Fox Posted Saturday at 03:01 AM Author Share Posted Saturday at 03:01 AM The three remaining Monkey Gang members split up per orders. One rushes toward Monkey Brother 1 and Chitin, but he can't get a shot so he'll hold his turn there. Monkey Gang isn't paid to shoot their own bosses (and, y'know, Chitin seemed nice. And scary. And nice.). One fires on May. Make me a notice check, Chitin. Nocturne's notice check: 18. One rushes toward the (secretly non-functional) missile display and starts messing with it. Link to post
Fox Posted Saturday at 05:25 AM Author Share Posted Saturday at 05:25 AM Round 2 14: Chitin, 2HP, loosely grappled 14: Monkey Brother 1, Bound & Helpless 13: Monkey Brother 2, advancing on May & Nocturne 12: Nocturne, 2HP 11: Monkey Gang 4, minion, w/MB1 8: Monkey Gang 5, minion, w/MB2, firing at May. 4: Monkey Gang 6, minion, on missiles. May has been shot in the leg, but seems to be dealing with it. Her apparently-more-than-sound bubble is holding up for now, but is increasingly unsteady. The crowd has started panicking very badly, and with the villains' attention elsewhere they're starting to make their escape. Security forces are still down. Chitin's up. Link to post
Gizmo Posted yesterday at 04:35 AM Share Posted yesterday at 04:35 AM Chitin Move Action: Extricate himself from the immobilized Monkey Brother 1 and... Standard Action: Attack Monkey Gang 4: 1d20+6 7 Gah. Getting pretty low on HP but... Hero Point: Attack Monkey Gang 4; HP Reroll: 1d20+6 16, raised to 26 That's a DC 25 Toughness Save for the gang member. If that knocks him out then... Takedown Attack 2: Attack Monkey Brother 1: 1d20+6 23 Either way... Move-By Action: Use the rest of his movement to run toward Monkey Gang 5! Link to post
Fox Posted yesterday at 04:53 AM Author Share Posted yesterday at 04:53 AM Monkey Gang 4 attempts a toughness save: 7 Yowza, what a glass jaw on that guy. Monkey Brother 1 tries to save: 9 Chitin's just having none of their nonsense, is he? Tempted to fiat, but he's already bound & helpless; not much to be done for him right now. Fails by 16 and goes down. Link to post
Fox Posted 11 hours ago Author Share Posted 11 hours ago Boy, Chitin sure seems dangerous! Monkey Brother 2 is going to close on him, as he closes on Monkey Gang 5! Monkey Brother 2 makes a melee attack roll: 16 I don't believe that hits. Link to post
Fox Posted 11 hours ago Author Share Posted 11 hours ago Nocturne will go ahead and try to take down the guy firing on May, why not. Seems like a problem! Nocturne's ranged attack roll: 16 Barely hits. Gang 5's toughness save, DC23: 17 Fails; he's a minion, so he's KO'd. Link to post
Fox Posted 11 hours ago Author Share Posted 11 hours ago Gang 4 and Gang 5 are KO'd, so no actions from them. Huzzah! Gang 6 turns his missile platform, takes careful aim, and fires! ....nothing happens. Boy that would have been scary if the heroes hadn't realized they were fake missiles! Link to post
Fox Posted 11 hours ago Author Share Posted 11 hours ago Round 2 14: Chitin, 1HP 13: Monkey Brother 2, in melee combat with Chitin 12: Nocturne, 2HP 4: Monkey Gang 6, minion, on missiles. May has been shot in the leg, but seems to be dealing with it. Her shield is unsteady but she's not under fire anymore. Most of the crowd has dispersed well toward the exits. A few stragglers have seen the tide turning and are cheering a bit. Security forces are still down. Chitin's up. Link to post
Gizmo Posted 9 hours ago Share Posted 9 hours ago Chitin Move Action: Acrobatic Bluff: 1d20+5 17 Standard Action: Attack Monkey Brother 2: 1d20+6 9 Wah-wah. Link to post
Fox Posted 5 hours ago Author Share Posted 5 hours ago Well, the attack roll saves me from having to figure out the bonus against the bluff - a 9 wouldn't hit either way. Link to post
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