trollthumper Posted September 15, 2011 Share Posted September 15, 2011 (11:00:12) System: trollthumper rolls 1d20 and gets 12. Sadly, the Grue Arcane has a +9 Reflex save, so it escapes. That leaves Phantom for the surprise round. Link to comment
Dr Archeville Posted September 15, 2011 Share Posted September 15, 2011 alder's in the process of moving, but she has been popping in to chat (briefly) in the evenings. Link to comment
trollthumper Posted September 18, 2011 Share Posted September 18, 2011 Okay, given the move, I'm giving alder until Monday, but then I think I'm going to have to move forward to Initiative. Link to comment
trollthumper Posted September 20, 2011 Share Posted September 20, 2011 Then we hit Initiative. Alderwitch hasn't rolled, so Phantom is going at the theoretical "bottom of the round." Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, 4 HP Grue Arcane 1: 21, Unharmed, 0 HP Grue Arcane 2: 21, Unharmed, 0 HP Rene: 19, Unharmed, 5 HP Equinox: 18, Unharmed, 5 HP Grue Revenant 2: 14, Unharmed, 0 HP Kid Cthulhu: 11, Unharmed, 4 HP Dead Head: 11, Unharmed, 2 HP Mutt: 11, Unharmed, 0 HP Grue Arcane 3: 11, Unharmed, 0 HP Grue Revenant 3: 8, Unharmed, 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, 2 HP Okay, so Grue Revenant 1 goes first. It's the one that got hit by Nick's Ignis Fatuus, so it tries to find him and drive its fist into him. It scores a 24 on the Attack roll, but thanks to Rene, Nick still has total Concealment at Close Range, so first the thing has to Notice Nick to actually make the strike, and even then there's still Total Concealment. And it manages to fly right by Nick as it misses the DC20 check to Notice the moving target. So it resorts to the old fall back, flying up into the air 50 feet and making an Intimidate check as a standard action. It scores a 22 versus Nick's 22, so it's not all that scary. Nick responds by invoking the Master Plan, granting everyone a +1 to attack rolls and skill checks for 3 rounds. He then calls on Poltergeist's Rage to try and pin everyone to the ground. That's a DC17 Reflex save for all involved to reduce Nick's +21 Opposed Grapple (due to Attack bonus) to +17. Three of the Revenants make their save, whereas all the Grue Arcane make theirs. So Nick... rolls an effective 23 on his Opposed Grapple check, which will be reduced down to 20 for most of them. This calls for a Hero Point. A 33 down to 30 is a fair bit better. So Grue Revenants 1 and 3 get Pinned, Grue Revenant 2 gets Bound, and Grue Revenant 4 is free and clear. As for the Grue Arcane, we'll assume they had the Super-Strength Array Power up, so they're all free and clear. Grue Revenant 1: 22, Unharmed, Pinned, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 3 rounds), 3 HP Grue Arcane 1: 21, Unharmed, 0 HP Grue Arcane 2: 21, Unharmed, 0 HP Rene: 19, Unharmed, Master Plan (+1, 3 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 3 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 3 rounds), 4 HP Dead Head: 11, Unharmed, Master Plan (+1, 3 rounds), 2 HP Mutt: 11, Unharmed, Master Plan (+1, 3 rounds), 0 HP Grue Arcane 3: 11, Unharmed, 0 HP Grue Revenant 3: 8, Unharmed, Pinned, 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 3 rounds), 2 HP Grue Arcane 1 is up next, and decides to shift its Array to Blast. It, like the Grue Revenant, engages in low flying tactics to try and find someone... and blows its Notice check as it moves past Equinox. So it misses as well. Grue Arcane 2 likewise flies around, scouting for someone, and gets a pretty damn good idea where Nick is. It still has the Super-Strength Array up, and aims for him. It beats his Defense, and just manages to get under the Total Concealment threshold, so it hits. Nick needs to make a DC28 Toughness save. Which he does, ably. Grue Revenant 1: 22, Unharmed, Pinned, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 3 rounds), 3 HP Grue Arcane 1: 21, Unharmed, 0 HP Grue Arcane 2: 21, Unharmed, 0 HP Rene: 19, Unharmed, Master Plan (+1, 3 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 3 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 3 rounds), 4 HP Dead Head: 11, Unharmed, Master Plan (+1, 3 rounds), 2 HP Mutt: 11, Unharmed, Master Plan (+1, 3 rounds), 0 HP Grue Arcane 3: 11, Unharmed, 0 HP Grue Revenant 3: 8, Unharmed, Pinned, 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 3 rounds), 2 HP Rene is up next. Link to comment
Supercape Posted September 20, 2011 Share Posted September 20, 2011 Grue Revenant 2 will be the target, using a Full action to Snare him in a white spider web he is painting on to him with his mind! muahaha! Non-shifted. 1d20+10=18 I actually dont know if that hits or not. If it does, a DC 24 Reflex save vs snare. If not, it can always home in next round. Link to comment
Supercape Posted September 21, 2011 Share Posted September 21, 2011 1d20+10=13 pfft! (for the homing mystic blast) Link to comment
trollthumper Posted September 21, 2011 Share Posted September 21, 2011 The blast won't hit; the Snare, however, will, as the Grue Revenant has an effective Defense of DC18. And it makes a 22 on its Reflex save, and is Entangled. Grue Revenant 1: 22, Unharmed, Pinned, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 3 rounds), 3 HP Grue Arcane 1: 21, Unharmed, 0 HP Grue Arcane 2: 21, Unharmed, 0 HP Rene: 19, Unharmed, Master Plan (+1, 3 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 3 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, Entangled, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 3 rounds), 4 HP Dead Head: 11, Unharmed, Master Plan (+1, 3 rounds), 2 HP Mutt: 11, Unharmed, Master Plan (+1, 3 rounds), 0 HP Grue Arcane 3: 11, Unharmed, 0 HP Grue Revenant 3: 8, Unharmed, Pinned, 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 3 rounds), 2 HP Equinox is up next. Link to comment
Ecalsneerg Posted September 21, 2011 Share Posted September 21, 2011 Free Action: Drop Concealment. Move Action: Maintain Impervious Toughness: (23:43:08) Ecalsneerg: Concentration check [DC21] to maintain Impervious as a Move Action. +16 bonus. (23:43:15) System: Ecalsneerg rolls 1d20 and gets 15. So, I got 31. It's still up. Free Action: Switch Blast descriptor to 'cold'. Standard Action: Power Attacking for 2, let's make things go freeze. (23:44:40) Ecalsneerg: Icy blast, Power Attacking for 2, so DC 28 save on Grue Arcane number 1 (23:44:45) System: Ecalsneerg rolls 1d20 and gets 20. Yay, DC 33 freezing blast! It's frostbite time! Link to comment
trollthumper Posted September 21, 2011 Share Posted September 21, 2011 And the Grue Arcane gets chilled, ending up Stunned and Staggered. Before we go any further, I must apologize - I got the math wrong on the Snare. The Grue Revenant made a 22 on its saving throw... but the save for a standard, rank 9 Snare is DC19, not DC24. Sorry, SC. It's not Entangled. Grue Revenant 1: 22, Unharmed, Pinned, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 3 rounds), 3 HP Grue Arcane 1: 21, Stunned (Equinox's Action), Staggered, 0 HP Grue Arcane 2: 21, Unharmed, 0 HP Rene: 19, Unharmed, Master Plan (+1, 3 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 3 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 3 rounds), 4 HP Dead Head: 11, Unharmed, Master Plan (+1, 3 rounds), 2 HP Mutt: 11, Unharmed, Master Plan (+1, 3 rounds), 0 HP Grue Arcane 3: 11, Unharmed, 0 HP Grue Revenant 3: 8, Unharmed, Pinned, 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 3 rounds), 2 HP Grue Revenant 2 is up next. It takes a Move Action to try and break Nick's Grapple. It scores a 29 versus Nick's 31, so it's Pinned but still caught up. It's held immobile, so it can only take up close or non-physical actions. It attempts again as a second Move Action... scoring a 21 versus Nick's 34, leaving it Bound again. Well, that was fruitless. Grue Revenant 1: 22, Unharmed, Pinned, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 3 rounds), 3 HP Grue Arcane 1: 21, Stunned (Equinox's Action), Staggered, 0 HP Grue Arcane 2: 21, Unharmed, 0 HP Rene: 19, Unharmed, Master Plan (+1, 3 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 3 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 3 rounds), 4 HP Dead Head: 11, Unharmed, Master Plan (+1, 3 rounds), 2 HP Mutt: 11, Unharmed, Master Plan (+1, 3 rounds), 0 HP Grue Arcane 3: 11, Unharmed, 0 HP Grue Revenant 3: 8, Unharmed, Pinned, 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 3 rounds), 2 HP Kid Cthulhu is up next. Link to comment
Lone Star Posted September 22, 2011 Share Posted September 22, 2011 For a Standard Action, Kid Cthulhu will use his Eldritch Fire Blast on Grue Arcane 2. 1d20+11=21. If it hits, that's a DC 26 Toughness with Autofire damage. Edit: Reroll! 1d20+11=27 Much better. Link to comment
trollthumper Posted September 22, 2011 Share Posted September 22, 2011 The second one hits, and as KC's Blast has Autofire 1, that's an effective DC28. The Grue Arcane takes a Bruise and is Stunned. Grue Revenant 1: 22, Unharmed, Pinned, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 3 rounds), 3 HP Grue Arcane 1: 21, Stunned (Equinox's Action), Staggered, 0 HP Grue Arcane 2: 21, Bruised x1, Stunned (Kid Cthulhu's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 3 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 3 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 3 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 3 rounds), 2 HP Mutt: 11, Unharmed, Master Plan (+1, 3 rounds), 0 HP Grue Arcane 3: 11, Unharmed, 0 HP Grue Revenant 3: 8, Unharmed, Pinned, 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 3 rounds), 2 HP Dead Head and Mutt are up next. Link to comment
Dr Archeville Posted September 22, 2011 Share Posted September 22, 2011 Dead Head'll go after Grue Revenant #4 (the only one who's neither harmed nor snared) Move Action: Attempt to Startle Grue Revenant Initimidate check, w/ +1 from Master Plan (1d20+18=28) Standard Action: Attack w/ Shovel. Master Plan (+1 Attk), Charge (+2 Attk/-2 Def), All-Out Attak (+2 Attk/-2 Def), Power Attack (-2 Attk/+2 Dmg). DC 28 Toughness if it hits. (1d20+16=17) .... HP re-roll (1 HP now) Attack w/ Shovel. Master Plan (+1 Attk), Charge (+2 Attk/-2 Def), All-Out Attak (+2 Attk/-2 Def), Power Attack (-2 Attk/+2 Dmg). DC 28 Toughness if it hits. HP Re-roll. (1d20+16=23) +10 = 33 The DC 28 for the Toughness save includes a +2 from Sneak Attack, since the target is still flat-footed. But if the Revenants are Immune to Critical Hits, the extra damage won't apply, so it'd just be DC 26. Free/Reaction: Set to interpose for any ally within 100 feet Mutt'll go after Grue Arcane #3 wih his soul-shredding jaws attack Free Action: Remain Incorporeal Free Action: Come out of Concealment as he... Move Action: ... Startles. Skill Mastery (and -5 penalty for doing it as a Move action) = 19 total Standard Action: Charge w/ Soul-Shredding Jaws. Master Plan (+1 Attk), Charge (+2 Attk/-2 Def), All-Out Attack (+2 Attk/-2 Def), Power Attack (-2 Attk/+2 Dmg). DC 21 Fortitude save if it hits (1d20+9=23) Link to comment
trollthumper Posted September 22, 2011 Share Posted September 22, 2011 The Revenants aren't Immune to crits, but they do have Uncanny Dodge (mental) and the Concealment is pretty much visual. But it does get Startled, so it's caught flat-footed and must make a DC28 Toughness save. And as Dead Head's shovel is not magical, it doesn't come up against the Immunity (magical effects). But it still makes the Toughness save. Mutt gets a hit on a DC23 regardless, but the Grue Arcane fights off the Startle attempt. So now it needs to make a Fort save. Which it does. Grue Revenant 1: 22, Unharmed, Pinned, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 3 rounds), 3 HP Grue Arcane 1: 21, Stunned (Equinox's Action), Staggered, 0 HP Grue Arcane 2: 21, Bruised x1, Stunned (Kid Cthulhu's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 3 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 3 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 3 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 3 rounds), 1 HP Mutt: 11, Unharmed, Master Plan (+1, 3 rounds), 0 HP Grue Arcane 3: 11, Unharmed, 0 HP Grue Revenant 3: 8, Unharmed, Pinned, 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 3 rounds), 2 HP It's the Grue's turn now. Grue Arcane 3 attempts to Blast Dead Head... but can't pass the DC20 Notice check to get any damn idea where he is, so it just shoots blindly. Goddamn are these guys blinds. Grue Revenant 3, meanwhile, attempts to break its Pin as a Move Action. It rolls a 34 versus Nick's 30, so it's free. It makes a DC20 Notice check to sense the nearest target, which we'll say is Nick. It takes a swing, but would just miss even if it did beat the Total Concealment miss chance. Grue Arcane 4 is next, and it pulls up its Super-Strength Array to try and hit Kid Cthulhu. It also fails its Notice check and just swings blindly, then takes to the air like its brethren. Grue Revenant 4, meanwhile, tries to strike Dead Head, who's in melee range. It senses he's there, but blows the attack roll even without miss chance. Grue Revenant 1: 22, Unharmed, Pinned, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 3 rounds), 3 HP Grue Arcane 1: 21, Stunned (Equinox's Action), Staggered, 0 HP Grue Arcane 2: 21, Bruised x1, Stunned (Kid Cthulhu's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 3 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 3 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 3 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 3 rounds), 1 HP Mutt: 11, Unharmed, Master Plan (+1, 3 rounds), 0 HP Grue Arcane 3: 11, Unharmed, 0 HP Grue Revenant 3: 8, Unharmed, 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 3 rounds), 2 HP Phantom is up next. We'll give AW two days, and then forge on without her if she's still having trouble with her connection. Link to comment
trollthumper Posted September 27, 2011 Share Posted September 27, 2011 All right, alder hasn't been on and I've given her four days, so this time I'll NPC her. She is currently Intangible and underneath the floor, and while she could launch the Cataclysm from down there, you need to be able to accurately perceive the target to use Selective Attack, and she can't switch to the Super-Senses that Accurately Counter Concealment while using the attack. So, she rises up from the floor as a Move Action and lets loose. That's a DC24 Reflex save for the Grue Arcane, DC17 for the Grue Revenants due to their half-Immunity to magical effects - and due to that half-Immunity, the base is DC22. Revenants first. (20:12:21) System: trollthumper rolls 4d20 and gets 18,11,6,8. All right, with a +8 Reflex save when adjusted for PL13, So Grue Revenants 1 and 2 must make a DC19 Toughness save, whereas Grue Revenants 3 and 4 have to make DC22. Let's see how they do. (20:15:35) System: trollthumper rolls 4d20 and gets 13,11,3,10. With Toughness +18, Grue Revenants 1, 2 and 4 make their saves. Grue Revenant 3, however, fails its save - oh, and it's a Minion. It gets knocked the hell down. Now for the Arcane, who have a straight up DC24 Reflex save to halve. (20:17:43) System: trollthumper rolls 4d20 and gets 13,3,14,10. Their Reflex is adjusted to PL13 for +9, so... no one makes it. Now for the straight-up DC29 Toughness save. (20:23:58) System: trollthumper rolls 4d20 and gets 15,11,15,19. Toughness is +13 for most of them (+12 for Grue Arcane 2, who's Bruised), so... Grue Arcane 1 takes a Bruise, Grue Arcane 2 takes another Bruise and has its Stun refresh, Grue Arcane 3 is a Minion and gets wiped, and Grue Arcane 4 makes its save. This just shows that the Chosen of Heshem doesn't mess around. Grue Revenant 1: 22, Unharmed, Pinned, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 3 rounds), 3 HP Grue Arcane 1: 21, Bruised x1, Stunned (Equinox's Action), Staggered, 0 HP Grue Arcane 2: 21, Bruised x2, Stunned (Phantom's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 3 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 3 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 3 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 3 rounds), 1 HP Mutt: 11, Unharmed, Master Plan (+1, 3 rounds), 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 3 rounds), 2 HP And now we're at the top of the round. Grue Revenant 1 makes a contested Opposed Grapple check as a Move Action to break out. Now, I slipped up with Nick before and applied TK at full strength against the Revenants when it was a magical effect. To make sure no one else gets screwed up because of it, TK applies at full strength despite the half Immunity of the Revenants. Because. So, onto rolls, Revenant vs. Nick. (20:33:00) System: trollthumper rolls 2d20 and gets 7,15. 27 vs. 36. So, it goes to Bound. It then tries again with its other Move Action. (20:34:00) System: trollthumper rolls 2d20 and gets 13,2. That's more like it. It's free. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 2 rounds), 3 HP Grue Arcane 1: 21, Bruised x1, Stunned (Equinox's Action), Staggered, 0 HP Grue Arcane 2: 21, Bruised x2, Stunned (Phantom's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 2 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 2 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 2 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 2 rounds), 1 HP Mutt: 11, Unharmed, Master Plan (+1, 2 rounds), 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 2 rounds), 2 HP So it's Nick's turn and he's going to try Poltergeist's Rage again. (20:37:26) System: trollthumper rolls 1d20 and gets 17. With a +21 Opposed Grapple bonus, Nick's base is a 38. First step, DC17 Reflex saves to see who gets it busted down to DC35. First the Revenants. (20:39:36) System: trollthumper rolls 3d20 and gets 20,8,15. Grue Revenant 2 is the only one who doesn't get it knocked down. (20:40:30) System: trollthumper rolls 3d20 and gets 14,13,1. With a +20 Opposed Grapple, Grue Revenant 1 is Pinned, and Grue Revenants 2 and 4 are Bound. Now the Grue Arcane. (20:42:05) System: trollthumper rolls 3d20 and gets 1,10,1. By contrast, Grue Arcane 2 is the only one to make the Reflex save. Now the Opposed Grapples, with a +23 Grapple check for Grue Arcane 1 (who switched over to Blast) and +27 for Grue Arcane 2 and 4 (who still have Super-Strength up). (20:43:54) System: trollthumper rolls 3d20 and gets 2,14,6. Yeaaaaah. Grue Arcane 1 gets Bound, Grue Arcane 2 is free, and Grue Arcane 4 is Bound. Grue Revenant 1: 22, Unharmed, Pinned, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 2 rounds), 3 HP Grue Arcane 1: 21, Bruised x1, Stunned (Equinox's Action), Staggered, Bound, 0 HP Grue Arcane 2: 21, Bruised x2, Stunned (Phantom's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 2 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 2 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 2 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 2 rounds), 1 HP Mutt: 11, Unharmed, Master Plan (+1, 2 rounds), 0 HP Grue Arcane 4: 8, Unharmed, Bound, 0 HP Grue Revenant 4: 3, Unharmed, Bound, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 2 rounds), 2 HP Grue Arcane 1 and 2 are still Stunned, so Rene is up next. Link to comment
Supercape Posted September 28, 2011 Share Posted September 28, 2011 OK lets try a blast, on the Grue Arcane 1 as a rather random target. In fact, just for the fun of it, lets put some extra effort in (burnt off with an HP), to up ranks by +2, then shift it -1 attack, +1 DC. So thats a +9 attack, and +12 DC Blast. With Homing - 1 1d20+9=25 That should hit! DC 27 Toughness save etc etc. Link to comment
trollthumper Posted September 28, 2011 Share Posted September 28, 2011 Sadly, the Grue Arcane makes the Toughness save. Equinox is up next. Link to comment
Ecalsneerg Posted September 29, 2011 Share Posted September 29, 2011 Right, Grue Arcane 2 isn't Bound, so we may need to rectify that situation... Move Action: Concentration check to maintain Impervious as a move action, DC 21... Concentration check. (1d20+16=21) Eeep, that's cutting it fine. Just sustains it, and... Free Action: Switch array slots to the magic sword of doom. Standard Action: Charge attack the Grue Arcane... Grue Arcane 2, hit with magic sword which is Power Attacking for 2... rolls are to hit, and then the Nullify check, the Damage DC is 27. (1d20+10=11, 1d20+13=18) Well, crud, that's an awful roll. It also should be 13, not 11, because I forgot to include the +2 from charging. *facepalm* Link to comment
trollthumper Posted September 29, 2011 Share Posted September 29, 2011 As discussed in the chat room, this will hit it. The Grue Arcane makes its Will save to resist the Nullify, then takes another Bruise and has its Stun refresh. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 2 rounds), 3 HP Grue Arcane 1: 21, Bruised x1, Staggered, 0 HP Grue Arcane 2: 21, Bruised x3, Stunned (Equinox's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 2 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 2 rounds), 5 HP Grue Revenant 2: 14, Unharmed, Bound, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 2 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 2 rounds), 1 HP Mutt: 11, Unharmed, Master Plan (+1, 2 rounds), 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 2 rounds), 2 HP Grue Revenant 2 is up next. First action is contesting Nick's Grapple. It gets a 38 versus Nick's 26, so it's free. It takes a swing at Nick, manages to hit, but does not beat Total Concealment. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 2 rounds), 3 HP Grue Arcane 1: 21, Bruised x1, Staggered, 0 HP Grue Arcane 2: 21, Bruised x3, Stunned (Equinox's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 2 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 2 rounds), 5 HP Grue Revenant 2: 14, Unharmed, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 2 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 2 rounds), 1 HP Mutt: 11, Unharmed, Master Plan (+1, 2 rounds), 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 2 rounds), 2 HP Kid Cthulhu is up next. Link to comment
Lone Star Posted September 29, 2011 Share Posted September 29, 2011 Alrighty! Kid Cthulhu will use his sanity-draining attack on the Grue Arcane 2. Here's the roll for the Wisdom Drain: 1d20+11=17. And here's the roll for the Ranged Mental Blast: 1d20+11=24. Sweet! So my DC block is completely off...I'll fix that ASAP. If the Drain effect hits, that's a DC 19 to avoid having Wisdom lost, and if the Mental Blast hits, that's a DC 20 Will save to avoid psychic damage! Link to comment
trollthumper Posted September 29, 2011 Share Posted September 29, 2011 It makes the first Will save, then takes a Bruise and has its Stun refresh once more. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 2 rounds), 3 HP Grue Arcane 1: 21, Bruised x1, Staggered, 0 HP Grue Arcane 2: 21, Bruised x4, Stunned (Kid Cthulhu's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 2 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 2 rounds), 5 HP Grue Revenant 2: 14, Unharmed, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 2 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 2 rounds), 1 HP Mutt: 11, Unharmed, Master Plan (+1, 2 rounds), 0 HP Grue Arcane 4: 8, Unharmed, 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 2 rounds), 2 HP Dead Head and Mutt are up next. Link to comment
Dr Archeville Posted October 1, 2011 Share Posted October 1, 2011 DH went for Grue Revenant #4 and Mutt went for Grue Arcane #3 last round. This round, both will go for Grue Revenant #4 (who'd tried to take a swipe at DH). Dead Head Move Action: Attempt to Startle Grue Revenant Intimidate check, -1 from earlier Startle attempt, +1 from Master Plan (1d20+17=21) Standard Action: Attack, attack, and attack some more! Attack w/ Shovel. Master Plan (+1 Attk), All-Out Attak (+5 Attk/-5 Def), Power Attack (-5 Attk/+5 Dmg). DC 29 Toughness (31 is it's Startled) if it hits. (1d20+14=29) Mutt Free Action: Remain Incorporeal (his default state) Can't do Combined Attack, b/c Mutt's Damage is too low. Move Action: Startles. Skill Mastery (and -5 penalty for doing it as a Move action, and -1 for earlier Startle) = 18 total Standard Action: Attack w/ Regular Jaws of Doom Attack w/ Shredding Jaws. Master Plan (+1 Attk), All-Out Attack (+2 Attk/-2 Def), Power Attack (-2 Attk/+2 Dmg). DC 21 Toughness save if it hits, 23 if it's Startled. (1d20+7=16) Link to comment
trollthumper Posted October 2, 2011 Share Posted October 2, 2011 The Startle hits, and so does the attack. However, the Revenant manages to make its save. The Revenant then falls for Mutt's Startle, but manages to make the Toughness save. That leaves the Grue Arcane and the Grue Revenant, both of whom aren't affected by the Grapple and are free to attack whomever. Grue Arcane 4 will take a swing at Equinox with its Super-Strength Array... or it would, if it knew where she was. So instead it decides to stay up in the air. Grue Revenant 4 has an idea where Dead Head is, scores on the Attack roll, but still fails on the miss chance from Total Concealment. So nothing's changed. Phantom's up. I'll give alder two days, then move ahead. Link to comment
Ecalsneerg Posted October 2, 2011 Share Posted October 2, 2011 That leaves the Grue Arcane and the Grue Revenant, both of whom aren't affected by the Grapple and are free to attack whomever. Grue Arcane 4 will take a swing at Equinox with its Super-Strength Array... or it would, if it knew where she was. So instead it decides to stay up in the air. Ummm... Equinox's first action in the combat was to spend a free action throwing off the invisibility. So feel free to punch. Link to comment
trollthumper Posted October 3, 2011 Share Posted October 3, 2011 All right, my bad. I thought Equinox was still under the effect. So the Grue Revenant swings... and misses anyway. Link to comment
trollthumper Posted October 7, 2011 Share Posted October 7, 2011 I would've been on this sooner, but events this week have kind of knocked me on my ass. In any case, Phantom decides to unleash another Cataclysm. As before, we start with Reflex saves - DC24 for Grue Arcane, DC17 for Grue Revenants. Ooh, the Revenants all failed their Reflex saves. That's DC22 Toughness saves for all... which they make. So it's on to the Arcane. None of them make the Reflex save, meaning a full DC29 Toughness for all. Grue Arcane 1 goes down, Grue Arcane 2 makes the save, and Grue Arcane 4 is another Minion, so it goes down, too. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 2 rounds), 3 HP Grue Arcane 2: 21, Bruised x4, Stunned (Kid Cthulhu's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 2 rounds), 5 HP Equinox: 18, Unharmed, Master Plan (+1, 2 rounds), 5 HP Grue Revenant 2: 14, Unharmed, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 2 rounds), 3 HP Dead Head: 11, Unharmed, Master Plan (+1, 2 rounds), 1 HP Mutt: 11, Unharmed, Master Plan (+1, 2 rounds), 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 2 rounds), 2 HP So we're at top of the round. Grue Revenant 1 finally says "Screw this" and stunts a Nullify off of its Density. A Nullify aimed entirely towards Rene's Concealment effect. Everyone is exposed, and gets an HP for the Fiat. Nick responds by dropping his Poltergeist's Rage in favor of Ereshkigal's Talons and strikes at Grue Revenant 1. Or not. HP, this time actually accounting for Master Plan. Hey, it hits! DC32, rounded down to DC24. And it still makes it. Grue Revenant 1: 22, Unharmed, 0 HP Nick Cimitiere: 21, Unharmed, Master Plan (+1, 1 rounds), 3 HP Grue Arcane 2: 21, Bruised x4, Stunned (Kid Cthulhu's Action), 0 HP Rene: 19, Unharmed, Master Plan (+1, 1 rounds), 6 HP Equinox: 18, Unharmed, Master Plan (+1, 1 rounds), 6 HP Grue Revenant 2: 14, Unharmed, 0 HP Kid Cthulhu: 11, Unharmed, Master Plan (+1, 1 rounds), 4 HP Dead Head: 11, Unharmed, Master Plan (+1, 1 rounds), 2 HP Mutt: 11, Unharmed, Master Plan (+1, 2 rounds), 0 HP Grue Revenant 4: 3, Unharmed, 0 HP Phantom: 2, Unharmed, Master Plan (+1, 1 rounds), 3 HP Grue Arcane 2 is still Stunned, so Rene is up next. Link to comment
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