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Nightmare on West End (OOC)


Lone Star

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  • 2 weeks later...

Hm. I could try to smack down all the minions...or I could go for the "head of the serpent", as it were.

Move Action: Fly up into the air, so I have clear LOS on the Necromancer.

Standard Action: First...

All-Out Attack 2: Defense now +3, Attack now +11

Power Attack 2: Attack now +9, Toughness Save DC now 26

Blast at the Necromancer.

16 probably isn't good enough. So, Hero Point Reroll!

19, which becomes 29 once you add in the HP Reroll bonus (I think it applies to rolls of 10 or below).

Toughness Save DC 26.

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The Necromancer saves...

And does not too bad. 24 Toughness save.

So our Necromancer takes a bruise.

Warlock is now up. I'll assume there are three skeletons attacking him, and he'll try to wipe them out with his Lightning Wand.

None of the Skeletons make the saving throw, they roll a 10, 3, and 17.

So they'll have to make a save against a DC 24 Toughness. Since they have +1 Toughness, I'll assume they're knocked out, since Minions are usually down when they fail a save. And now it's the Ghost's turn. She's going to fly up and +5/-5 Power Attack CT.

And she does quite well, rolling a 24.

That's a Toughness DC 30 for CT to roll against. And we're on Round 2 with Nick.

Nick: 26. 4 HP, Bruised, Stunned

Skeleton 1: 25. Unharmed

Necromancer: 21. Bruised

Skeleton 2: 20. Unharmed

Skeleton 3: 17. Unharmed

Cobalt Templar: 11. 3 HP, Unharmed

Warlock: 4. 4 HP, Unharmed

Ghost: 4. Unharmed

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The necromancer made the save, so here's what we have so far...

Nick: 26. 4 HP, Bruised, Stunned

Skeleton 1: 25. Bound

Necromancer: 21. Bruised

Skeleton 2: 20. Bound

Skeleton 3: 17. Bound

Cobalt Templar: 11. 3 HP, Unharmed

Warlock: 4. 4 HP, Unharmed

Ghost: 4. Unharmed

Our Necromancer is up once again. He'll attack Warlock with his Will Save Blast.

Holy carp. He rolled a 20!

That hits, of course. A DC 25 Will save for my unfortunate hero.

Luckily, he just makes it.

CT is now up.

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I think I'll move to engage the Necromancer in up-close-and-personal fighting.

Move Action: Put myself next to Necro-dude.

All-Out Attack 2: Attack becomes +11, Defense becomes +3

Power Attack 2: Attack becomes +9, Save DC goes up by 2

Standard Action: Melee Attack Necro-Dude.

21 to hit him. Time to give him a brief history of pain with the back of my hand!

DC 26 Toughness Save.

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Sorry about the delay.

Our necromancer takes the hit hard, losing the save by 13.

So our necro-buddy is now Bruised, Stunned, and Staggered. Time for Warlock and the Ghost to try to take a shot. Warlock will aim for the Necromancer with his Lightning Rod.

Necro-buddy takes full damage.

Let's see how he does on his Toughness save...He misses by 13!

Our necromancer is now out for the count! All other enemies fade away, good show guys.

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