Supercape Posted May 1, 2014 Author Posted May 1, 2014 1d20+1=6 fir Reflex roll, and they cannot make toughness Save. Some of the skeletal crew are wrapped up to near the living crew to use safely (so I will presume you avoid those). That said, you can destroy (or KO depending on how you want to play defeating the undead) 15 of the 25 crewmembers. As noted above, its a surprise round, so only a standard action! (I am presuming you want to crush rather than demoralise!) Post that, and then Wave Eye is Up!
Ari Posted May 3, 2014 Posted May 3, 2014 Not much that can be done, so setting a Reaction to Interpose on the next attack made against Temperance. Also a Free Action to talk smack-wise agin Captain Blood. Could the Conch's Damage be used against the crew near the passengers?
Supercape Posted May 3, 2014 Author Posted May 3, 2014 At this juncture a little difficult to safely use AE effects on the remaining 10 crew. Ill guess you are preparing an attack reaction? Glamazon is up!
Brown Dynamite Posted May 12, 2014 Posted May 12, 2014 Glamazon will just burst through after and Punch (DC23) the nearest crew member she could find : 1d20+8 9 Or rather she'll swing wide and miss completely
Supercape Posted May 12, 2014 Author Posted May 12, 2014 That is indeed a miss! Bloods Initiative: 1d20+1=21 Skelingtons Initiative: 1d20+0=6 Blistering Barnacles Initiative: 1d20=10 Round 1 22 - Tsunami - 2 HP 21 - Captain Blood - Unharmed 19 - Temperance - 3 HP 11 -Wave Eye - 1 HP 10 - Crew [10] - unharmed 9 - Glamazon - 1 HP 6 - ? Barnacles - unharmed Tsunami is up!
Thevshi Posted May 15, 2014 Posted May 15, 2014 So, the barnacles are the passengers effected by the weird barnacle column?
Supercape Posted May 15, 2014 Author Posted May 15, 2014 THe column of barnacles has spat out three crew guests covered in barnacles and now under Captain Bloods Control! They are covered in billions of barnacles, coloured blue, which are cause blisters!
Thevshi Posted May 15, 2014 Posted May 15, 2014 Okay, Tsunami is going to stunt an alternate version of her Time Stop power, using 4 free pp (it should cost 28 pp, not 27) to add Progression 4, making the radius of the area effect 500'. She will only leave the other heroes out of the effect, which means all the bad guys and the passengers/crew need to make a DC 14 Reflex save or be frozen in time (which means for one they can no longer be effected by what is going on for those of us acting normally, which will help protect any passengers/crew not already hurt/contaminated).
Supercape Posted May 15, 2014 Author Posted May 15, 2014 I am going to say the passengers all get effected because...well just because I think powers like that should effect bystanders! THe same for the Skeleton Crew. 1d20+6=9 Blood is effected. 1d20+6=26, 1d20+6=9, 1d20+6=16 one of the Barnacle Golems is frozen, two remain moving. Post that away - I would guess that the Golems resist from some type of spooky magic narratively, rather than "dodging".
Supercape Posted May 15, 2014 Author Posted May 15, 2014 As Blood is time stopped, we move on to Temperance!
trollthumper Posted May 24, 2014 Posted May 24, 2014 Again. Again, I forget.Move Action: Demoralize Barnacle Golem 2, one of the ones that's still moving.Free Action: As using Move Object may be a bit unspecified, switching to Blast w/ Autofire.Standard Action: 19 to hit. May not be enough, but eh.
Supercape Posted May 24, 2014 Author Posted May 24, 2014 The Golems are fearless (as a result of stupidity rather than bravery), so intimidate is ineffective. They are also not particularly fast: Defence is +8, so that hits (although only just) I make that a toughness DC 24 Roll, and, whilst tough... 1d20+10=13 shattered! I am ruling that this shatters the barnacle golem, and releases the convulsing and dying guest passenger! Wave Eye is up!
Ari Posted May 24, 2014 Posted May 24, 2014 Ol' Noches will then jump forward and try to smack one of the Golems on the nose with his fist: 26. Which makes for a DC23 Toughness save for the barnacle golem of oceanography.
Supercape Posted May 24, 2014 Author Posted May 24, 2014 Hmmm, that is true, I was dictating that as just poetic speech rather than he is free to act. What would you like to do? edit or let it fly due to spooky ghost time? (still incapacitous, just spectrally talking)
Thevshi Posted May 25, 2014 Posted May 25, 2014 Well, time stopped is time stopped. While "technically" it is a paralyze, it is also much more, as those that are time stopped cannot be effected by those that are not in anyway.
Supercape Posted May 26, 2014 Author Posted May 26, 2014 Edits Made 1d20+10=12 Another Golem is staggered i.e. shattered, and another dying body on the floor However Wave Eye has some barnacles climbving up his hand which means a Snare DC 15 Attack! (The Golems has a snare 5 aura effect) As Crew are time stopped we move straight to HG Morrison and Glamazon!
Brown Dynamite Posted May 26, 2014 Posted May 26, 2014 Let's see Glamazon can't boast as shattered Golems aren't great listeners and from her perspective seemingly out of the fight. The rest of the skeletons/Blood are time frozen. But what she can do is refocus! Taking the full round to do so and evaluating the situation. Moving her up on the initiative as if she rolled a 20, so 21 for the rest of the encounter as she tries to be tactical.
Ari Posted May 27, 2014 Posted May 27, 2014 DC15 Reflex save to not be encrusted by barnacles: 10. Failed by 5, so Bound.
Supercape Posted May 27, 2014 Author Posted May 27, 2014 As everyone else is timestopped! Round 2 22 - Tsunami - 2 HP 21 - Glamazon - 1 HP 21 - Captain Blood (Time Stopped) 19 - Temperance - 3 HP - Bound (5) 11 -Wave Eye - 1 HP 10 - Freed Guests (Dying) 10 - Crew [10] (Time Stopped) 6 - Barnacle Golem (Time Stopped) As the antagonists here are time stopped, lets drop out of combat until 1 minute (new saves) or Tsunami releases the time stop. In the meantime, there are two dying guests on the floor!
Thevshi Posted May 28, 2014 Posted May 28, 2014 Well, not ready to drop out of combat just yet, especially as we have dying passengers. Tsunami will drop her time stop, and reuse the stunted power (she should be fatigued by the way), this time excluding all the passengers/ship's crew as well as the other heroes.
Supercape Posted May 28, 2014 Author Posted May 28, 2014 Right so another round of DC 14 Reflex saves for Blood and the last remaining Barnacle Golem. 1d20+6=20 Blood Makes it. 1d20+6=16 as does the third golem. For convenience sake, I am saying the skeleton crew remain frozen. Post away! Then, Glamazon is up!
Brown Dynamite Posted May 29, 2014 Posted May 29, 2014 Glamazon uses a move action to make her way towards the last Golem with the aims of free a remaining guest. Although the smarter thing to do would be grab some furniture throw it as an improvised weapon. She instead attempts an Unarmed Attack vs Golem (DC23): 1d20+8 12 Which also misses.
Supercape Posted May 29, 2014 Author Posted May 29, 2014 Temperance is up! For refence, the reactivated guests have initiative 10, and yes, there will be a doctor on board!
Recommended Posts