Thevshi Posted December 30, 2013 Author Posted December 30, 2013 Round Three 18 Tsunami (unharmed, fatigued, 2 HP) 11 Clover (unharmed) 9 Crimson (bruised, dazed) 9 Tundra (unharmed) 8 Ulysses (unharmed, 1HP) 7 Miss Grue (unharmed, 2 HP) Tusnami will move down towards the ground and hop off her water spout, then use the water to douse some of the fires that have started inside the plant.
Thevshi Posted December 31, 2013 Author Posted December 31, 2013 Okay, bad guy's actions posted IC, so Ulysses is up (both he and Miss Grue can see down into the hole Tundra made)
Exaccus Posted December 31, 2013 Posted December 31, 2013 (edited) Ill will reapproach Tundra counter Arguing on the way and go for another swing 1d20+8=21 Much better! If i hit i'd like to go for the grapple. Edited December 31, 2013 by Exaccus
Thevshi Posted December 31, 2013 Author Posted December 31, 2013 That is a hit, Tundra misses her toughness save with a 24, and picks up a bruise. Go ahead and initiate the grapple.
Exaccus Posted December 31, 2013 Posted December 31, 2013 (edited) 1d20+26=32 Due to a misunderstanding on my part I used the wrong modifier. Edited December 31, 2013 by Exaccus
Thevshi Posted December 31, 2013 Author Posted December 31, 2013 Tundra manages to break free with a 39.
Tiffany Korta Posted January 3, 2014 Posted January 3, 2014 Miss Grue will attempt to grapple Crimson Attack Roll: 1d20+8 16, on the off chance that hit's her grapple will be Grapplin': 1d20+22 31.
Thevshi Posted January 3, 2014 Author Posted January 3, 2014 Well Tiff, Crimson is currently inside a energy bubble with Clover. That roll would be enough to hit the energy bubble if you wanted to.
Thevshi Posted January 6, 2014 Author Posted January 6, 2014 Okay, a group of ten of the red uniformed security guards round the corner and take in the situation, and start shooting at just about everyone. Three shoot at Miss Grue, getting a 25, 9 and 21, so two hits. DC 20 toughness save for each. Three shoot at Tundra, getting a 20, 9 and 24, so also two hits, but her Impervious toughness soaks up the hits. Two shoot at the energy sphere around Crimson and Clover, both hitting with a 15 and 24, but the energy sphere makes both toughness saves. The last two shoot at Tsunami, both also hitting with a 25 and 21, and Tsunami also makes both toughness saves.
Tiffany Korta Posted January 6, 2014 Posted January 6, 2014 Toughness save Toughness Save: 1d20+10 11 and Toughness Save: 1d20+10 30. Literally from one extreme to the other!
Thevshi Posted January 7, 2014 Author Posted January 7, 2014 Round Four 18 Tsunami (unharmed, fatigued, 2 HP) 11 Clover (unharmed) 9 Crimson (bruised) 9 Tundra (bruised) 8 Ulysses (unharmed, 1HP) 7 Miss Grue (bruised, dazed 2 HP) Last: Security guards (10) Tsunami is not making any attacks this round, but using her standard action to pull some more water from the river over towards her in case she needs it for something.
Thevshi Posted January 7, 2014 Author Posted January 7, 2014 Okay, Clover will delay so she can act along with Crimson. She will then drop the sphere surrounding them and both fly up out of Miss Grue's reach. Clover then drops a large rectangular energy construct down towards a group of the security guards. none of them make their reflex save to avoid, so have a DC 25 toughness save to make, and none make that either, so all are out. Crimson blasts at another security guard, hitting with a 27 and he cannot make that toughness save, so is out. Tundra releases her hold on the rock and concrete she lifted up (see the thread for what happens there) and tries to snare Ulysses by forming rock and concrete around him. But she misses with a 14.
Exaccus Posted January 7, 2014 Posted January 7, 2014 I would like to head over to the cavern if its still open and attempt to nullify the fire with super-breath 1d20+12=24
Thevshi Posted January 7, 2014 Author Posted January 7, 2014 Yes, it is still open, and that will easily douse those flames.
Exaccus Posted January 7, 2014 Posted January 7, 2014 I'd like to move back to tundra with move by action and HP surge to Clock her again with a -2/+2 power attack though with 1d20+6=9 Righteous fury has failed me again.
Thevshi Posted February 24, 2014 Author Posted February 24, 2014 The five remaining PanStar security guards shift their focus to Crimson and Clover, opening fire on the twins, with only one hitting, but Crimson's Impervious toughness deflects the attack. So, Round Five 18 Tsunami (unharmed, fatigued, 2 HP) 9 Clover (unharmed) 9 Crimson (bruised) 9 Tundra (bruised) 8 Ulysses (unharmed, 0HP) 7 Miss Grue (bruised, 2 HP) Last: Security guards (5) Tsunami will use the water she brought over to try to put up a protective sphere around the remaining guards (and also keep them from continuing to attack everyone). DC 21 Reflex save for the guards to try to escape from being enclosed, only one makes it and is able to dive free.
Thevshi Posted February 24, 2014 Author Posted February 24, 2014 Clover will try to drop another energy cube down on the security guards under Tsunami's dome, DC 25 toughness save for the dome, the dome only gets a 18, so is damaged (-1 future toughness saves). Crimson blasts at the guard that was clear, but misses with a 10. Tundra will once again try to snare Ulysses with some rocks, hitting with a 24, so DC 22 Reflex save to try to avoid the snare.
Thevshi Posted February 25, 2014 Author Posted February 25, 2014 Okay, so Ulysses will be bound and helpless by the Snare, meaning he will have to try to break out on his turn.
Thevshi Posted February 25, 2014 Author Posted February 25, 2014 So, Ulysses is up, but bound and helpless. You can have him try to break free, which is you applying your Strength against the snare, for which I would roll a toughness save.
Thevshi Posted February 26, 2014 Author Posted February 26, 2014 So, against the DC 27 toughness save from Ulysses trying to break out, the snare gets a 18, so close to being able to break free in the first go. The snare is at -1 for its next toughness save though.
Tiffany Korta Posted March 3, 2014 Posted March 3, 2014 Daphne will try and distract Crimson by hitting her Attack Roll: 1d20+8 23.
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