SpicyWaffle Posted November 20, 2012 Posted November 20, 2012 Hey, it's one of those things where you say things that isn't from the vacuous yap of your character! As per my norm, while initially intended as a solo thread, I'm always happy to accommodate folks if they want to hop in; it's just a matter of bumping PLs a little bit. Just not, y'know, too many folks. Feel free drop a line or poke me in chat if you wanna weasel a character in :)
SpicyWaffle Posted November 27, 2012 Author Posted November 27, 2012 Malanti Thug #1's Initiative: 1d20+1 → [8,1] = (9) Malanti Thug #2's Initiative: 1d20+1 → [7,1] = (8) Malanti Thug #3's Initiative: 1d20+1 → [7,1] = (8) Malanti Thug #4's Initiative: 1d20+1 → [9,1] = (10) Malanti Thug #5's Initiative: 1d20+1 → [12,1] = (13) Malanti Leader's Initiative: 1d20+5 → [5,5] = (10) Giant Robotic Wasp's Initiative: 1d20+0 → [10,0] = (10) Bee-Keeper III's Initiative: 1d20+6 → [15,6] = (21) Bee-Keeper III will make a Charging Strike against the thug by the door of the First National Bank (#1), Taking 10 on the Attack Roll for a total of 22 (+2 Charge, -2 Defense), and requiring the thug to make a DC 25 Toughness Save. Malanti Thug #1 Toughness Save vs. DC 25: 1d20+5 → [5,5] = (10); Failed and Unconscious! Round #1 - Initiative Order Bee-Keeper III - 21 Malanti Thug #5 - 13 Malanti Thug #4 - 10 Malanti Leader - 10 Giant Robotic Wasp - 10 Malanti Thug #1 - 9 Malanti Thug #2 - 8 Malanti Thug #3 - 8 ------------------- Malanti Thug #5 fires at the Bee-Keeper III with his Blaster Rifle vs. Defense 18: 1d20+4 → [10,4] = (14); Miss! Malanti Thug #4 fires at the Bee-Keeper III with his Blaster Rifle vs. Defense 18: 1d20+4 → [5,4] = (9) Malanti Leader fires at the Bee-Keeper III with his Blaster Rifle vs. Defense 18: 1d20+6 → [8,6] = (14); Miss! Giant Robotic Wasp just continues to Blast the Bank Vault. Malanti Thug #2 takes a Full-Round Action to grab a Hostage as Cover. Malanti Thug #3 takes a Full-Round Action to grab a Hostage as Cover. Round #2 - Initiative Order Bee-Keeper III - 21 Malanti Thug #5 - 13 Malanti Thug #4 - 10 Malanti Leader - 10 Giant Robotic Wasp - 10 Malanti Thug #2 - 8 (Cover) Malanti Thug #3 - 8 (Cover)
SpicyWaffle Posted November 27, 2012 Author Posted November 27, 2012 Round #2 - Initiative Order Bee-Keeper III - 21 Malanti Thug #5 - 13 Malanti Thug #4 - 10 Malanti Leader - 10 Giant Robotic Wasp - 10 Malanti Thug #2 - 8 (Cover; Demoralized) Malanti Thug #3 - 8 (Cover) -------------------------- Bee-Keeper III will Taunt Malanti Thug #2: Take 10 = 20, vs. Malati Thug #2's Intimidate +6 - 1d20+6 → [10,6] = (16); Demoralized! Malanti Thug #5 fires at the Bee-Keeper III with his Blaster Rifle vs. Defense 20: 1d20+4 → [14,4] = (18); Miss! Malanti Thug #4 fires at the Bee-Keeper III with his Blaster Rifle vs. Defense 20: 1d20+4 → [1,4] = (5); Miss! Malanti Leader moves behind the Giant Robotic Wasp for Cover and readies a Standard Action. Once the Wasp finishes its task of cutting the vault door open, the Malanti Leader will set the charges as his Standard Action. Giant Robotic Wasp finishes cutting the Bank Vault door circularly and readies a Move Action to Interpose for the Malanti Leader. Malanti Thug #2 fires at the Bee-Keeper III with his Blaster Rifle vs. Defense 20: 1d20+2 → [18,2] = (20); Hit! // Bee-Keeper III's DC23 Toughness Save: 1d20+10 → [17,10] = (27); Saved! Malanti Thug #3 fires at the Bee-Keeper III with his Blaster Rifle vs. Defense 20: 1d20+4 → [18,4] = (22); Hit! // Bee-Keeper III's DC23 Toughness Save: 1d20+10 → [16,10] = (26); Saved!
Ari Posted November 28, 2012 Posted November 28, 2012 With SpicyWaffle's kind permission, entering Red Moon into this business! Initiative roll: (09:09:41) Azuth65: SW> How do I fix it to make NWN Complete, you know, work? (09:09:57) Azuth65: Is there a patch somewhere? (09:10:14) SpicyWaffle: The first one? (09:10:32) SpicyWaffle: Yeah, there's a bunch of patches for it. I think their download server is permanently offline at this point. (09:10:43) SpicyWaffle: You'll need to do it all manually. (09:11:20) SpicyWaffle: Also, the critical rebuild is useful if it's corrupted for whatever reason. (09:11:46) SpicyWaffle: http://nwn.wikia.com/wiki/Patch (09:11:46) System: Arichamus rolls 1d20 and gets (12)+3=15. She'll arrive next round.
SpicyWaffle Posted November 28, 2012 Author Posted November 28, 2012 Round #3 - Initiative Order Bee-Keeper III - 21 Red Moon - 15 Malanti Thug #5 - 13 Malanti Thug #4 - 10 Malanti Leader - 10 Giant Robotic Wasp - 10 Malanti Thug #2 - 8 (Cover; Demoralized) Malanti Thug #3 - 8 (Cover) --------------------------- The Bee-Keeper III will Blast Thug #3, Taking 10 on the Attack Roll for a 20. Thug #3 Toughness Save vs. DC25 - 1d20+5 → [14,5] = (19); Failed & Unconscious! Red Moon is up!
Ari Posted November 29, 2012 Posted November 29, 2012 Okay, going to say she snuck up behind the bank while concealed, and as an accelerated Move action slides through the wall using Super-Movement to get inside just behind the front desk. Stealth roll to keep from being seen coming through the wall and ducking behind the desk: 17. So, DC17 Notice check for them.
SpicyWaffle Posted November 29, 2012 Author Posted November 29, 2012 The Giant Robotic Wasp automatically fails its Notice Check since it's too busy doing other stuff, and all four thugs have 0 Notice, so... Malanti Thug #2 Notice vs. DC17: 1d20 → [2] = (2); Total of 0, Failed! Malanti Thug #4 Notice vs. DC17: 1d20 → [6] = (6); Failed! Malanti Thug #5 Notice vs. DC17: 1d20 → [20] = (20); Success! Malanti Leader Notice vs. DC17: 1d20 → [14] = (14); Failed! Oh my! I honestly wasn't expecting any of them to succeed! O_O Malanti Thug #5 fires at Red Moon with his Blaster Rifle vs. DC24 (20 + 4 from Cover): 1d20+4 → [19,4] = (23); Miss! Malanti Thug #4 fires at Red Moon with his Blaster Rifle vs. DC24 (20 + 4 from Cover): 1d20+4 → [15,4] = (19); Miss! Malanti Leader uses a Standard Action to detonate the charges on the vault bars, then a Move Action to scurry inside. Giant Robot Wasp uses a Move Action to burst its way inside the safe as well, and a Standard Action to do something unseen further inside. Malanti Thug #2 Fires at Bee-Keeper III with his Blaster Rifle vs. DC20: 1d20+2 → [11,2] = (13); Miss! ---------------------- Round #4 - Initiative Order Bee-Keeper III - 21 Red Moon - 15 Malanti Thug #5 - 13 Malanti Thug #4 - 10 Malanti Leader - 10 Giant Robotic Wasp - 10 Malanti Thug #2 - 8 (Cover; Demoralized) The Bee-Keeper III will Blast Malanti Thug #2, Taking 10 on the Attack Roll for a total of 20 on the Attack. Malanti Thug #2 Toughness Save vs. DC25: 1d20+5 → [18,5] = (23); Failed & Unconscious! Red Moon are up!
Ari Posted November 30, 2012 Posted November 30, 2012 Switching to the Strike power of the Array, moving over to the closest of the two thugs that shot at her, and attacking him, taking ten on the Attack roll for 20, DC25 Will save for Malanti Thug #5.
SpicyWaffle Posted November 30, 2012 Author Posted November 30, 2012 Malanti Thug #5 DC25 Toughness Save = 18; Failed & Unconscious! (00:06:04) System: Sorus logs out of the Chat. (00:07:25) System: SpicyWaffle rolls 1d20 and gets (16)+5=21. (00:07:38) System: Thunder_King has been logged out (Timeout). (00:08:02) System: Thunder_King logs into the Chat. (00:08:20) SpicyWaffle: Hmm... (00:10:53) SpicyWaffle: Whoops! Haha, wrong modifier. Derp. That +5 should be a +2 since it's based on Will. Regardless, he fails terribly! ----------------------------------------------------------------- Malanti Thug #4 fires his Blaster Rifle at Red Moon vs. DC20: 19; Miss! (00:29:35) Gizmo: Just Wraith left! (00:33:03) Gizmo: Fox doesn't capitalize PP! The horror! (00:33:22) SpicyWaffle: Alas, neither do I. I'm such a heathen (00:33:51) System: SpicyWaffle rolls 1d20 and gets (15)+4=19. Malanti Leader performs various unknown actions from within the First National Bank Vault. Giant Robot Wasp performs various unknown actions from within the First National Bank Vault. ----------------------------------------------------------------- Round #5 - Initiative Bee-Keeper III - 21 Red Moon - 15 Malanti Thug #4 - 10 Malanti Leader - 10 Giant Robotic Wasp - 10 Bee-Keeper III & Red Moon are up!
SpicyWaffle Posted December 2, 2012 Author Posted December 2, 2012 Bee-Keeper III will deliver an All-Out "Mighty Beeting" against Malanti Thug #4, Taking 10 on the Attack Roll (Total 20, +5 Damage, -5 Defense). Malanti Thug #4 Toughness Save vs. DC30: 1d20+5 → [12,5] = (17); Failed & Unconscious! Round #5 - Initiative Bee-Keeper III - 21 Red Moon - 15 Malanti Thug #4 - 10 Malanti Leader - 10 Giant Robotic Wasp - 10 Red Moon is up!
Ari Posted December 3, 2012 Posted December 3, 2012 Leaving the giant robotic Yellowjacket to the lad in the powered armor, Moving into the vault, and as per the Standard taking on Malanti leader instead, Accurate Attack(+2 Attack -2 Damage) roll: 25! DC23 Will save for the Malanti leader.
SpicyWaffle Posted December 3, 2012 Author Posted December 3, 2012 Malanti Leader's Will Save vs. DC23: 1d20+6 → [8,6] = (14); Failed; Dazed & Stunned! Giant Robotic Wasp fires its Blast at Red Moon vs. DC20: 1d20+9 → [11,9] = (20); Hit! DC30 Toughness Save vs. Non-Lethal Damage! Round #6 - Initiative Bee-Keeper III - 21 Red Moon - 15 Malanti Leader - 10 (Dazed & Staggered!) Giant Robotic Wasp - 10 Bee-Keeper & Red Moon are up!
SpicyWaffle Posted December 4, 2012 Author Posted December 4, 2012 Bee-Keeper III fires his Blast at the Giant Robotic Wasp vs. DC17: 1d20+10 → [7,10] = (17); Hit! DC25 Toughness Save! Giant Robot Wasp's DC25 Toughness Save: 1d20+15 → [6,15] = (21); Bruised -1! Round #6 - Initiative Bee-Keeper III - 21 Red Moon - 15 (Bruised -1!) - Recovers from Dazed. Malanti Leader - 10 (Staggered!) - Recovers from Dazed. Giant Robotic Wasp - 10 (Bruised -1!) Red Moon is up, provided she wants to shake off the Dazed Condition early via Hero Point! If not, then she'll be up to perform actions on her next turn and the Giant Robot Wasp takes its move!
SpicyWaffle Posted December 5, 2012 Author Posted December 5, 2012 Gotcha! Giant Robot Wasp fires its Blast at Bee-Keeper III vs. DC20: 1d20+9 → [11,9] = (20); Hit! DC30 TOU Save! Bee-Keeper III's Toughness Save vs. DC30: 1d20+10 → [3,10] = (13); Failed! Yikes! Spending a Hero Point to improve that roll! Bee-Keeper III's Hero Point Re-Roll Toughness Save vs. DC30: 1d20+10 → [5,10] = (15); Minimum 10, so 20 - Staggered & Dazed! - 2 Hero Points Left. Round #7 - Initiative Order Bee-Keeper III - 21 (Staggered!) - Recovers from Dazed, No Action. Red Moon - 15 (Bruised -1!) Malanti Leader - 10 (Staggered!) Giant Robotic Wasp - 10 (Bruised -1!) Red Moon is up!
Ari Posted December 5, 2012 Posted December 5, 2012 Okay, this is not the best of situations, but hardly bad. Going to Attack the master of the Malanti robbers, Power Attacking (-3 Attack, +3 Damage): 12. Surging for another Standard Action for another Attack(Fatigued), still Power Attacking: 27! Critical hit! DC33 Will save for the Malanti Leader. Free Action to shift to the Super-Movement Power, using Permeate in my Move Action to slide down into the floor!
SpicyWaffle Posted December 6, 2012 Author Posted December 6, 2012 Lost Malanti Leader's Will Save, but it was abysmal enough that he's out cold. So no worries there. With Red Moon slipping underground, that leaves the Bee-Keeper as the sole remaining target viable for the Giant Robot Wasp. Giant Robot Wasp flies towards the exit and uses its Strike as it closes in with Bee-Keeper III vs. DC20: 1d20+9 → [3,9] = (12); Miss! Round #8 - Initiative Order Bee-Keeper III - 21 (Staggered!) Red Moon - 15 (Bruised -1!) Giant Robotic Wasp - 10 (Bruised -1) Bee-Keeper III attacks with his All-Out (+5 Attack/-5 Defense) Power Attack (+5 Damage/-5 Attack) Strike at Giant Robot Wasp: 1d20+10 → [13,10] = (23); Hit! Giant Wasp Toughness Save vs. DC30: 1d20+14 → [5,14] = (19); Failed! Dazed & Staggered! Round #8 - Initiative Order (Cont'd) Bee-Keeper III - 21 (Staggered!) Red Moon - 15 (Bruised -1!) Giant Robotic Wasp - 10 (Bruised -1, Dazed, Staggered!) Red Moon are up!
Ari Posted December 7, 2012 Posted December 7, 2012 Excellent work Bee-Keeper!. Red Moon: Moving up out of the ground next to it, switching to Bob Page's own Strike power on the Array, Power Attacking(-3 Attack, +3 Damage): 21! With Fatigue, that's 20. As we can see, Mr. Page is no friend of the moon's. Also SpicyWaffle, you forgot to add in the Fatigue condition she suffers currently.
SpicyWaffle Posted December 8, 2012 Author Posted December 8, 2012 Hmm. So I did! Anyway, the Giant Robot Wasp doesn't get an action since it's Dazed, so it'll get its recovery instead. Round #9 - Initiative Order Bee-Keeper III - 21 (Staggered!) Red Moon - 15 (Bruised -1, Fatigued!) Giant Robotic Wasp - 10 (Bruised -1, Staggered!) Bee-Keeper and Red Moon are up!
SpicyWaffle Posted December 10, 2012 Author Posted December 10, 2012 Bee-Keeper III attacks with his All-Out (+5 Attack/-5 Defense) Power Attack (+5 Damage/-5 Attack) Strike at Giant Robot Wasp: 1d20+10 → [11,10] = (21); Hit! Giant Wasp Toughness Save vs. DC30: 1d20+14 → [7,14] = (21); Failed! Bruised -2 & Dazed! Round #9 - Initiative Order Bee-Keeper III - 21 (Staggered!) Red Moon - 15 (Bruised -1, Fatigued!) Giant Robotic Wasp - 10 (Bruised -2, Dazed, Staggered!) Red Moon is up!
SpicyWaffle Posted December 10, 2012 Author Posted December 10, 2012 Hmm. I don't see why not, since it's almost entirely circuits and hardware. I DC20 Check seems about right, since it's mostly inert at the moment.
Ari Posted December 10, 2012 Posted December 10, 2012 Alright! DC20 Disable Device roll: 19. ....Let us reroll that! 0HP left: 29! Woohoo!
SpicyWaffle Posted December 10, 2012 Author Posted December 10, 2012 Aaaaand that'll do it. Without its precious circuitry, the Giant Wasp is crippled beyond repair and just shuts down :)
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