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trollthumper

A Trail All Bent Askew [OOC]

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Cannonade, Crow, and Wisp relax in Boston, and soon find out the truth behind why Boston has such weird streets, why the Big Dig took so damn long, and why that little fishing town in Essex Bay vanished off the map.

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(19:08:12) System: Quinn rolls 1d20 and gets 1.

And with Crow's +8, that's a 9. I think Ecal puts it best.

(19:08:33) Ecalsneerg: Invisible Castle is merely fickle

(19:08:39) Ecalsneerg: ChatBot? It just f***ing hates you

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Okay, so we have order:

Silversmith: 27, Unharmed, 0 HP

Hexbinder: 19, Unharmed, 0 HP

Crow: 9, Unharmed, 2 HP

Cannonade: 9, Unharmed, 3 HP

Wisp: 8, Unharmed, 2 HP

Silversmith is somewhat without movement or ranged options, so she picks up a slagged piece of stand and hurls it at the witch.

(11:40:31) System: trollthumper rolls 1d20 and gets 3.

Given she's got a +6 to non-Melee attacks, she misses. Hexbinder responds with a torrent of flame... but not one aimed at her. No, this blast hits Faneuil Hall.

(11:42:38) System: trollthumper rolls 1d20 and gets 15.

That will most likely hit the unmoving building. Faneuil Hall's stone walls need to make a DC25 Toughness save.

(11:43:13) System: trollthumper rolls 1d20 and gets 14.

They take a Bruised.

Silversmith: 27, Unharmed, 0 HP

Hexbinder: 19, Unharmed, 0 HP

Crow: 9, Unharmed, 2 HP

Cannonade: 9, Unharmed, 3 HP

Wisp: 8, Unharmed, 2 HP

Faneuil Hall: N/A, Bruised x1

Crow is up next.

EDIT: Oh, and everyone take a Hero Point for civilians in danger.

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Okay, Crow's going to take care of said civvies in danger first. Move action to teleport into the hall, then Standard Action to stunt Teleport 1 (100ft per Move Action, Extras: Portal, Progression (Portal Size, 10x10)) [4PP] (Wind Portal Rune) off of his Rune of Wind Walk. There is now a 10x10 sized door made of wind beside him. All aboard the Getting The Heck Out Of Here Express!

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Hexbinder makes a 36 on the opposed check, so she's not fooled. The attack does hit, however, and she takes a Bruise.

Silversmith: 27, Unharmed, 0 HP

Hexbinder: 19, Bruised x1, 0 HP

Crow: 9, Unharmed, 2 HP

Cannonade: 9, Unharmed, 4 HP

Wisp: 8, Unharmed, 3 HP

Faneuil Hall: N/A, Bruised x1

And we're back at top of the round. Silversmith is still somewhat bound to the ground, so she's instead going to use Shape Matter to take those conveniently-slagged stands and create a walkway that she can use to get up close and personal with Hexbinder next turn. You'd think Hexbinder would be a bit worried about the giant metal apparatus designed entirely to punch her in the face, but Hexbinder don't care. Hexbinder don't give a s**t. Instead, she's going to try to burn down Faneuil Hall again. The attack does not miss, and Faneuil Hall rolls an 11 against a DC27. The walls are busted to crap, and now Hexbinder's actually noticing people are trying to hurt her.

Silversmith: 27, Unharmed, 0 HP

Hexbinder: 19, Bruised x1, 0 HP

Crow: 9, Unharmed, 2 HP

Cannonade: 9, Unharmed, 4 HP

Wisp: 8, Unharmed, 3 HP

Faneuil Hall: N/A, Destroyed

Crow is up next.

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Uh, Crow's still inside the collapsing building. Assuming there's a TOU save involved, or is there anything on his sheet (Uncanny Dodge, a Reflex save, etc.) that'll let him teleport out or hop through the portal before the roof falls on his head?

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And she's Bound. This does mean that you and her and effectively floating in mid-air, but still.

Silversmith: 27, Unharmed, 0 HP

Hexbinder: 19, Bruised x1, Bound, 0 HP

Crow: 9, Unharmed, 2 HP

Cannonade: 9, Unharmed, 4 HP

Wisp: 8, Unharmed, 3 HP

Faneuil Hall: N/A, Destroyed

So it's Cannonade's turn. He leaps into mid-air and aims to strike Hexbinder. He can't coup de grace, as he must actually get up there to attack. He hits, given that she's Bound, necessitating a DC24 Toughness save.

Which she makes. Cannonade completes his turn by landing on Silversmith's construct. Wisp is up next.

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All right, as Hexbinder is Bound and she has an effective Defense DC of 5, that means the Autofire will top out at 5 (as it's half of Wisp's +9 damage bonus, rounded up). And as that's a crit, that means Hexbinder needs to make a DC34 Toughness save. She rolls rather well, given the circumstances, but is still Bruised and Dazed.

Silversmith: 27, Unharmed, 0 HP

Hexbinder: 19, Bruised x2, Dazed (Wisp's Action), 0 HP

Crow: 9, Unharmed, 2 HP

Cannonade: 9, Unharmed, 4 HP

Wisp: 8, Unharmed, 3 HP

Faneuil Hall: N/A, Destroyed

We're at the top of the round, and it's Silversmith's action. Silversmith moves thirty feet up the ramp, right to where Hexbinder is currently listing in midair. She hits, as Hexbinder is still Bound, and now Hexbinder must make a DC25 Toughness save. Which she does.

Crow is up next.

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Okay, after checking the Grapple rules, Crow can inflict damage onto Hexbinder without need for an attack roll; he locks a sleeper hold in with an Ethereal Drain. DC 20 Fortitude save from Hexbinder, draining Toughness.

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Yeah, that'll do it. She is now down 5 Toughness.

Silversmith: 27, Unharmed, 0 HP

Hexbinder: 19, Bruised x2, Dazed (Wisp's Action), -5 Toughness, 0 HP

Crow: 9, Unharmed, 2 HP

Cannonade: 9, Unharmed, 4 HP

Wisp: 8, Unharmed, 3 HP

Faneuil Hall: N/A, Destroyed

So Cannonade is up next, and he decides to punch her in the face. He does need to move to hit her, so it's not a Coup de Grace, but it's still pretty strong, as he's Power Attacking for -3/+3. It hits, and she needs to make a DC27 Toughness save. She takes another Bruise, and her Daze refreshes.

Silversmith: 27, Unharmed, 0 HP

Hexbinder: 19, Bruised x3, Dazed (Cannonade's Action), -5 Toughness, 0 HP

Crow: 9, Unharmed, 2 HP

Cannonade: 9, Unharmed, 4 HP

Wisp: 8, Unharmed, 3 HP

Faneuil Hall: N/A, Destroyed

Wisp is up next.

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It hits, and she's down. That means that she is plummeting to the earth, but as Silversmith is next up in the order, she can probably grab her from one of the lower rungs of the structure. And hey, Crow can just port away with her if he wishes.

We are out of rounds. I'll make an IC post once Az gets his up.

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And here's how it goes:

Deep One 1: 21, Unharmed, 0 HP

Wisp: 20, Unharmed, 2 HP

Deep One 2: 20, Unharmed, 0 HP

Fathom: 18, Unharmed, 0 HP

Crow: 18, Unharmed, 2 HP

Cannonade: 16, Unharmed, 4 HP

Deep One 3: 15, Unharmed, 0 HP

Deep One 4: 11, Unharmed, 0 HP

The Deep One comes at Cannonade with his trident, aiming to drown him via Water Control. It hits, and the Deep One makes a 35 on an Opposed Grapple check. Cannonade tries to fight it off, and makes a 24. Ow. So he's Bound.

Deep One 1: 21, Unharmed, 0 HP

Wisp: 20, Unharmed, 2 HP

Deep One 2: 20, Unharmed, 0 HP

Fathom: 18, Unharmed, 0 HP

Crow: 18, Unharmed, 2 HP

Cannonade: 16, Unharmed, Bound, 4 HP

Deep One 3: 15, Unharmed, 0 HP

Deep One 4: 11, Unharmed, 0 HP

Wisp is up next.

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That'll hit. And the Deep One takes a Bruise. Also, due to the fact that there are civilians still in the cars, everyone gets an HP.

Deep One 1: 21, Bruised x1, 0 HP

Wisp: 20, Unharmed, 3 HP

Deep One 2: 20, Unharmed, 0 HP

Fathom: 18, Unharmed, 0 HP

Crow: 18, Unharmed, 3 HP

Cannonade: 16, Unharmed, Bound, 5 HP

Deep One 3: 15, Unharmed, 0 HP

Deep One 4: 11, Unharmed, 0 HP

Deep One 2 is up next. He attempts to strike at Wisp with the trident, and misses. Fathom, meanwhile, swims up behind Deep One 2 and bites it. Or would, if he didn't just miss.

Crow is up next.

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