Raveled Posted July 4, 2012 Author Posted July 4, 2012 According to the boards he's logging in, I just don't know why he isn't posting.
Quinn Posted July 7, 2012 Posted July 7, 2012 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.
Raveled Posted July 8, 2012 Author Posted July 8, 2012 So, you are reapplying the Snare and then going for a CdG?
Raveled Posted July 9, 2012 Author Posted July 9, 2012 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.
Raveled Posted July 9, 2012 Author Posted July 9, 2012 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.
Ari Posted July 9, 2012 Posted July 9, 2012 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.
Raveled Posted July 9, 2012 Author Posted July 9, 2012 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?
Raveled Posted July 28, 2012 Author Posted July 28, 2012 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?
Raveled Posted August 9, 2012 Author Posted August 9, 2012 Could I get Gather Info and Know/Current Events from both of you? DC 15.
Raveled Posted August 10, 2012 Author Posted August 10, 2012 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.
Ari Posted August 13, 2012 Posted August 13, 2012 Initiative roll: 12! I'd like to see some old Ernest beat THAT!
Raveled Posted August 14, 2012 Author Posted August 14, 2012 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.
Scuffles Posted August 15, 2012 Posted August 15, 2012 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.
Raveled Posted August 15, 2012 Author Posted August 15, 2012 Ernest's Sense Motive, vs DC 26. (1d20+10=23) Flat-footed Def is +3, so that will actually hit. Ernest's Toughness save, vs DC 24. (1d20+8=13) Yikes. He is down for the count.
Ari Posted August 15, 2012 Posted August 15, 2012 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!
Raveled Posted August 15, 2012 Author Posted August 15, 2012 It hits! Ernest's opposed grapple check. (1d20+15=32) But no love on the grapple.
Raveled Posted August 15, 2012 Author Posted August 15, 2012 Because there isn't a Giant Snake build anymore, you'll be facing a PL 9 Atlantean vampire and a PL 9, well, let's call it a secret.
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