Avenger Assembled Posted August 31, 2011 Share Posted August 31, 2011 September 22, 2011Wander, Midnight, Edge, Ace Danger, Bombshell, and Cannonade get a visit from that old-time Norse religion. Link to comment
Avenger Assembled Posted September 1, 2011 Author Share Posted September 1, 2011 Anyone in the party who can read Old Norse? (I'm not around my good computer and can't peek at sheets right now) If you don't read Old Norse, I need a DC 25 Arcane Lore/DC 20 Theology and Philosophy check. Link to comment
angrydurf Posted September 1, 2011 Share Posted September 1, 2011 I'll burn an HP into Beginners luck for 5 ranks of Theology and philosophy (I assume we can't grab languages with Beginners luck) Don't know if the Midnight manor has a library that gives a bonus or anything. but that'll give me a +8 to the check to start. Theology and Philosophy Check (1d20+8=20) That'll do 'er. Link to comment
Avenger Assembled Posted September 2, 2011 Author Share Posted September 2, 2011 Durf, Ace recognizes the pattern of the lightning strikes. When you sketch them out, they make the Old Norse sign for D-O-N-A-R. Link to comment
Gizmo Posted September 12, 2011 Share Posted September 12, 2011 Donar is probably Fearless, right? Link to comment
Avenger Assembled Posted September 12, 2011 Author Share Posted September 12, 2011 32 vs. Intimidate Link to comment
Avenger Assembled Posted September 17, 2011 Author Share Posted September 17, 2011 26 to Startle as a Move Action Because Donar is dumb All-Out Power Attack DC 38 Tou save, which Wander had declared the intention of Interposing for. He will be inflicting full Knockback. Link to comment
Electra Posted September 17, 2011 Share Posted September 17, 2011 Hahahaha... nope. First roll is a total of 20, going to use an HP to be slightly less unconscious. Hey, cool! Nat 20 means only bruised, dazed, and knocked way the hell back. Knockback damage, v DC 33: 1d20+10=25 Missed by eight again, so another bruise, and still dazed. And five miles away in Port Regal. Link to comment
trollthumper Posted September 17, 2011 Share Posted September 17, 2011 Cannonade goes on 21. Link to comment
Gizmo Posted September 17, 2011 Share Posted September 17, 2011 Initiative. (1d20+3=20) Link to comment
Electra Posted September 17, 2011 Share Posted September 17, 2011 Wander goes on 26, but certainly not this round and possibly not next either. Link to comment
Avenger Assembled Posted September 18, 2011 Author Share Posted September 18, 2011 Donar goes on 28 Edge goes on 20 I'll give alder and durf one more day, then go ahead and start combat. Link to comment
Avenger Assembled Posted September 19, 2011 Author Share Posted September 19, 2011 Donar: 28 Wander: 26 (eventually) Cannonade: 21 Midnight: 20 Edge: 20 Link to comment
Avenger Assembled Posted September 19, 2011 Author Share Posted September 19, 2011 Donar Standard Action: He strikes the ground to use the Shockwave feat on his Super-Strength. This is a Rank 14 Area attack, targeting all the PCs but Wander, with the electricity descriptor if that matters. DC 24 Reflex save; then DC 29 Tou save. Edge's Reflex: 23 He has Evasion 2, so saves against half that damage 22 vs. 16 I'll take the bruise and spend an HP to clear the daze. Move Action: He flies 250 ft straight up. Link to comment
trollthumper Posted September 19, 2011 Share Posted September 19, 2011 Let's see... Cannonade does not quite make the Reflex save, and then just makes the Toughness save. Link to comment
Gizmo Posted September 19, 2011 Share Posted September 19, 2011 Reflex Save vs. DC 24. (1d20+8=10) Evasion 2. Toughness Save vs. DC 22. (1d20+10=20) He's bruised. Link to comment
trollthumper Posted September 19, 2011 Share Posted September 19, 2011 Seeing as this is Cannonade facing a god who just slapped Wander into a carnival, I think I may just pop an HP and invoke Inspire on Edge, Midnight and... let's say Bombshell. Sorry, I can only affect three people with this at a time. They all get +3 to the usual rolls as a result. Link to comment
Gizmo Posted September 19, 2011 Share Posted September 19, 2011 Free Action: Gadgets! Snare 14 (Flaws: Entangle, Power Feats: Tether) [15PP]Move Action: Auto-DC 33 Demoralize. Standard Action: Snare Attack. (1d20+12=32) Nice! I guess that's a DC 29 Reflex Save, then. Link to comment
Avenger Assembled Posted September 19, 2011 Author Share Posted September 19, 2011 demoralized Entangled! Link to comment
Avenger Assembled Posted September 20, 2011 Author Share Posted September 20, 2011 So many actions: Suffice it to say, Mark is down a total of 3 HP in the wake of surging and luck controlling. Donar is bruised (thanks to being demoralized) (I will give he and Midnight an HP back for Wander's punking) Link to comment
Avenger Assembled Posted September 20, 2011 Author Share Posted September 20, 2011 Cannonade is up Link to comment
trollthumper Posted September 20, 2011 Share Posted September 20, 2011 All right, Cannonade's taking advantage of Donar's entangled state to try and punch him in the face, hard. That'll be a -3/+3 All-Out Attack that leads into a -3+/3 Power Attack, meaning his Defense becomes DC16, his Attack remains a +9 for Melee, and his Damage goes up to DC27 if it hits. Which it likely doesn't. Link to comment
Avenger Assembled Posted September 21, 2011 Author Share Posted September 21, 2011 He passes Note that Donar is still flying, he's just stuck at 250 ft for the moment. Luckily, that's easily within Cannonade's jumping distance. Midnight is up. Link to comment
angrydurf Posted September 21, 2011 Share Posted September 21, 2011 Initiative: 1d20=10 Link to comment
Gizmo Posted September 24, 2011 Share Posted September 24, 2011 Free Action: Rearrange Gadgets:Trip 20 (Extras: Knockback, Opposed by Dexterity, Flaws: Action [Full Action]) [20PP]Standard Action: Ranged Trip Attack. (1d20+10=17) Trip Power Check. (1d20+20=22) Trip Power Check, HP reroll. (1d20+20=30) Oh snap, that'd be 40 with the +10. Link to comment
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