Kolohehonu Posted April 29, 2017 Share Posted April 29, 2017 Concentration: 1d20 18 ok so I'm fine. Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 Cool, so Kid is up again, although maintaining a concentration duration mind control, so only a move action left, If you want to change dukes commands that will need that move action. Link to comment
Kolohehonu Posted April 29, 2017 Share Posted April 29, 2017 (edited) Nope I'm good, can I pull Vesper out of the building? Or will I need a hero point to do that? Willing to spend the point. Edited April 29, 2017 by Kolohehonu Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 I think thats reasonable; she wont be exactly resisting. Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 So Billy Bob is dazed thanks to Duke (and prone) Duke will hammer at his brother again, rolling Beats up brother: 1d20+4 6 even with a prone opponent bonus, that will miss. Rosa will take no action other than full defence (+4 dodge bonus) although unlikely to come up. The Swamp thing will charge out of the fiery building. Now, he is not exactly attacking, so will not damage you, but can I get another DC 10 Reflex roll from Kimo to get out of his way (if you wish too) as you are in his path. Link to comment
Kolohehonu Posted April 29, 2017 Share Posted April 29, 2017 (edited) Reflex Save: 1d20+5 11 Am I out of the building? Edited April 29, 2017 by Kolohehonu Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 (edited) Ok, so we are all outside the building, which is collapsing. Round 5: 16 Kid K - 3 CON drained, 2 HP 14 Billy Bob, prone, bruised, dazed 13 Duke, just outside burning shrine, raging [3 rnd], mind controlled [2 rnd] 13 Swamp Horrow, Bruised, Injured 10 Rosa Sanchez Kid K is up again. Edited April 29, 2017 by Supercape Link to comment
Kolohehonu Posted April 29, 2017 Share Posted April 29, 2017 In that case I'm just gonna keep the mind control up. And I guess see if i can't talk down the brother. If I can't cause I'm maintaining the mind control that's fine. Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 you still have the move action every round? anything you want to do with that? Link to comment
Kolohehonu Posted April 29, 2017 Share Posted April 29, 2017 Just put myself between the swamp monster and Rosa. Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 Sure thing, post away. Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 Ok. Billy Bob: Move Action to stand up, Standard action to hack at the Swamp Thing. Hacks Swamp Beast: 1d20+6 11 missing. Duke will continue his mind controlled mission: Hammers Billy Bob again: 1d20+4 19 another hit, again, Damage 7 (DC 22) attack. Toughness save vs Duke: 1d20+1 12 is enough to give him a second bruise, daze him, and stagger him. Also; knockback of 50 feet. I'm going to keep that a little more realistic, even for Dukes incredible strength, and half that two twenty five feet, knocking him into some burning wood just to keep us all on our toes! Swampbeast will flail away at you lot. Random attack: 1d2 1 he attacks Duke. Swamp beast is blind but has the blind fighting feat, reducing his miss chance to 25%: Blind Miss chance: 1d4 2 which does not happen. Attack roll is: Attacks Duke: 1d20+5 21 which hits Duke. Duke gets a Damage 8 (DC 23) toughness save. Toughness save vs Swamp Beast: 1d20+5 15 which means dazed and bruise. Also, he is hit by the vines, a snare 5 aura and his reflex save is Reflex Save vs Snare: 1d20+2 21 so he actually shakes them off! Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 Turning into one of the most complex combats I have run, but here we go! Round 6: 16 Kid K - 3 CON drained, 2 HP 14 Billy Bob, prone, bruised x2, dazed (till 13), staggered, on fire... 13 Duke, raging [4 rnd], mind controlled [3 rnd], bruised, dazed (till 13) 13 Swamp Horrow, Bruised, Injured 10 Rosa Sanchez Kid K is up. Captain Hammer is about 70' away. Link to comment
Kolohehonu Posted April 29, 2017 Share Posted April 29, 2017 Switch Array to Pele. Let's not let them have all the fun! Then I'm going to beat down on Duke. Attack Duke: 1d20+5 25 I think that may be a critical hit. Confirm critical: 1d20+5 25 critical hit! DC 24 toughness save. Then if that doesn't knock him out, I'm grappling. Grapple check: 1d20+22 42 i think I may have broken orokos... so many twenties... Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 Just a note, no need to confirm criticals in M&M, they are automatic. Which means a DC 29 Toughness save! (15 base, plus 9 STR, plus 5 critical). Toughness Save vs KK: 1d20+4 22 which is a good roll in response, leaving him dazed again, and bruised 2 Grapple roll vs KK: 1d20+9 13 for grapple, which means he is pinned and helpless. You still have a move action if you want to take it? Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 Ok! Billy Bob will spend his action diving into water to put himself out. Duke will try to escape the grapple with brute strength. He is strong, but not a great fighter: Grapple +11 (I forgot to add rage bonus) is a roll of: Escapes Kimos grapple?: 1d20+11 26 Could you oppose that with a grapple roll? Link to comment
Supercape Posted April 29, 2017 Author Share Posted April 29, 2017 An unsurprising victory. So to make things even more insane, lets have the swamp creature grapple both of you! Concealment miss chance: 1d4 2 it makes its concealment miss chance roll. Grapples Duke and Kimo: 1d20+5 6 however it wildly misses the actual attack roll. Round 7: 16 Kid K - 3 CON drained, 2 HP, Grappling Duke. 14 Billy Bob, prone, bruised x2, dazed (till 13), staggered. 30' Away 13 Duke, raging [5 rnd], bruised, dazed, grappled / helpless 13 Swamp Horror, Bruised, Injured 10 Rosa Sanchez Captain Hammer is 40' Away Kid K is up. Link to comment
Kolohehonu Posted April 30, 2017 Share Posted April 30, 2017 (edited) Gonna try to cool the whole situation down with a diplomacy check. Calm down!!!: 1d20+7 10 well those good rolls were bound to run out eventually... screw it with two HP left I'll spend one now. Diplomacy reroll: 1d20+7 10 well... 20? I mean can Duke see Vesper? Can I use my movement so that he can see her? So he can see she's ok and breathing? (Ok is a stretch but she's breathing.) Edited April 30, 2017 by Kolohehonu Link to comment
Supercape Posted April 30, 2017 Author Share Posted April 30, 2017 Ok bit of a tricky one: Diplomacy normally takes at least a full round action, and its a funny situation. The roll is reasonable with the HP on it, but on the other hand, Duke is in a frenzy. Mulling it over, I'm not sure that its actually a diplomacy roll in the first place. It a tense moment though. Ill igve you back that HP so still on HP 2 Ill give Duke a Notice roll with your CHA as an additional bonus, DC 10 to spot that Vesper is still alive. Unfortunately his notice is -1 and you are currently at 10 CHA. Still: Notices Vesper is alive?: 1d20-1 11 and he cottons on to the fact that she is Alive, although she is still hurt. This is enough to give him pause, anyway, although he is still a livid maniac. Link to comment
Supercape Posted April 30, 2017 Author Share Posted April 30, 2017 And for the rest of the round: Billy Bob will stand up as a move action, and pull his machete out of the tree as another move action. Duke will not act this round, essentially his tiny brain trying to work out what's going on. The Swamp thing will try and grapple you both again, but even with blind fight Concealment miss chance: 1d4 1 the concealment miss chance kicks in. Rosa is going to try and placate her (?Ex) brother and we shall just say she is now snared in his vines as per IC. This essentially takes her out of "action" although she might still speak. For the next round, Captain Hammers initiative: Initiative: 1d20+4 7 Round 8: 16 Kid K - 3 CON drained, 2 HP, Grappling Duke. 14 Billy Bob, bruised x2, dazed (till 13), staggered. 30' Away 13 Duke, raging [6 rnd], bruised, dazed, grappled / helpless 13 Swamp Horror, Bruised, Injured 7 Captain Hammer, 10' Away. Link to comment
Kolohehonu Posted April 30, 2017 Share Posted April 30, 2017 Holding my action until Duke says he will or won't fight or if Billy bob moves to hurt anyone. At which point I'm going to decide between turning Duke into a thrown weapon or beating down on Billy Bob. Link to comment
Supercape Posted May 1, 2017 Author Share Posted May 1, 2017 ok! Billy Bob will launch himself at the Monster - I am presuming you wont react to that, but if so, let me know and Ill edit. Being staggered, he will take his entire move to wade through the swamp to get to the everyone. So its a bit of a tough call for Duke, who will however decide to protect Vesper, which means trying to attack Rosa's brother. Ill post his mutterings IC, and that will mean you are up (on Initiative 13 now) Link to comment
Kolohehonu Posted May 1, 2017 Share Posted May 1, 2017 Throw Duke at Billy Bob: 1d20+5 24 That hits... I actually have no clue what the damage to both is... sorry... Link to comment
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