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Angrydurf will be running combat and while you're welcome to NPC reporters, I'm happy to post for some too! 

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@Fox  As the next round of questions begin to be offered GK wil notice there is some subterraining movement going  over most of the promenade.  It's not familiar not quite mole machines or another geokinetic.  lots of small to medium sized objects pushing through the earth below.

 

@KnightDisciple@Electra@Avenger Assembled

Everyone Else DC 20 Notice check to pick up on the low rumbling from below.  For Frost a DC 25 will detect faint necromantic magic as well.

 

I'll let you all get off a zero round soliloquy before we're truly in rounds but initiatives will speed things up when we get there.

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Initiative Rolls: 1d20+1 9 1d20+2 3

 

So that's a 9 for GK, and a 3 for Tiamat. I expected nothing else.

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You left me out Durf!  🤬

 

Velocity gets a 29 on her Notice check.

 

And only a 54 for initiative.

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She's too fast I didn't see her!

  Yea that's the ticket!

 

 

Alright I'll give a day or so for any zero round talky posts before starting rounds.  I'll be posting saturday barring unforeseen circumstance

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Yup.  Nothing to attack yet but like a rounds worth of positioning/warning/prep

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Round 1  

54 - Velocity                 4HP        Unharmed

22 - Writhing Mass     ------         Unharmed

22 - Writhing Mass     ------         Unharmed

19 - Fleur de Joie        3HP        Unharmed

17 - Gabriel                  6HP        Unharmed

16 - Comrade Frost    1HP        Unharmed

10 - Tom Cyprus         ------         Unharmed

  9 - Gaian Knight        3HP        Unharmed

  3 - Tiamat                  ------         Unharmed

  0 - Zombus               Minions  Legion

 

Scenario Specifics

There are alot of swamp zombies crawling up out of the ground, they are effectively minions but also regenerate and replenish as long as Tom is still active.  

As a full round action any one of you or Tiamat can either blockade them from getting out into the city to pursue civilians OR clear the area around Tom and your teammates.  Whatever descriptors you like on how you stop them or clear them.

If they are not cleared from around the main fight each person not flying or otherwise out of range (Like if velocity just move bys every round she'd be clear) will get a mass attack from the zombies.  Basically an environmental hazard that needs to make an attack roll.

After a bit (or sooner if one of you comes up with a clever way to do it) other heroes and the police will cordon off the area so the swamp zombies can't hurt anyone.  Before that if not stopped they'll be leaching out into the city raising terror and what not.

 

Two of you can each do one of those things to cover both in one round if desired.

 

The Writhing Masses are standard enemies made from plants.  Stesha can use a full round action to hold them back for a round wrestling for control with Cyprus(No Check Needed).  Or she can try to Counter them one at a time with a counter check using her plant control array ranks.  It is not unreasonable to expect that Tom may be able to summon more plant friends (though using his actions for the round to do so, whether or not he does so probably has a lot to do with how badly he's getting beat on :D)

 

To keep things moving I'm looking to give people ~day to post from when I mark their init as up.  If not they burn their round taking care of plants/zombies and can  post out of order how they're handling that while we keep other actions moving.

 

And with that @Thevshi

is up.

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For planning's sake, Tiamat can run crowd control to keep them from getting out into the city. It'll take her a move action to transform, but she can surge (at GK's expense!) or just wrangle in human form.

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I'll allow her shift as part of the zero round so she can start combat as a dargon to keep things moving.

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So, Velocity will start by using her Area Rapid Attack (it is a burst targeted selective area with a 250 foot radius. It is normally 10 damage with +19 attack, but she will Power Attack for -4/+4, so +15 attack, +14 damage. She will hit all the bad guys in the radius, Tom, the Writhing Masses and the zombies. She gets a 22 on her attack roll.

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That will miss the Writhing masses But Hit Tom for a DC 29 Toughness save he gets a 25  So one Injury for Tom.  And I'll let the big aoe count as handling the close zombies for this round, Tiamat will still need to deal with the fringes but everyone else can focus on the main event.

 

Round 1  

54 - Velocity                 4HP        Unharmed

22 - Writhing Mass     ------         Unharmed

22 - Writhing Mass     ------         Unharmed

19 - Fleur de Joie        3HP        Unharmed

17 - Gabriel                  6HP        Unharmed

16 - Comrade Frost    1HP        Unharmed

10 - Tom Cyprus         ------         Injured x 1

  9 - Gaian Knight        3HP        Unharmed

  3 - Tiamat                  ------         Unharmed

  0 - Zombus               Minions  Legion

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Writhing Masses Actions.

 

First one will try to grab Velocity 1d20+12=29  Initiating a grapple, Grapple Check is 1d20+30=44  Which looks like with her 7?  Grapple (It's down as six but that looks like an edit got missed) will still be Bound and Helpless on a check of 20.  

 

Second One will will attack at random targeting, Comrade Frost, And will lash out with thorney tendrils, 1d20+12=19, DC 27 Toughness save.

 

Round 1  

54 - Velocity                 4HP        Unharmed; Bound and Helpless Due to Grapple

22 - Writhing Mass     ------         Unharmed

22 - Writhing Mass     ------         Unharmed

19 - Fleur de Joie        3HP        Unharmed

17 - Gabriel                  6HP        Unharmed

16 - Comrade Frost    1HP        Unharmed; Need DC 27 Toughness save I believe 

10 - Tom Cyprus         ------         Injured x 1

  9 - Gaian Knight        3HP        Unharmed

  3 - Tiamat                  ------         Unharmed

  0 - Zombus               Minions  Legion

 

 

Fleur de Joie is up! @Electra

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Fleur is going to use her Plant Disintegration power to take out as much of the field as she can within her field of vision. DM's choice on what all counts as plants, but she has been ruled to affect plant monsters with her "limited:plants" effects in the past. Basically, tell me what I can do with this. :D 

 

Damage 13 (Extras: Linked +0, [Drain], Range 2 [Perception], Flaw: Limited 2 [plants]) {13/13} + Drain Toughness 13 (Extras: Affects Objects +1 Linked +0, [Damage], Range 2 [Perception], Flaw: Limited 2 [plants]) {26/26} (PFs: Incurable, Precise, Reversible, Split Attack, Subtle)

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It looks like that's single target, though with split attack so you can split the 13 ranks between two targets if you wish.

 

the Writhing masses are certainly targets, Tom is enough corpse and malevolence not to be valid.  The Zombies probably could be effected enough but aoes would do you more good and they're under control for the round.

 

So you can decide if you want to target one or split the power between both writhing masses.

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Okay, that is not quite what I wanted to do with this round, so if possible I would like to spend a hero point and stunt this alternate power. 

 

Damage 13 (Extras: Linked +0, [Drain], Extras: Area [Burst], Selective, Flaw: Limited 2 [plants]) {13/13} + Drain Toughness 13 (Extras: Affects Objects +1 Linked +0, [Damage], Extra: Area [Burst], Selective, Flaw: Limited 2 [plants]) {26/26} (PFs: Incurable, Precise, Reversible, Split Attack, Subtle) {26/26}

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Saves Vs Drain:  1d20+12=16, 24  So Fail by 7 and success.

Toughness Saves: 1d20+5=17, 1d20+12=16  Vs DC 28 is a fail by 11 and fail by 12 so both Staggered, Disabled and Dazed

 

Round 1  

54 - Velocity                 4HP        Unharmed; Bound and Helpless Due to Grapple

22 - Writhing Mass     ------         Staggered, Disabled and Dazed;  Drain Toughness -7

22 - Writhing Mass     ------         Staggered, Disabled and Dazed

19 - Fleur de Joie        3HP        Unharmed

17 - Gabriel                  6HP        Unharmed

16 - Comrade Frost    1HP        Unharmed; Need DC 27 Toughness save I believe 

10 - Tom Cyprus         ------         Injured x 1

  9 - Gaian Knight        3HP        Unharmed

  3 - Tiamat                  ------         Unharmed

  0 - Zombus               Minions  Legion

 

Gabriel Will be up once Electras IC is up

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@KnightDisciple  Gabriel is up.

 

Round 1  

54 - Velocity                 4HP        Unharmed; Bound and Helpless Due to Grapple

22 - Writhing Mass     ------         Staggered, Disabled and Dazed;  Drain Toughness -7

22 - Writhing Mass     ------         Staggered, Disabled and Dazed

19 - Fleur de Joie        3HP        Unharmed

17 - Gabriel                  6HP        Unharmed

16 - Comrade Frost    1HP        Unharmed;

10 - Tom Cyprus         ------         Injured x 1

  9 - Gaian Knight        3HP        Unharmed

  3 - Tiamat                  ------         Unharmed

  0 - Zombus               Minions  Legion

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Gabriel is going to try a Drain Toughness on Tom Cyprus.

Ranged Attack: 23. If that hits, DC 22 Fortitude Save vs Drain Toughness. 

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Tom as a construct has to save with Reflex:  1d20+11=22  So he baaaaarely makes it.

 

 

Round 1  

54 - Velocity                 4HP        Unharmed; Bound and Helpless Due to Grapple

22 - Writhing Mass     ------         Staggered, Disabled and Dazed;  Drain Toughness -7

22 - Writhing Mass     ------         Staggered, Disabled and Dazed

19 - Fleur de Joie        3HP        Unharmed

17 - Gabriel                  6HP        Unharmed

16 - Comrade Frost    1HP        Unharmed;

10 - Tom Cyprus         ------         Injured x 1

  9 - Gaian Knight        3HP        Unharmed

  3 - Tiamat                  ------         Unharmed

  0 - Zombus               Minions  Legion

 

Comrade Frost is up. @Avenger Assembled

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