Jump to content

A Trail All Bent Askew [OOC]


trollthumper

Recommended Posts

Posted

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.

Posted

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.

  • 3 weeks later...
Posted

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!

Posted

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.

Posted

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.

Posted

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?

Posted

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.

Posted

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.

  • 2 weeks later...
Posted

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!

Posted

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.

  • 2 months later...
Posted

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.

Posted

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.

  • 2 weeks later...
×
×
  • Create New...