 2011 Yep, that misses. Shark 5's melee attack roll, vs Wisp's Def. DC 25 (1d20+10=20) And another miss! Ironically enough, that brings us to Wisp's turn.
Azuth65 Posted August 14, 2011 Posted August 14, 2011 1d20+9=20 to grab the shark 1d20+23=28 to pin it.
Raveled Posted August 14, 2011 Author Posted August 14, 2011 Shark 5's counter-grapple, vs DC 28. (1d20+16=18) Shark 4 is Bound and Helpless.
Raveled Posted August 14, 2011 Author Posted August 14, 2011 Shark 4's melee attack roll, vs Glowstar's Def. DC 25 (1d20+10=19)Wow. That's... Just wow. Crow's up.
Quinn Posted August 15, 2011 Posted August 15, 2011 Okay, after some discussion in chat; Crow takes 10 with Stealth Skill Mastery, gets 23. According to Rav, that'll let him catch those fishy evildoers flat-footed. Subsequently... All Out Attack (+5 Attack, -5 Defense) Power Attack (+5 Damage, -5 Attack) Earth Fist! (1d20+8=21) Boom. DC 28 Toughness save from the shark monster attacking Glowstar.
Raveled Posted August 15, 2011 Author Posted August 15, 2011 Shark 4's Toughness save, vs DC 28. (1d20+10=24) Bruise.
Raveled Posted August 15, 2011 Author Posted August 15, 2011 Glowstar's up; he can't take on the one that Wisp is grappling, so he'll hit the one that Crow just set up for him. Full Round Action: Multi Blast. Glowstar's ranged attack w/ full All-Out Attack, vs Shark's Def. DC 26 + Autofire 3 (1d20+15=17) No. NO! Reroll! Glowstar's ranged attack w/ full All-Out Attack, vs Shark's Def. DC 26 + Autofire 3 (1d20+15=33) That's more like it! It's enough to give him full benefit of Autofire, so that's a DC 36 Toughness save from the shark. Shark 4's Toughness save, vs DC 36. (1d20+9=16) Soooo done for. Autofire 3 is a beautiful thing. Flora's up.
Breella Posted August 15, 2011 Posted August 15, 2011 meh, Wisp can have fun with it. I'll hold my action.
Raveled Posted August 15, 2011 Author Posted August 15, 2011 Which means the shark is up. Mako 5's grapple check, vs Wisp's same. (1d20+16=30)
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