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Night Floors (OOC)


trollthumper

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And we are in rounds, for the first of tonight's combats. For sake of expediency, the gangsters will all go on the same Initiative order... which is apparently 19. And Cannonade goes on a 10, and KC is apparently going on 16. Here's the order as it stands:

Gangsters 3: 19, Unharmed, 0HP

Kid Cthulhu: 16, Unharmed, 3HP

Cannonade: 10, Unharmed, 1HP

All right, then. First two Gangsters are trying to attack KC, third will try to attack Cannonade. Attack rolls at the ready...

Gangster 1 - 15, which fails versuss KC's DC 18

Gangster 2 - 22, which hits, meaning KC needs to make a DC18 Toughness save.

Gangster 3 - 20, which hits Cannonade, but pings harmlessly against his Imperviousness.

Kid Cthulhu is up next.

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Okay... factoring in the -3 for Autofire, the first one hits (yay, crits!) and hits the +4 cap on top of the crit plus, the second one ties with the guy's DC and misses, and the third one hits AND gets a +1 to the Save DC due to beating the Defense DC by two. Now, the Saves...

Gangster 1 gets an 11, and gets clotheslined utterly.

Gangster 3 gets a 14, and since he's a Minion, he gets clotheslined as well. Let's see if Cannonade can pick up the spare...

The attack certainly hits on a 17, and... knocks the guy to the floor, Minion-hood or not. So, back to the creepyness.

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And add a +4 to that for the 8 it goes over their Defense DCs with Autofire, and that's a DC 32. As there is no way on God's green earth these guys are going to soak that, they turn into eldritch firewood. But a few other puppets are starting to snap their strings, so Cannonade's going to get to work.

And that's a hit against the Defense DC of the Marionette. He needs to make a DC22 Toughness save... but does not, turning him to splinters. Cannonade has Takedown Attack 1, so let's see if he can make another woodpile.

Another hit on a 21, and... a strangely sturdy Marionette. Speaking of, it's that's Marionette's turn, as it snaps its strings and makes an attack on Cannonade with his stringy limbs.

Which misses entirely. Other Marionettes are starting to snap their strings, though, and there are about, oh... 14 left in the room. So, at the start of Round 2...

Kid Cthulhu: 16, Unharmed, 2 HP

Cannonade: 14, Unharmed, 1 HP

Marionettes (4): 12, Unharmed, 0 HP

KC is up next.

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All right, Cannonade's attacking another marionette. He hits on a 22, and the marionette splinters once more. Using Takedown Attack 1 again... and he just misses the target. Dang. More snapping, and two Marionettes are up to attack this turn, making a straight attack against Cannonade and a Trip attempt against Kid Cthulhu.

The attack against Cannonade is a success. It won't pierce his Toughness, but it sets him up for a Grapple. Here comes the opposed Strength check, which... well, don't get your hopes up, puppet man.

Marionette gets 23 -- wait, forgot Strength, so it's 26 -- versus... Cannonade's 23. Whoops, spoke too soon. So the puppet man gets Cannonade in a Grapple. Now for the second one.

The rope misses on a 16 against KC's DC18 Defense. It's KC's turn.

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Well, you're gonna miss one of 'em... but the grappling guy loses his Dodge bonus due to grappling Cannonade... but sadly, does not go up in flames.

Cannonade, however, will try dragging the guy down and turning him into a pinata. Or not. Oh, well. I'll use my Move action to try to escape the grapple. And that's a 35 versus a 20, so Cannonade's out of the bonds and on his feet. But then the Marionettes, who number 4 combatants by now, get to go...

Marionette 1 makes another attack against Cannonade... but misses.

Marionette 2 makes an attack against Cannonade... and hits. Again, not piercing Toughness, but making a Grapple... but they got a 9, which will most definitely not beat Cannonade's +18, so it slips loose.

Marionette 3 makes an attack against Kid Cthulhu... and hits. That's a DC20 Toughness save.

Marionette 4 makes a Trip attack against Kid Cthulhu... and just misses. So, as Round 3 starts, we have:

Kid Cthulhu: 16, Unharmed, 2 HP

Cannonade: 14, Unharmed, 1 HP

Marionettes (4): 12. Unharmed, 0 HP

And there are currently 8 destroyed Marionettes, and 10 left in the ballroom. KC is up next.

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Ka-boom. Ka-boom. And ka-boom. Cannonade is likewise going to beat the termites out of some marionettes now that he's back on his feet.

He hits on a 20, and the marionette fails on an 8. This gives us another Takedown Attack 1 try, and assuming it hits but the guy takes it, he's going to try to use Takedown Attack 1 to throw the dummy into the far wall.

And it hits, and the Marionette is destroyed.

So that means we have 13 dead Marionettes, 2 who are combative, and 3 who are making their way over. Marionette 1 attempts to Trip Cannonade... and hits. Let's see if Cannonade can make the DC15 Strength save... and yes he can.

Marionette 2 will attempt to trip KC... and hits. DC15 save for KC once more... probably gonna have to use Dex to oppose it.

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[urlhttp]Burn, and burn. That leaves 3 Marionettes. We'll see what Cannonade can do about that...

He hits the first one, and it drops. Now comes Takedown Attack 1 again, which is actually going to turn into a Throw attempt using Improved Grapple. Boosting the attack by lowering Defense... oh, wait, no I'm not. So the two Marionettes are left, and they sense weakness...

Marionette 1 attacks Cannonade, but misses.

Marionette 2 attacks Cannonade, and hits. Let's see if he manages to pull off a grapple... 21 from the Marionette -- as I forgot to apply Strength AGAIN -- versus 29 from Cannonade. Yeah, no.

Kid Cthulhu is up next.

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That's definitely a hit. Let's see how it resounds...

It resounds quite well. The man in the pallid mask is down 6 WIS. So, at the start of Round 2:

Cannonade: 24, Unharmed, 1 HP

Tattered Man: 17, Unharmed, -8 WIS, 0 HP

Kid Cthulhu: 7, Bruised, 2 HP

So, Cannonade's up to bat again. I think I wanna give Charging a try. And I'm very glad I did, as that's a hit. The guy needs to make a DC22 Toughness save...

And just misses it. So he's now Bruised, in addition to all else. But now that he's up, he's going to Teleport over to Jane's "throne" and hit Kid Cthulhu with Emotion Control: Despair. DC19 Will save, KC.

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