Quinn Posted May 12, 2012 Share Posted May 12, 2012 Move Action: Teleport all up in the other trident-wielding Deep One's grill. Standard Action: Disarm him of his magic dingus. Disarm Attempt! (All Out Attack +2 Attack, -2 Defense). (1d20+10=21). Opposed STR check from him, DC 23. Turnabout: Teleport back to cover amongst the cars, and promptly try to figure out how to work said magic dingus. And activate the Rune of the Veil as a Free Action (Concealment 4, All Visual.) Link to comment
trollthumper Posted May 12, 2012 Author Share Posted May 12, 2012 And magic dingus goes flying. As I'm guessing you mean Deep One 1, then he's lost the Device that grants him Water Control, which means the Sustained effect drops, freeing Cannonade. Deep One 1: 21, Bruised x1, Disarmed, 0 HP Wisp: 20, Unharmed, 3 HP Deep One 2: 20, Unharmed, 0 HP Fathom: 18, Unharmed, 0 HP Crow: 18, Unharmed, 3 HP Cannonade: 16, Unharmed, 5 HP Deep One 3: 15, Unharmed, 0 HP Deep One 4: 11, Unharmed, 0 HP With Cannonade free, he leaps over to where Deep One 3 and 4 are, back near the rear, and unleashes a Shockwave. Neither makes their Reflex save, while Deep One 3 gets Bruised and Dazed and Deep One 4 just gets Bruised. Deep One 1: 21, Bruised x1, Disarmed, 0 HP Wisp: 20, Unharmed, 3 HP Deep One 2: 20, Unharmed, 0 HP Fathom: 18, Unharmed, 0 HP Crow: 18, Unharmed, 3 HP Cannonade: 16, Unharmed, 5 HP Deep One 3: 15, Bruised x1, Dazed (Cannonade's Action), 0 HP Deep One 4: 11, Bruised x1, 0 HP Deep One 3 is Dazed and thus can't do jack, so Deep One 4 tries to stab Cannonade with his Drain Wis/Strike attack. Yeah, that hits. So, that's DC21 Fortitude, followed by DC26 Toughness. Ow, and further ow. Hero Point on both! He really beats the Fort save, and the Toughness save as well. Back to top of the round, where Deep One 1 tries to make up for his Disarming by going after Wisp. He is very successful in this endeavor. So, DC27 Toughness save for Wisp. Wisp is up next. Link to comment
Azuth65 Posted May 14, 2012 Share Posted May 14, 2012 1d20+9=14 Yeah, that sucked. Hero point time. 1d20+9+10=24, *glares at Invisible Castle* Very funny chuckles... At least the bruise regens away on her turn. 1d20+10=14 Wow, IC just does NOT like me today. Link to comment
trollthumper Posted May 14, 2012 Author Share Posted May 14, 2012 So noted. Deep One 1: 21, Bruised x1, Disarmed, 0 HP Wisp: 20, Unharmed, 2 HP Deep One 2: 20, Unharmed, 0 HP Fathom: 18, Unharmed, 0 HP Crow: 18, Unharmed, 3 HP Cannonade: 16, Unharmed, 3 HP Deep One 3: 15, Bruised x1, Dazed (Cannonade's Action), 0 HP Deep One 4: 11, Bruised x1, 0 HP Deep One 2 lunges for Fathom. He hits, resulting in a DC26 Toughness save for the savage selkie. He makes it ably. Fathom decides to turn it around. As a Move Action, he attempts a Demoralize. He gets an 11, the Deep One gets a 23. Ah, well. Fathom then decides to go for a straight-up attack. That's better. DC25 Toughness save, and... the Deep One makes it. Ah, well. Crow is up next. Link to comment
Quinn Posted May 31, 2012 Share Posted May 31, 2012 Crow is going to spend a Hero Point, and (hopefully) get around the Restricted (Deep Ones) on the trident. By spouting a lot of faux-Latin. Faux-Latin which, translated, probably reminds Cannonade of some musical number. (And scrawling a rune onto the side of it.) Whereupon he promptly causes that water which is threatening to flood all those nice cars filled with people, and push it right out the holes it came in through. Or at least as much as he can using Water Control 12. And keep it there. Out, damned water! Out, I say! Link to comment
trollthumper Posted June 1, 2012 Author Share Posted June 1, 2012 And the water floods all the way out, with the civilians getting a chance to flee - and I'll say that as the Deep Ones have officially seen their main mode of transit drain away, they're all Flat-Footed for one round. Deep One 1: 21, Bruised x1, Disarmed, Flat-Footed, 0 HP Wisp: 20, Unharmed, 2 HP Deep One 2: 20, Unharmed, Flat-Footed 0 HP Fathom: 18, Unharmed, 0 HP Crow: 18, Unharmed, 3 HP Cannonade: 16, Unharmed, 3 HP Deep One 3: 15, Bruised x1, Dazed (Cannonade's Action), Flat-Footed, 0 HP Deep One 4: 11, Bruised x1, Flat-Footed, 0 HP So Cannonade's next, and he's going after Deep One 3 with a -3/+3 Power Attack. That hits the Flat-Footed Deep One, requiring him to make a DC27 Toughness save. The Daze refreshes, and he is now Staggered. Deep One 1: 21, Bruised x1, Disarmed, Flat-Footed, 0 HP Wisp: 20, Unharmed, 2 HP Deep One 2: 20, Unharmed, Flat-Footed 0 HP Fathom: 18, Unharmed, 0 HP Crow: 18, Unharmed, 3 HP Cannonade: 16, Unharmed, 3 HP Deep One 3: 15, Bruised x1, Dazed (Cannonade's Action), Flat-Footed, Staggered, 0 HP Deep One 4: 11, Bruised x1, Flat-Footed, 0 HP Deep One 4 attempts to strike Cannonade with the spear. And again, ouch, especially as both the Strike and Drain Wis have Improved Crit. So... DC26 Fortitude save and DC31 Toughness save. That's -10 Wis, and getting Staggered and Dazed. Hero Points again! No Wis drain, and just a Bruise. Deep One 1: 21, Bruised x1, Disarmed, Flat-Footed, 0 HP Wisp: 20, Unharmed, 2 HP Deep One 2: 20, Unharmed, Flat-Footed 0 HP Fathom: 18, Unharmed, 0 HP Crow: 18, Unharmed, 3 HP Cannonade: 16, Bruised x1, 1 HP Deep One 3: 15, Bruised x1, Dazed (Cannonade's Action), Flat-Footed, Staggered, 0 HP Deep One 4: 11, Bruised x1, Flat-Footed, 0 HP Back at the top of the round. Deep One 1 takes a swing at Crow with his fist. Of course, as Crow's still Concealed, that's not gonna be easy. Even if it would've hit in the first place. Wisp is up next. Link to comment
Azuth65 Posted June 6, 2012 Share Posted June 6, 2012 For Wisp's energy blast from last time (yay homing), 1d20+10=24 And since she's feeling a bit angry, teleport spam beatdown on all the Deep-Ones in a 225 foot radius... 1d20+13=32 Link to comment
trollthumper Posted June 6, 2012 Author Share Posted June 6, 2012 That will definitely hit, especially with the Flat-Footed. And Deep One 1 is Dazed and Staggered. Deep One 1: 21, Bruised x1, Dazed (Wisp's Action), Disarmed, Flat-Footed, Staggered, 0 HP Wisp: 20, Unharmed, 2 HP Deep One 2: 20, Unharmed, Flat-Footed 0 HP Fathom: 18, Unharmed, 0 HP Crow: 18, Unharmed, 3 HP Cannonade: 16, Bruised x1, 1 HP Deep One 3: 15, Bruised x1, Dazed (Cannonade's Action), Flat-Footed, Staggered, 0 HP Deep One 4: 11, Bruised x1, Flat-Footed, 0 HP As for the teleport offensive, let's see how that goes for these guys, who have to make a DC33 Toughness save thanks to the crit and autofire. Deep Ones 1 and 4 are completely knocked out, and Deep One 3 are all knocked right out (they should have a +6 Toughness save due to the Bruises, but I'm letting it stand because of the sheer results). Deep One 2 gets knocked right the hell out. We are out of rounds. Link to comment
trollthumper Posted June 7, 2012 Author Share Posted June 7, 2012 And now we're back in rounds, as Dagon has shown up. Dagon will be played by Supercape's Sharktopus at PL12, with AA's Mythos Hero lending firepower in the form of an Array adjusted for Attack and Defense caps. Dagon goes on 14. Cannonade goes on 6. Fathom goes on 14. Link to comment
Quinn Posted June 7, 2012 Share Posted June 7, 2012 Initiative Roll! (1d20+8=12) Frak. Link to comment
trollthumper Posted June 12, 2012 Author Share Posted June 12, 2012 All right. Here's where we stand: Dagon: 14, Unharmed, 0 HP Fathom: 14, Unharmed, 0 HP Wisp: 13, Unharmed, 2 HP Crow: 12, Unharmed, 3 HP Cannonade: 6, Unharmed, 1 HP Dagon goes first, unleashing a Blast w/ Alternate Save [Will] on Fathom. It just manages to miss. Fathom responds with a strike. It hits, necessitating a DC25 Toughness save from Dagon. He manages to make it. Wisp is up next. Link to comment
Azuth65 Posted June 12, 2012 Share Posted June 12, 2012 Wisp, not wanting to actually touch the eldritch abomination, is going to blast the bitch. 1d20+10=18 Link to comment
trollthumper Posted June 13, 2012 Author Share Posted June 13, 2012 That just misses, sadly. Crow is up next. Link to comment
Azuth65 Posted June 14, 2012 Share Posted June 14, 2012 That just misses, sadly. Crow is up next. Just checking but looking at the sheet, shouldn't it's defense be a total of 9 since it's been lowered a PL? Link to comment
trollthumper Posted June 14, 2012 Author Share Posted June 14, 2012 Just checking but looking at the sheet, shouldn't it's defense be a total of 9 since it's been lowered a PL? That's a +9 bonus to a base DC of 10. The attack roll was 18, meaning it just missed the DC. Link to comment
Azuth65 Posted June 14, 2012 Share Posted June 14, 2012 Right, too used to thinking in D&D terms again (buddies are trying to get the band back together) so when I look at the defense, I was thinking that was the target number not 10 + number... IC coming soonTM. Link to comment
Quinn Posted June 25, 2012 Share Posted June 25, 2012 Okay, Crow's going to chuck a pair of the Talons up towards the beastie's eyes in a Startle action, setting up Dagon to take a big Cannonade-made knuckle sandwich (burn an HP for the Set-Up feat), while racking his brain to come up with some clever manner of banishing the thing. Likely through the use of a very big rune. Crow's got Skill Mastery on Intimidate, and a +10, so it's DC 20 from the big fishy. Then...planning. Recalling the wards of Boston or just some anti-Cthulhoid bits from his runemaking lessons (that, and I suspect Troll knows way more about how to counter these things than I do, and my brain be late-night-fried. >_<) Knowledge (Arcane Lore) (1d20+10=18) This prolly won't do much, but who knows! Link to comment
trollthumper Posted June 25, 2012 Author Share Posted June 25, 2012 And Dagon fails his Will save, and is left Flat-Footed - and we'll say it lasts for the round. That's right, Crow scared the elder god. Also, Crow realizes that Dagon is a creature of the sea, and that while he's managed to make it onto dry land, he's still close to the shore. If he were dragged further in at great speed, he might hit the wards hard. Dagon: 14, Unharmed, Flat-Footed, 0 HP Fathom: 14, Unharmed, 0 HP Wisp: 13, Unharmed, 2 HP Crow: 12, Unharmed, 2 HP Cannonade: 6, Unharmed, 1 HP Cannonade responds by charging forward and trying to use Improved Grab to actually grapple the eldritch fish god. He misses, but... Hero Point. That manages to hit, and Dagon takes a Bruise. Now for the Grapple! Cannonade rolls a 33 versus Dagon's 45. Oh, well. Seemed like a good idea. Dagon: 14, Bruised x1, Flat-Footed, 0 HP Fathom: 14, Unharmed, 0 HP Wisp: 13, Unharmed, 2 HP Crow: 12, Unharmed, 2 HP Cannonade: 6, Unharmed, 0 HP Dagon attempts to strike Cannonade with Telekinesis. It hits, necessitating a DC27 Toughness save. He gets Bruised and Dazed. Fathom moves forward to attack, Power Attacking for -3/+3. He hits, and Dagon is Bruised and Dazed against the DC28 Toughness save. Dagon: 14, Bruised x2, Flat-Footed, Dazed (Fathom's Action) 0 HP Fathom: 14, Unharmed, 0 HP Wisp: 13, Unharmed, 2 HP Crow: 12, Unharmed, 2 HP Cannonade: 6, Bruised x1, Dazed (Dagon's Action), 0 HP Wisp is up next. Link to comment
Azuth65 Posted July 1, 2012 Share Posted July 1, 2012 Since Dagon's FF'ed and dazed, all-out, power attack. +10 atk, +17 dmg, +8 defense. 1d20+10=30 That'll be a DC 37 toughness from Dagon please. Link to comment
trollthumper Posted July 1, 2012 Author Share Posted July 1, 2012 Dagon is Dazed and Staggered. Dagon: 14, Bruised x2, Flat-Footed, Dazed (Wisp's Action), Staggered, 0 HP Fathom: 14, Unharmed, 0 HP Wisp: 13, Unharmed, 2 HP Crow: 12, Unharmed, 2 HP Cannonade: 6, Bruised x1, Dazed (Dagon's Action), 0 HP Crow is up next. Link to comment
Quinn Posted September 13, 2012 Share Posted September 13, 2012 Okay, Crow's going to start dropping loops of wire all over the place like no tomorrow; partly to Snare our big boy there (though with those legs, even dwarfen-wound magic-forged wire might be a bit slim...), and partly to set up for a REALLY big-huge stunt later. Don't step on the wires, lads! Move Action: Teleport on top of Dagon's big head. Yes, his head. There is a method to the madness! Standard Action: Snare and Shock! Power Attack Snare! (+4 Damage, -4 Attack) (1d20+10=23) Hope that hits. DC 19 Reflex save. If it does, nailing him with the linked Rune of Lightning, maximized Power Attack. (Blast 5 [Extras: Alternate Save (Fort)] [26 PP] (Magic/Lightning) (Talon Wire and Rune of Lightning)). DC 24 Fortitude Save. Move Action: Leaving him hogtied and smoking, teleporting down to ground level and hoping the others can roll this walking calamari to the warded area. Link to comment
trollthumper Posted September 13, 2012 Author Share Posted September 13, 2012 That would catch Dagon normally, and as he's Flat-Footed, it really catches him. Dagon is now Bound, but manages to shake off the electrical burst. Dagon: 14, Bruised x2, Bound, Dazed (Wisp's Action), Staggered, 0 HP Fathom: 14, Unharmed, 0 HP Wisp: 13, Unharmed, 2 HP Crow: 12, Unharmed, 2 HP Cannonade: 6, Bruised x1, Dazed (Dagon's Action), 0 HP Cannonade is still Dazed, so he's still doing nothing - as is Dagon, who's likewise doing nothing. Fathom attacks, relying on a -5/+5 Power Attack to try and make a dent. He hits, given that Dagon is Bound, and Dagon needs to make a DC30 Toughness save. Dagon takes another Bruise. Dagon: 14, Bruised x3, Bound, Staggered, 0 HP Fathom: 14, Unharmed, 0 HP Wisp: 13, Unharmed, 2 HP Crow: 12, Unharmed, 2 HP Cannonade: 6, Bruised x1, 0 HP Wisp is up next. Link to comment
Azuth65 Posted September 24, 2012 Share Posted September 24, 2012 Well, since Dagon's all tied up, 1d20+8=17... That's a DC 29 toughness save from the eldritch horror. Link to comment
trollthumper Posted September 28, 2012 Author Share Posted September 28, 2012 And ... I misjudged Dagon's Toughness last time. My bad. It was a +12 with Bruised x2, so he still takes another Bruise and is not Dazed. But now it's +11, and... he's down. We're out of rounds. Link to comment
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