Ari Posted October 15, 2011 Author Posted October 15, 2011 And now the combat shall begin in earnest. The gas used on the heroes on and near the dock wears off quickly, so they're ready to fight by the time Mr. Mist has done chewing out Mikhail and starts readying his new poison. In order: The Bluesman: Init 26, Unharmed. Quintessence: Init 20, Unharmed. Asad: Init 17, Unharmed. Mr. Mist: Init 17, Unharmed. The Lads: Collective Init 13, Unharmed. Weaver: Init 11, Unharmed. Spitfire: Init 10, Unharmed. EDIT'D.
Airon Posted October 15, 2011 Posted October 15, 2011 Weaver's initiative 1d20+3=11 not very good. I'm assuming the wave of gas also negates my Readied action, right? Also, how much time has passed? is my magic carpet back yet?
Ari Posted October 15, 2011 Author Posted October 15, 2011 Airon> About a minute has passed by this point since Weaver sent for Arug, so odds are it would be back about this point given its speed.
Paragon Posted October 15, 2011 Posted October 15, 2011 I will take a set of bleachers and through them at Mike and the Mist Man. Ranged attack roll 1d20+4=10 A sad showing indead. Ranged combat is not my strong suit. Neither are Clouds of mist either. If I happen to hit something, which I find doubtful My damage roll will be 1d20+10=12 Wlee at least I got some oor rolls out of the way fast.
Ari Posted October 15, 2011 Author Posted October 15, 2011 Paragon, you don't roll for damage, the target rolls a TOU save trying to equal or exceed the damage DC of the Attack. Aaaand I'd need Quintessence's DC block to be able to figure out the damage DC accurately. For now I'll deduce the DC as 27 TOU, going by your STR bonus. Mr. Mist is Insubstantial, so let's see how badly Mike gets clocked by that bleacher: EDIT: ...Nevermind, Def rule is 10+bonus etcetera. Mike's bonus is +5, so that makes 15, misses.
Ironox Posted October 16, 2011 Posted October 16, 2011 Alright, time to go mook sweeping. Bluesman can swing 100 feet in a move action with his grapple gun. He's going to land adjacent to as many of the Lads as he can and try to punch one. 30 to hit, DC 23 Toughness save on a hit. He has Takedown Attack 1, so if he manages to lay his target out he's going to attack any more of the lads next to him. If they're minions, he's going to attack until he's out of targets next to him.
Ari Posted October 16, 2011 Author Posted October 16, 2011 Alright let's say you hit Lad #1, they're a Thug so their Def is 12. You hit him dead-on. TOU roll: 16. He's out! Alright, onto the next...
Ironox Posted October 16, 2011 Posted October 16, 2011 Haha, I roll an amazing 2 for a 14. But since these guys suck, I still hit! Go Bluesman! DC 23 Toughness save again.
TheAbsurdist Posted October 16, 2011 Posted October 16, 2011 Well on my Initiative Asad will move into a better position and unleash his Damage effect with his energy. Since it is Selective, he is hitting as many Lads as he can while still getting Mr. Mist. Given a 200' range.
Airon Posted October 16, 2011 Posted October 16, 2011 I know it's not my turn, but here a Knowledge [streetwise] roll for Weaver 1d20+10=21 to see what he knows about mr Mist.
Ari Posted October 16, 2011 Author Posted October 16, 2011 Supervillain henchmen are usually pretty bad fighters. Odd that. Anyway, Thug#2's TOU roll: 22! Out by the narrowest of margins. TheAbsurdist, if it's all right with you I'll put up the results of Asad's Damage burst for the Lads after Bluesman's hitting streak runs out(if it does...). Mr. Mist's attempt to save: [urlhttp]26, he's nimble. Lads Reflex saves: Hier.
Ironox Posted October 16, 2011 Posted October 16, 2011 Keep on brawling! 23 to hit. DC 23 Toughness Save once more.
TheAbsurdist Posted October 16, 2011 Posted October 16, 2011 TheAbsurdist, if it's all right with you I'll put up the results of Asad's Damage burst for the Lads after Bluesman's hitting streak runs out(if it does...). Mr. Mist's attempt to save: [urlhttp]26, he's nimble. Lads Reflex saves: Hier. No problemo. Resolve at your leisure!
Ari Posted October 18, 2011 Author Posted October 18, 2011 Sorry for taking so long guys, had stuff I needed to do. Anyway, I'll get a GM post up posthaste.
Ari Posted October 19, 2011 Author Posted October 19, 2011 Ironox, you want me to handwave an unsuccessful hit on your next target and allow TheAbsurdist to let loose his attack, or do you want to incapacitate a few more Lads?
Ironox Posted October 20, 2011 Posted October 20, 2011 How many am I adjacent to? I only have Takedown 1, so I can only hit the guys next to me. I guess go ahead and let Asad do his thing, since I'm guessing he's going to have as easy a time hitting as me.
Ari Posted October 20, 2011 Author Posted October 20, 2011 They're pretty densely-packed, I'm operating under the assumption that they all are within the Bluesman's reach. Anyway, here are the Ref saves of the Lads, ignore the first 3, those ones the Bluesman defeated. As you can see, all but 1 are defeated. So that would make it Mr. Mist's turn. He will make a Move action to get close enough to Spitfire, and then Attack! Roll is 26. Now, the attack is his specialty Suffocate power(yes, I know it's a bad power to take, I'm just going from his stats in the book). DC20 Fortitude check, please.
Ironox Posted October 20, 2011 Posted October 20, 2011 Well crap, I should have attacked one more, then! Oh well, I'll knock him out next turn and let Asad turn towards Mr. Mist.
Eviscerus Posted October 20, 2011 Posted October 20, 2011 Alright, here's the save: 21 saved by the skin of my teeth!
Ari Posted October 20, 2011 Author Posted October 20, 2011 Roxxor! Okay, now it's the Lad's turn. Not that he stands a chance in Hell against anyone here but whatev. He's going to throw down his gun and run like Satan himself pursues him! All-out Move action to the east and towards the forest surrounding the lake, to which he gets about 100ft./33.6 meters closer in six seconds. Okay, Weaver's up,
Airon Posted October 20, 2011 Posted October 20, 2011 Ok, so Arug will use both his actions as Move actions to fly Weaver around. He also is in Defensive Attack stance (-2 atk, +2 def) Weaver will attempt to demoralize Mr Mist using his Taunt feat as a move action (-5) 1d20+13-5=28 holy ****! DC 28 (using the highest between Will save, Bluff and Sense Motive) otherwise Mr Mist is shaken for a round. Also, in is Standard action, he'll use his Selective Obscure Power, targeting only Mr Mist (and the running Lad, if I can still see him). It has a range of 1 mile, so Mr Mist will have to travel a bit to get rid of those scarves flying around his face. Now Mist sees everybody as if they have Total Concealment from visual senses.
Ari Posted October 21, 2011 Author Posted October 21, 2011 Amazingly enough, Mr. Mist, despite having the strength of will to keep a body made of gas together, has a Will bonus of +4. That is his highest possible bonus to try and avoid the taunt's effect. He can't make the cut, as it were, so he is Shaken!!!! Clearly Weaver's tongue is sharper than a sewing needle.
Eviscerus Posted October 21, 2011 Posted October 21, 2011 Okay using his base cone of fire attack, Maxie will attempt to move first in a direction that minimizes the risk of hurting others with his fire breath. So that's a DC 21 Reflex save and then a DC26 Toughness save (Unless he makes the reflex save, in which case the DC is 20)
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