RobRX Posted May 15, 2015 Posted May 15, 2015 (edited) http://orokos.com/roll/2890261d20+10: 20 [1d20=10]Whew, that was a close toughness save. Edited May 15, 2015 by RobRX
Thevshi Posted May 15, 2015 Author Posted May 15, 2015 (edited) Mad, scanning the entrance of the cave, Huhunu see no traps or sensors of any kind.Dragonid is up lazer. Edited May 15, 2015 by Thevshi
ca_lazerdwarf Posted May 15, 2015 Posted May 15, 2015 Going to line up any pirates I can with the line attack again. DC20 reflex, DC25 tougness
Thevshi Posted May 16, 2015 Author Posted May 16, 2015 Okay, will say you are able to line up four pirates in the attack. They all miss their reflex saves and miss their toughness saves as well.Kharag is up Rob!
RobRX Posted May 16, 2015 Posted May 16, 2015 Assuming it can be reached in a single round, Kharag will take 10 and attack another pirate. If there is one in range he will use takedown attack on another. As always, DC 25 to resist.
Thevshi Posted May 18, 2015 Author Posted May 18, 2015 Rob, Kharag is able to get over to two of the pirates, both miss their toughness saves and go down.
Thevshi Posted May 18, 2015 Author Posted May 18, 2015 (edited) Paradigm will fly down into the valley between the plateaus and unleash a shockwave on the pirates gathering there: 10 average pirates are caught in the shockwave, and only 1 makes its reflex save to reduce the damage. So, 9 vs DC 26 toughness saves, 1 vs DC 20 (last roll): they all miss save the 1 pirate who rolled the natural 20, and thus only takes a bruise. Two larger, tougher pirates are also caught in the shockwave, both miss their reflex saves, but both make their toughness saves.The Energy Controller will also fly down into the valley and unleash her targeted cone area attack once again (Taking 10 to hit): catches 6 average pirates and the two tough pirates in the blast: all six of the average pirates go down and the tough pirates once again make their toughness saves! Tiff, Traveller is up! Edited May 18, 2015 by Thevshi
Tiffany Korta Posted May 18, 2015 Posted May 18, 2015 Unless anything changes we shall keep moving forward. Preparing weapons, just in case.
Thevshi Posted May 18, 2015 Author Posted May 18, 2015 The TK Praetorian will continue following along with Traveller. Seresk will move up to a group of pirates and sweep his tail around (targeted AOE), Taking 10 to hit them: all three miss their toughness saves and go down. Over on the other plateau, two pairs of pirates fire on Dragonid and Kharag once again: the two shooting at Dragonid both miss, as do the pair shooting at Kharag.
Exaccus Posted May 18, 2015 Posted May 18, 2015 Moon moth would like to make the relevant check to keep an eye out for danger above or in-front of his friends. i imagine his species has gotten used to predators that come in from the roof in their time in the catacombs beneath the surface. (though the predators on lantern are magical hence no dark vision.)I'm assuming its notice. if not then search is the same modifier so eheh.1d20+10=25
Thevshi Posted May 18, 2015 Author Posted May 18, 2015 Moon Moth does not see anything in the parts of the cave he can examine/search Ex.Round Five 28 Huhunu (unharmed, 1 HP)21 Elite pirates19 Dragonid (unharmed, 1 HP)19 Kharag (unharmed, 2 HP)19 Tough pirates17 Paradigm (unharmed, 2 HP)16 Energy Controller (unharmed)13 Traveller (unharmed, 1 HP)11 Moon Moth (unharmed, 3 HP)8 Telekinetic (unharmed)7 Seresk (unharmed)2 Average pirates Huhunu is up Mad!
Mad Scientist Posted May 20, 2015 Posted May 20, 2015 Move action, finish the Search action started in the previous round. Use Hide In Plain Sight, move action to move further into the tunnel system, pausing or reporting as necessary as dictated ICly.
Thevshi Posted May 20, 2015 Author Posted May 20, 2015 I will get to what Huhunu and the others come across soon, but for now, Dragonid is up!
ca_lazerdwarf Posted May 20, 2015 Posted May 20, 2015 There are 4 pirates left on our plateau?Dragonid will use his shapeable damage effect to try to hit them all. DC 15 reflex, dc 20 toughness.
Thevshi Posted May 20, 2015 Author Posted May 20, 2015 Okay, the pirates roll their reflex saves: 5, 21, 15, 5, so one makes it, halving the effect. Their toughness saves (the second one again the one who made his reflex save): 18, 25, 22, 24, they make some good rolls and only one goes down. Kharag is up!
RobRX Posted May 21, 2015 Posted May 21, 2015 Assuming the pirates are minion, same as the rest of the whole fight!
Thevshi Posted May 21, 2015 Author Posted May 21, 2015 Yep, still minions. But the last three pirates are more spread out now, so Kharag can only go after one. And that one completely fails his toughness save and goes down.
Thevshi Posted May 21, 2015 Author Posted May 21, 2015 (edited) The two tough pirates will move over to engage Paradigm. They both end up missing. Paradigm will try to punch one in return, hitting with a 21. That is a DC 28 toughness save for the pirate: 19 which is bruised and dazed and knocked off its feet and about 25 feet back. The energy controlling Praetorian will use her cone attack once again, this time catching 8 regular pirates and 3 elite pirates in the blast. The elite pirates presence means she needs to make an attack roll: 22, which is good enough to hit them all. The average pirates make toughness saves: all miss but one who gets and natural 20, and thus only takes a bruise.The Elite pirates roll: 20, 25, 23, which means all three are bruised, one also being dazed and knocked off his feet. Edited May 21, 2015 by Thevshi
Thevshi Posted June 5, 2015 Author Posted June 5, 2015 Okay, going to move forward for the moment Ex, you can post whenever you can for Moon Moth. The TK Praetorian with the stealth group is going to hold for the moment. Seresk will jump down into the canyon between the plateaus, landing on one of the pirate fighters, the fighter gets a 25 on its toughness save and is damaged, but still operable. There are no more pirates up on the plateau where Kharag and Dragonid are, so they do not get attacked this round. Down in the valley, 4 pirates with heavy weapons open fire on Seresk and the energy controlling Praetorian (2 shooting at each), with another 8 pirates (2 for each heavy weapon) using aid other with their blasters. Aid other checks: 21, 25, 22, 17, 23, 6, 8, 17, so almost all make it. So the two heavy weapons attacking Seresk get +4 on their rolls, while the 2 attacking the energy controller only get +2.Attack Rolls: 12, 27, 12, 24, so one attach hits each Praetorian. Seresk's toughness save vs DC 23 22, so he picks up a bruise. Energy Controller's toughness save vs DC 23: also 22, so she is bruised as well.
Thevshi Posted June 5, 2015 Author Posted June 5, 2015 Round Six 28 Huhunu (unharmed, 1 HP)21 Elite pirates (3 in valley bruised)19 Dragonid (unharmed, 1 HP)19 Kharag (unharmed, 2 HP)19 Tough pirates (2 fighting Paradigm: 1 bruised and dazed)17 Paradigm (unharmed, 2 HP)16 Energy Controller (bruised)13 Traveller (unharmed, 1 HP)11 Moon Moth (unharmed, 3 HP)8 Telekinetic (unharmed)7 Seresk (bruised)2 Average pirates Huhunu is up Mad!
Mad Scientist Posted June 6, 2015 Posted June 6, 2015 Hide in Plain Sight active. Taking 10 on Stealth, for 23. Using Wall Crawling [3] to move down the wall until able to sight directly into the engines.The sniper beam is a full-round action to use, so that'll have to wait until next round. But it's Subtle [2], so only something set up to detect microwave radiation will note the firing.
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