Fox Posted January 6, 2013 Posted January 6, 2013 Right, then: Save for the nauseate he currently has: Fortitude Save vs. Nauseate, DC15 (+1 previous failed save) (1d20 + 10 + 1=20) Hurrah! Saves for the damage attacks: Toughness Saves vs. Grue Attacks, DC23 (-1 bruise) (1d20 + 15 - 1=28, 1d20 + 15 - 1=30, 1d20 + 15 - 1=28, 1d20 + 15 - 1=17) Somewhat less hurrah. Save, save, save, fail by 6. Dazed+Bruised. Saves for the nauseate attacks: Fortitude Saves vs. Grue Nauseate Attacks, DC15 (1d20 + 10=26, 1d20 + 10=15, 1d20 + 10=27, 1d20 + 10=21) Whee!
Supercape Posted January 6, 2013 Author Posted January 6, 2013 Its getting epic! Adding in the Kids at 23, as they effectively delayed till that action to add to the drama. However, are essentially non-combatant. Round 6 24 - Gabriel - 1 HP - Bruised x2 23 - Kids 23 - Fleur - 4 HP - Sickened (+0), Bruised 19 - Andriod Captain - Injured 14 - Giain Knight - 0 HP - Bruised x2, Dazed until [5] 5 - Grue Mutant 1 - Bruised x2 5 - Grue Mutant 2 - Shaken 5 - Grue Mutant 3 - unharmed 5 - Grue Mutant 4 - unharmed 5 - Grue Mutant 5 - unharmed Gabriel is up! but de-speared!
KnightDisciple Posted January 6, 2013 Posted January 6, 2013 Right then. Move Action: Try to put some distance between myself and the Captain. I probably can't put 30ft between us (I have Flight 1, so I could of course go further than that in 1 action), but I'll do what I can. Standard Action: Ranged Attack, ker-blasting! 14. Argh. I was going to Surge, but I might as well just ReRoll. 15, which becomes a whopping 25. So, it hits. Barely. DC 27 Toughness Save. And I have 0 HP now. :?
Supercape Posted January 7, 2013 Author Posted January 7, 2013 1d20+9=20 Is his toughness roll, bringing The Captain to Injured x2, Dazed [until 24] Kids are delaying. Fleur is up!
Electra Posted January 7, 2013 Posted January 7, 2013 Fleur is going to try another snare, yay! First roll is so bad! Spending an HP! Second roll is a 23. DC 28 reflex save to avoid entangled/bound.
Supercape Posted January 7, 2013 Author Posted January 7, 2013 1d20+8=18 and bound! Its toughness 18 snare for reference, uninjured. As the android is now bound, lets skip on to GK!
Supercape Posted January 7, 2013 Author Posted January 7, 2013 Knowledge (Tech) check to work out how to deactivate the andriod DC 20. I'll allow untrained as the Captain will help to a degree with his speech. It's a DC 15 disable device of craft (electronics) check to actually do it, and it will take a full round of him being immobile. Which he is, when snares, but I'll say the fact the snares actually get in the way mean a -5 penalty to that roll (unless you have some cunning abilities to work remotely!).
Fox Posted January 8, 2013 Posted January 8, 2013 Knowledge (Technology) Roll, DC20 (untrained) (1d20 + 2=14) Welp, worth a try. GK's dazed this round, so does nothing of OOC significance.
Supercape Posted January 8, 2013 Author Posted January 8, 2013 Another Brutal Barrage on GK! (Sorry Fox!) 1d20+8=17, 1d20+8=28, 1d20+8=24, 1d20+8=23, 1d20+8=12 Youch....2 regular hits, 1 crit. 2 toughness saves at DC 23, one at DC 28 (with two bruises...) 2 Fort Saves at DC 15, one at 20 (Nauseate attack) Brutal...but at least Cap'n is down!
KnightDisciple Posted January 8, 2013 Posted January 8, 2013 I'm not even going to roll that check, since Gabriel teaches Fuzzy Studies, not Science. :P
Fox Posted January 9, 2013 Posted January 9, 2013 Toughness Saves vs. Grue Attacks, 2xDC23, 1xDC28 (1d20 + 15 - 2=25, 1d20 + 15 - 2=22, 1d20 + 15 - 2=27) MOAR BRUISE! That is very, very like GK. Success, fail by 1, fail by 1 puts him at 4xBruised. Fortitude Saves vs. Grue Nauseate Attacks, 2xDC15, 1xDC20 (1d20 + 10=29, 1d20 + 10=20, 1d20 + 10=14) Success, success, fail by 6. You would roll in that order, GK. He's is Nauseated, then - move actions only.
Supercape Posted January 9, 2013 Author Posted January 9, 2013 There is always extra effort to surge, of course! And we are back up to Gabs! Round 7 24 - Gabriel - 0 HP - Bruised x2 23 - Fleur - 3 HP - Bruised 19 - Andriod Captain - Injured x2, Bound 14 - Giain Knight - 0 HP - Bruised x4, Nauseated (+0) 5 - Grue Mutant 1 - Bruised x2 5 - Grue Mutant 2 - Shaken 5 - Grue Mutant 3 - unharmed 5 - Grue Mutant 4 - unharmed 5 - Grue Mutant 5 - unharmed
KnightDisciple Posted January 9, 2013 Posted January 9, 2013 Okay, I'm going to try taking them down 1 by 1, to try and force the issue. Standard Action: Ranged Attack at Mutant 1. 15. WELP.
Electra Posted January 10, 2013 Posted January 10, 2013 What we need is some reinforcements! Fleur will summon her five animated tree minions to help even the odds. She'll spend her action to summon, and her move to command them to attack the Grue Minions. Here are their stats.
Supercape Posted January 11, 2013 Author Posted January 11, 2013 Ok so the Captain is up. He will use his strength to break out of the Vines, so its a DC 25 Toughness save for said vines. 1d20+18=29 they are safe!
Supercape Posted January 11, 2013 Author Posted January 11, 2013 Which means GK is up, although Nauseated!
Fox Posted January 12, 2013 Posted January 12, 2013 The whole 'hitting multiple enemies' thing doesn't seem to be working out so well! GK will focus fire a bit. Also, he'll throw an extra condition on himself by using extra effort, because he's gotta complete the collection. GK surges for a standard action: Ranged Attack Roll vs. Grue 1 (autofire blast) (1d20 + 12=24) I believe that should hit, and since he isn't technically sickened, no penalty! Woo! DC27 Toughness save, +1 for every 2 his attack exceeded defense, to a max of DC33.
Supercape Posted January 12, 2013 Author Posted January 12, 2013 Well, that hits by 6 over required, so a DC 30 Toughness save. Grue 1 already has two bruises, so: 1d20+6=16 is a fail by 14...Grue 1 is bruised, dazed, staggered! Giain Knight - Fatigued! The remaining 4 Grue are going to attack the plants now! 2-4 Attack the Trees... 1d20+8=25, 1d20+8=18, 1d20+8=18 They all hit. DC 23 Toughness, DC 15 Fort. Trees toughness saves (I hope you are OK with my rolling for them for expediencies sake, Electra...) 1d20+10=16, 1d20+10=22, 1d20+10=15 Thats Tree 1: Bruised/Dazed, Tree 2: Bruised, and Tree 3: Bruised/Dazed. Fort Saves 1d20+9=25, 1d20+9=22, 1d20+9=23 is much better! Grue 5 Attacks Fleur! 1d20+8=22 which I think is a hit, so DC 23 Toughness and DC 15 Fort Save Waiting for Fox to Post IC, then Ill post IC.
Fox Posted January 13, 2013 Posted January 13, 2013 And that's one round since GK was Nauseated, if I'm not mistaken, so: Fortitude Save vs. Nausea, DC15 (recovery) (1d20 + 10=21) Hurrah!
Electra Posted January 13, 2013 Posted January 13, 2013 Fleur handily makes the toughness save. As far as I know, the Grue's nauseate effect is explicitly a poison attack, so unless you tell me otherwise I will assume that her immunity to poison negates the need for a fort save. Also, rolling for the trees is fine, I think they're under your control and all I can do is use move actions to command them anyway.
Supercape Posted January 13, 2013 Author Posted January 13, 2013 Fleur handily makes the toughness save. As far as I know, the Grue's nauseate effect is explicitly a poison attack, so unless you tell me otherwise I will assume that her immunity to poison negates the need for a fort save. It is! No roll needed
Supercape Posted January 14, 2013 Author Posted January 14, 2013 New round then, and we need an initiative roll for the trees, which I will delegate to Electra!
Supercape Posted January 14, 2013 Author Posted January 14, 2013 Also, I remembered that the trees are minions, the Grue are not. In which case Trees 1-3 are out.
Supercape Posted January 15, 2013 Author Posted January 15, 2013 Round 8! 24 - Gabriel - 0 HP - Bruised x2 23 - Fleur - 3 HP - Bruised 23 - Trees [2 Remaining] - Unharmed 19 - Andriod Captain - Injured x2, Bound 14 - Giain Knight - 0 HP - Bruised x4, Fatigued (+0) 5 - Grue Mutant 2 - Shaken 5 - Grue Mutant 3 - unharmed 5 - Grue Mutant 4 - unharmed 5 - Grue Mutant 5 - unharmed NB: Poison effects will start kicking in Round 11? ( I know, Poison may actually do something as an extra!)
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