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The SHADOW Falls (OOC)


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Pharos, you've had 5 days. I'm moving this along.

Initiative and Status

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3, Stunned until 26

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruisedx1

Dark Magician 2 - 5 - NPC - Unharmed

The Magicians are up.

Number 1 will spend his action healing again, while he holds on to the mirror.

Recovery DC 10 (1d20+7=10) He makes it, but barely!

Number 2 will again use:

AP: Disintegration 8 (Flaws: Requires Mirror[-1], Requires Second Mage Holding Mirror[-1], Does not Affect Objects[-1]) This time on the newcomer: Valk

Attack Vs. Valkyrie DC 18 (1d20+8=11) The shot goes wide!

Initiative and Status

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3, Stunned until 26

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Unharmed

Dark Magician 2 - 5 - NPC - Unharmed

Grim is up!

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Okay, here's the scoop.

Heritage, those rolls are high enough to find where he's gone to, but as he's flown about 1000 feet, you won't actually be able to reach him this round unless you surge for another move action which would in fact bring you right to him. This is assuming you've done:

Move Action: Fly outside of museum

Free Action: Notice check to see where he's flown off to

Extra Effort: Surge: Move action

Full Round Action: Move all-out to the shadowey guy.

If you don't want to surge or move all out, you'll only get a total of 500 closer to him (2 x 250ft move actions).

Gizmo:

The High Sorcerer is both A: Flying, and B: Insubstantial. Are you sure this is the guy you want to be attacking?

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Okay, here's the scoop.

Heritage, those rolls are high enough to find where he's gone to, but as he's flown about 1000 feet, you won't actually be able to reach him this round unless you surge for another move action which would in fact bring you right to him. This is assuming you've done:

Move Action: Fly outside of museum

Free Action: Notice check to see where he's flown off to

Extra Effort: Surge: Move action

Full Round Action: Move all-out to the shadowey guy.

If you don't want to surge or move all out, you'll only get a total of 500 closer to him (2 x 250ft move actions).

Let's assume the first option; Grim really doesn't want to risk losing this guy.

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Heritage, that's fine.

Gizmo, finally have my books. Here's the saves.

Fort DC 21 (1d20+6=24) Pass.

TOU DC 28 (1d20+9=25) Bruised!

Initiative and Status

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruised x1

Dark Magician 2 - 5 - NPC - Unharmed

After my IC post, Bombshell is up!

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Two things I just realized, I need an IC post from Jack of him attacking the Mage, before I can post the reaction to it.

I also need to make one more roll!

Initiative for Triggered Reinforcements (1d20+1=20)

This roll shouldn't be "made" until the Shadow's turn comes around, technically. But I'm still making the roll now just for simplicity sake. This is why they are not currently appearing in the initiative order yet.

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Okay, it's been long enough, Alder, I'm moving on.

Initiative and Status

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruised x1

Dark Magician 2 - 5 - NPC - Unharmed

High Sorcerer is up. He's going blast Valkyrie who just dispatched his lackeys.

Attack Vs. Valkyrie DEF 18 (1d20+8=15) And he Misses. He's feeling pretty safe, right now. So he'll continue floating and use enough free action to maintain insubstantial and all his other juicy powers.

Initiative and Status

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruised x1

Dark Magician 2 - 5 - NPC - Unharmed

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Gigawatt has taken to long to act. We will be moving on.

Initiative and Status

Grimalkin - 28 - 5HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruised x1

Dark Magician 2 - 5 - NPC - Unharmed

Valkyrie

Move Action: Teleport beside Jack once more.

Standard Action: Melee attack the injured mage holding the mirror.

AoA5/ PA5; Attack vs. Mage; DC 32 TOU, DC 25 FORT on hit (1d20+8=24) That hits.

Mage Saves:

Toughness DC 32; Fortitude DC 25 (1d20+8=28, 1d20+6=25) wtf?

He takes minimal damage by rolling a 20 on the toughness save. He also passes the Fort save. Lucky guy!

Initiative and Status

Grimalkin - 28 - 6HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Shadow Mooks - 20 - NPC, 20 Minions

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruised x2

Dark Magician 2 - 5 - NPC - Unharmed

The Shadow is going to crawl out of his crater, and summon his reinforcements! But that's his whole round, and they won't act until next round. Grim gets an HP.

Initiative and Status

Grimalkin - 28 - 6HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Shadow Mooks - 20 - NPC, 20 Minions

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruised x2

Dark Magician 2 - 5 - NPC - Unharmed

Pharos is up after I make the IC post.

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I apologize for letting this slack off for so long again. I'm skipping Pharos, he's had six days to post.

Initiative and Status

Grimalkin - 28 - 6HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Shadow Mooks - 20 - NPC, 20 Minions

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 6HP - Unharmed

Shadow - 11 - NPC - Bruised x3

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruised x2

Dark Magician 2 - 5 - NPC - Unharmed

Mage's turn:

Mage 1

Standard: Disintegrate on Valk again. She just smacked him. Def 13. Disintegrate 8 vs Valk def 13 (1d20+8=14) a hit.

Valkyrie: Fort vs DC 18 (1d20+8=11) Just no. HP - re-roll automatically passes.

Valkyrie: TOU DC 23 (1d20+12=20) Bruised.

Mage 2

Standard: Blast Jack Blast 8 vs Jack (1d20+8=11) Not in a million years.

Initiative and Status

Grimalkin - 28 - 6HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Shadow Mooks - 20 - NPC, 20 Minions

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 5HP - Bruised x1

Shadow - 11 - NPC - Bruised x3

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruised x2

Dark Magician 2 - 5 - NPC - Unharmed

Grim is up.

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Okay, Grim's gonna drop the pixie shape and return to full size, activate her Concealment, and then take 10 and Power Attack at +3/-3 for a 25, and then combine Move-By and Takedown to ideally mop the floor with these guys.

Let's also assume she's taking 10 on Acrobatics to move more effectively through the mooks, per Shaen's suggestion in chat.

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These mooks have FF Defense 13, and Toughness +3. There is no way they can make a DC30 toughness save. Consider the floor mopped. Being as how this is a pretty big monkey wrench in the way that I wanted this thread to go, I'm going to have to come up with something drastic to put it back on track. Good news is I think I've got an idea for that.

Also, I'm assuming you're not attacking the main shadow with this?

Initiative and Status

Grimalkin - 28 - 6HP - Unharmed

Jack - 26 - 7HP - Unharmed

Bombshell - 20 - 6HP - Unharmed

High Sorcerer - 20 - NPC - Bruisedx1

Shadow Mooks - 20 - NPC, 20 Minions

Gigawatt - 19 - 2HP - Unharmed

Valkyrie - 13 - 5HP - Bruised x1

Shadow - 11 - NPC - Bruised x3

Pharos - 6 - 5HP - Unharmed

Dark Magician 1 - 5 - NPC - Bruised x2

Dark Magician 2 - 5 - NPC - Unharmed

Jack is up.

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Sorry, yes, on the bruised guy he was already fighting, and it's a DC 21 Drain Toughness followed by a DC 28 Toughness Save. So the guy's at least staggered and stunned, but if you could roll the Fort Save, we'll see if he actually gets knocked out! If so, I guess a Takedown Attack may be in order?

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