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Shark Week: Ghost Sharks! (OOC)


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Posted

Mostly a combination of ennui (nothing to do with here, no worries), a progression of rather irritatingly depressing events in rapid succession, and...I dunno. Regardless - I owe posts. And I gotta get to them.

So, let's deal with the situation at hand. Namely, Dahlia. Crow needs to lock her down quick - so what do we do?

Dem Gluvs.

While she's trying to put the mack on him, he'll Tether the cord. By yanking her upwards, Spiderman style. :mrgreen: Under Snare rules, that means she can't budge. Then, he be lining up another toss from his stealthed position, and huck a pair of his favorite throwing knives with the wires on. Shock and drop, nice and clean. Talon Wire! (1d20+14=25) Compounding the wires. That should result in her being Bound and Helpless, and then he'll Coup De Grace her with the Rune of Lightning; two DC 15 Fortitude saves (first for the coup de grace, if she succeeds that, then the second conventional hit). I think that's how it works - if not, then feel free to correct me. >_<

Anyway - end of the day, he'll be leaving her upside-down and somewhat cooked, alongside sputtering a bit, but ready for clapping up in the paddywagon.

IC to come.

Posted

Okay. CdG is a full-round action, so Crow goes for the Snare again. DC 15 Reflex, since she's already Entangled if she fails that's a Bound & Helpless. Dahlia's Reflex save, vs DC 15. (1d20+4=19) And the dice say that's not going to happen.

Damage from the wire: Dahlia's Fort save, vs DC 15. (1d20+6=24) Yikes, no.

And again! Dahlia's Ref save, vs DC 15. (1d20+4=7) NOW she's Bound.

Dahlia's Fort save, vs DC 15. (1d20+6=14) Bruised, but not unconscious.

Posted

Lady Mamba is up next. She's Staggered, but she can do something like... Obscure 5 (Visual and mental)? Fog springs up and engulfs the pier.

El Heraldo's next and he needs to make a Fort save +1.

Posted

As requested, FORT save vs. DC18, +1 for the new round attempt: 27! I'm still watching you, IC...

Going to use his Inspire Feat to encourage his allies to new heights of greatness! (2HP)

+4 to Attack rolls, saving throws, etc. for Glow and Crow.

Posted

Fight is over. Villains escape, everyone gets a HP for that. El Heraldo keeps the one he would've spent on Inspire, since no one got to use it.

Notes

Glow -- Uninjured -- HPx3

Crow -- Uninjured-- HPx2

Heraldo -- Uninjured -- HPx3

We are out of Initiative. What's your next move, heroes?

  • 3 weeks later...
Posted

This group is getting progressively whittled down. Okay, since Scuffles is back on a more-or-less regular basis now, should we try to get this going again? With just El Heraldo and Glow?

  • 2 weeks later...
Posted

Both you suddenly remember a bunch of Deep One eggs that are being incubated at the Aquarium. There's been some recent controversy that the eggs, or at least the resulting juveniles, should be returned to the Snake People, but public opinion seems to be on the side of the Freedom League, who wants to raise them with surfacer values.

Posted

Behold the terror of a well-groomed butler!

Ernest 1 & 2's Ini. (1d20+9=23, 1d20+9=22) Gee, even using a slower build it out-fasted you guys.

Initiative

23 Ernest 1 -- Uninjured -- Mook

22 Ernest 2 -- Uninjured -- Mook

13 Glow -- Uninjured -- HPx3

12 El Heraldo -- Uninjured HPx3

Okay, after reviewing the last fight one will go after Glow first, and the other will rush inside. Wonder where he's going? :twisted:

Ernest 2's melee attack check, vs Glow's Def. DC 23 Tou. (1d20+12=24) Whelp, that'll hit.

Posted

Toughness: 25! Sorry Ernest!

Move action: Acrobatic feint the Ernest! 1d20+15 = 26

Standard action: Telekinetic uppercut the Ernest! 1d20+9 = 14

Oh well. Guess that'll miss. Maybe if I win the feint? If by some strange rolling that happens it'll be DC24.

Posted

Free Action to activate Flight.

Move Action to follow the Ernest and close the distance to them, Standard to make an Attack attempt with the Strike. EDIT: Changing that to a Grapple attempt.

Attack roll: 22, a shame.

Grapple roll: 28!


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