Avenger Assembled Posted August 31, 2011 Share Posted August 31, 2011 September 24, 2011Rene, Nick Cimeterie, Kid Cthulu, Equinox, Dead Head, and Phantom deal with an invasion by magical creatures and their goons.Trollthumper be runnin' this. Link to comment
Supercape Posted August 31, 2011 Share Posted August 31, 2011 Tagged so I don't forget about this! :!: Link to comment
Dr Archeville Posted September 4, 2011 Share Posted September 4, 2011 Yes, Dead Head's suggesting this bumuAmQ92mY Not that we'd have a chance to do it... or that it'd even have any effect! Link to comment
trollthumper Posted September 7, 2011 Share Posted September 7, 2011 All right, everyone take an HP to reflect the fact that the base's Powers, Defense System, and Security System have effectively been nullified in one stroke. Link to comment
Ecalsneerg Posted September 7, 2011 Share Posted September 7, 2011 Alright, Noxy's on 5HP then. Let's use those Extended Ranged Acute senses then... Magic senses a-go-go! (1d20+15=28) Link to comment
trollthumper Posted September 7, 2011 Share Posted September 7, 2011 Yup, that'll do it. There's magic running all through the manor, but some of the most distinct, still vibrant signatures feel like they're in states of construction or analysis - a workshop or lab, maybe. Inside the lab are eight individuals. Four have a strong necromantic signature, while four others have a more pure, utilitarian magical signature. Link to comment
Supercape Posted September 7, 2011 Share Posted September 7, 2011 Rene using magic paintbrush to give us all Concealment from Normal Senses. Concealment 2 (Normal Vision, Extras: Affects Others, Area [General, Burst], Duration [Continuous], Range 2 [Perception], Flaws: Action 3 [Full], Feats: Close Range, Progression [Area] 2 [50ft radius], Selective) [12PP] (Invisible Ink) Link to comment
Dr Archeville Posted September 7, 2011 Share Posted September 7, 2011 Dead Head... unholsters his shovel. He has 2 HP. Mutt the Wonder Dog sniffs around with his extended tracking olfactory sense. Does he smell anything/anything familiar? Link to comment
trollthumper Posted September 7, 2011 Share Posted September 7, 2011 This would depend. Mutt has likely smelled dead things, but has he ever smelled the Grue? Link to comment
Dr Archeville Posted September 7, 2011 Share Posted September 7, 2011 I'm thinking he would've sniffed some when the Metaceptors were running around, which were clones grown from Grue Drone stock (salvaged from wreckage of the the Invasion that MindControlled!Atlas spearheaded). It wouldn't be exactly the same, but close enough to be distressingly familiar. Link to comment
trollthumper Posted September 9, 2011 Share Posted September 9, 2011 Okay, these Grue - who I'll be posting once we hit combat - have no Super-Senses, so there's no risk of having our Concealment broken. Nick will be rolling for Master Plan to see if we can make this work. Okay, so that's a +1 bonus for 3 rounds once invoked. We've got one round for planning before chaos ensues. Link to comment
Dr Archeville Posted September 9, 2011 Share Posted September 9, 2011 Hate to say this (since it's so rarely used), but Master Plan takes more than a round to set up, it takes "at least a few minutes" (which is why it's so rarely used). Link to comment
trollthumper Posted September 9, 2011 Share Posted September 9, 2011 Okay, make that a few minutes of planning. The Concealment spell should last as long as no one does anything stupid, and it doesn't look like the Grue are about to perform the magical equivalent of poking nitroglycerin with a cattle prod. Link to comment
trollthumper Posted September 12, 2011 Share Posted September 12, 2011 All right, battle's joined! For reference, the Grue Revenants are AA's Galatea, with stats adjusted for PL13 - two of them will be Minions, two won't. The Grue Arcane are AA's Meta-Grue II with stats adjusted for PL13 - two of them will be Minions, two of them won't. Before we go into Initiative, Nick's taking advantage of the surprise round to hit one of the Grue Revenants with Ignis Fatuus. The Grue Revenant, however, has Uncanny Dodge (mental)... and as this is pretty much a mental power, it's not caught Flat-Footed. Ah well. Oh yeah, that hits. Now the Grue needs to make a DC24 Will save. Which it does. Oh, well. Now for Initiative! Nick goes on 21. The Grue Revenants go on 22, 14, 8 and 3. The Grue Arcane go on 21, 21, 11, and 8. Link to comment
Dr Archeville Posted September 12, 2011 Share Posted September 12, 2011 Dead Head's initiative (1d20+2=11) Mutt's initiative (1d20+2=13) Mutt will delay so he goes on the same count as Dead Head Link to comment
Ecalsneerg Posted September 12, 2011 Share Posted September 12, 2011 Initiative (1d20+1=18) Equinox is finally not slow as all hell! Link to comment
Lone Star Posted September 13, 2011 Share Posted September 13, 2011 Kid Cthulhu's initiative: 1d20+7=11 Kid C's always late for the party! Link to comment
Supercape Posted September 13, 2011 Share Posted September 13, 2011 1d20+2=19 for Rene. I am not entirely clear if we all get a surprise round? if so, targets a random Revenant with a mystic fire bolt +2 Damage -2 Attack shifted. 1d20+8=12 pppft! Link to comment
trollthumper Posted September 13, 2011 Share Posted September 13, 2011 Well, the Concealment's still up and active, so... surprise rounds for everyone who wants 'em! Link to comment
Supercape Posted September 13, 2011 Share Posted September 13, 2011 Cool, I'll post Rene's attack then. Even though it missed, it still is homing - 1 so may strike next round! :) Link to comment
Dr Archeville Posted September 13, 2011 Share Posted September 13, 2011 Dead Head's going to (perhaps unwisely) spend a few moments studying these things (specifically, the undead-seeming ones), stunting Detect Magic off his Magic Awareness (and bear in mind he has Acute & Analytical for his Mental senses, as long as it's Necromantic). Link to comment
Ecalsneerg Posted September 13, 2011 Share Posted September 13, 2011 PYROKAGIUS! (18:47:57) Ecalsneerg: Power Attacking for 2, so it's rank 13, i.e. DC 28 (18:48:00) System: Ecalsneerg rolls 1d10 and gets 2. (18:48:07) Ecalsneerg: ... wait, that's a 1d10 (18:48:13) Ecalsneerg: (18:48:24) Ecalsneerg: Someone teach me how to the type 2 instead of 1! (18:48:27) System: Ecalsneerg rolls 1d20 and gets 15. +9 = 24 to hit, with a DC28 fire Blast on one of the Grue Arcane. Link to comment
trollthumper Posted September 14, 2011 Share Posted September 14, 2011 Here's what Dead Head gets: The Grue Arcane flag as bog-standard magical. Their magic doesn't seem filtered through any particular school or source; like the Grue in general, they adapt a homogenous blend to their purpose. The Grue Revenants, on the other hand, are like necrotic power batteries, stuffed to the gills with death magic. The bodies are clearly dead, and the souls seemed stitched in tight. As for Equinox, she hits a Grue Arcane. (21:09:22) System: trollthumper rolls 1d20 and gets 15. And with a +13 Toughness, the Grue manages to soak it. Phantom and Kid Cthulhu get surprise actions, and then we're in the normal flow of combat. Link to comment
Lone Star Posted September 15, 2011 Share Posted September 15, 2011 (00:13:57) Lone_Star: Kid Cthulhu will use Summon Tentacles! (00:14:01) System: Lone_Star rolls 1d20 and gets 17. (00:14:04) Lone_Star: Alrighty! He's got a +11 to hit, so that's a 28 total, and a DC 21 Reflex to avoid being ensnared. He's going to try to trap one of the Grue Arcane. I think I'll wait for your roll to post in the IC, Troll. Link to comment
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