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Jotun Skeleton
Unarmed Attack vs Citizen; Combined Attack: 5#1d20+8 11 13 14 11 24 That's a DC 27 Toughness Save for Sharl...
Unarmed Attack vs Temperance; Combined Attack: 4#1d20+8 24 12 19 18 ...and a DC 29 Toughness Save for Eliza...
Unarmed Attack vs Revenant; Combined Attack: 4#1d20+8 27 16 17 21 ...and a DC 27 Toughness Save for Lucy as well!

33 - Blue Fox - Uninjured, 5HP [SOUTH]
       Telekinetic Barrier +13 Toughness [SOUTH + EAST]
25 - Timberwolves - Uninjured x5 [WEST]
25 - Timberwolves - Uninjured x5 [EAST]
23 - Papercut - Bruised x1, 3HP [WEST]
13 - Citizen - Injured x1, 1HP [WEST]
12 - Wraith - Uninjured, -2 Defense, 3HP [SOUTH]
12 - Temperance - Uninjured, 3HP [WEST]
11 - Jotun Skeletons - Uninjured x13 [WEST]
> 9 - Revenant - Uninjured, 2HP [WEST]

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Alright, I'll get an IC post up then it's Lucy's turn!

33 - Blue Fox - Uninjured, 5HP [SOUTH]
       Telekinetic Barrier +13 Toughness [SOUTH + EAST]
25 - Timberwolves - Uninjured x5 [WEST]
25 - Timberwolves - Uninjured x5 [EAST]
23 - Papercut - Bruised x1, 3HP [WEST]
13 - Citizen - Injured x1, 0HP [WEST]
12 - Wraith - Uninjured, -2 Defense, 3HP [SOUTH]
12 - Temperance - Bruised x1, Dazed, 2HP [WEST]
11 - Jotun Skeletons - Uninjured x13 [WEST]
> 9 - Revenant - Bruised x1, 2HP [WEST]

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Jotun Skeleton
Toughness Save vs DC 27: 4#1d20+13 24 33 17 21 The second skeleton in line makes its save so the Takedown Attack doesn't continue past it. Go ahead and post IC, Tiff.

> 33 - Blue Fox - Uninjured, 5HP [SOUTH]
       Telekinetic Barrier +13 Toughness [SOUTH + EAST]
25 - Timberwolves - Uninjured x5 [WEST]
25 - Timberwolves - Uninjured x5 [EAST]
23 - Papercut - Bruised x1, 3HP [WEST]
13 - Citizen - Injured x1, 0HP [WEST]
12 - Wraith - Uninjured, -2 Defense, 3HP [SOUTH]
12 - Temperance - Bruised x1, Dazed, 2HP [WEST]
11 - Jotun Skeletons - Uninjured x13 [WEST]
9 - Revenant - Uninjured, 1HP [WEST]

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Hopping back in initiative to wrap up the fight! I'll need Initiative rolls for Nick and Equinox as well. Blue Fox is currently up to bat.

Ghost Girl
Initiative: 1d20+3 15

 

> 33 - Blue Fox - Uninjured, 5HP [SOUTH]
       Telekinetic Barrier +13 Toughness [SOUTH + EAST]
25 - Timberwolves - Uninjured x5 [WEST]
25 - Timberwolves - Uninjured x5 [EAST]
23 - Papercut - Bruised x1, 3HP [WEST]
15 - Ghost Girl - Uninjured, 3HP [WEST]
13 - Citizen - Injured x1, 0HP [WEST]
12 - Wraith - Uninjured, -2 Defense, 3HP [SOUTH]
12 - Temperance - Bruised x1, Dazed, 2HP [WEST]
11 - Jotun Skeletons - Uninjured x12 [WEST]
9 - Revenant - Uninjured, 1HP [WEST]
3 - Comrade Frost - Uninjured, 1HP [BLUFF]

? - Nick Cimitiere - Uninjured, 4HP [BLUFF]
? - Equinox - Uninjured, 4HP [BLUFF]

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Blue Fox will not maintain the barrier.

As a standard action she will use Leadership and expending a Hero Point she will clear the Dazed condition from Temperance.  I don't recall what Wraith is engaged with but Eve will use her move action to Acrobatic Feint (via Fast Task) said target, which would be a DC 35 to not be affected.  Blue Fox will use Set-Up to transfer the bonus to Wraith.

Edited by Sorus
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Timberwolves
Combined Attack vs Wraith: 5#1d20+12 14 29 23 24 18 That's a DC 29 Toughness Save for Indira.
The remaining five circle around to the opposite end of the telekinetic barrier.

33 - Blue Fox - Uninjured, 4HP [SOUTH]
       Telekinetic Barrier +13 Toughness [SOUTH + EAST]
25 - Timberwolves - Uninjured x5 [SOUTH]
25 - Timberwolves - Uninjured x5 [NORTH]
> 23 - Papercut - Bruised x1, 3HP [WEST]
15 - Ghost Girl - Uninjured, 3HP [WEST]
13 - Citizen - Injured x1, 0HP [WEST]
12 - Wraith - Uninjured, -2 Defense, Set-Up, 3HP [SOUTH]
12 - Temperance - Bruised x1, 2HP [WEST]
11 - Jotun Skeletons - Uninjured x12 [WEST]
9 - Revenant - Uninjured, 1HP [WEST]
3 - Comrade Frost - Uninjured, 1HP [BLUFF]

? - Nick Cimitiere - Uninjured, 4HP [BLUFF]
? - Equinox - Uninjured, 4HP [BLUFF]

 

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Timberwolves
Toughness Save vs DC 23: 5#1d20+10 19 25 26 21 25

33 - Blue Fox - Uninjured, 4HP [SOUTH]
       Telekinetic Barrier +13 Toughness [SOUTH + EAST]
25 - Timberwolves - Uninjured x5 [SOUTH]
25 - Timberwolves - Uninjured x3 [NORTH]
23 - Papercut - Bruised x1, 3HP [NORTH]
> 15 - Ghost Girl - Uninjured, 3HP [WEST]
13 - Citizen - Injured x1, 0HP [WEST]
12 - Wraith - Uninjured, -2 Defense, Set-Up, 2HP [SOUTH]
12 - Temperance - Bruised x1, 2HP [WEST]
11 - Jotun Skeletons - Uninjured x12 [WEST]
9 - Revenant - Uninjured, 1HP [WEST]
3 - Comrade Frost - Uninjured, 1HP [BLUFF]

? - Nick Cimitiere - Uninjured, 4HP [BLUFF]
? - Equinox - Uninjured, 4HP [BLUFF]

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Ghost Girl
Free Action: Activate 'Indira’s Instruction'
Standard Action: Take 10 for Spirit Sever vs Jotun Skeletons, with Takedown Attack 2.

The Drain isn't really relevant since none of them can pass the DC 29 Will Save for the Damage effect! That clears the skeletons who were surrounding Temperance and Revenant; the remainder are circling Citizen.

Move Action: Fly toward Wraith and the Timberwolves.

 

33 - Blue Fox - Uninjured, 4HP [SOUTH]
       Telekinetic Barrier +13 Toughness [SOUTH + EAST]
25 - Timberwolves - Uninjured x5 [SOUTH]
25 - Timberwolves - Uninjured x3 [NORTH]
23 - Papercut - Bruised x1, 3HP [NORTH]
15 - Ghost Girl - Uninjured, 3HP [SOUTH]
> 13 - Citizen - Injured x1, 0HP [WEST]
12 - Wraith - Uninjured, -2 Defense, Set-Up, 2HP [SOUTH]
12 - Temperance - Bruised x1, 2HP [WEST]
11 - Jotun Skeletons - Uninjured x5 [WEST]
9 - Revenant - Uninjured, 1HP [WEST]
3 - Comrade Frost - Uninjured, 1HP [BLUFF]

? - Nick Cimitiere - Uninjured, 4HP [BLUFF]
? - Equinox - Uninjured, 4HP [BLUFF]

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Jotun Skeleton
Toughness Save vs DC 29: 1d20+13 24

 

33 - Blue Fox - Uninjured, 4HP [SOUTH]
       Telekinetic Barrier +13 Toughness [SOUTH + EAST]
25 - Timberwolves - Uninjured x5 [SOUTH]
25 - Timberwolves - Uninjured x3 [NORTH]
23 - Papercut - Bruised x1, 3HP [NORTH]
15 - Ghost Girl - Uninjured, 3HP [SOUTH]
13 - Citizen - Injured x1, 0HP [WEST]
> 12 - Wraith - Uninjured, Set-Up, 2HP [SOUTH]
12 - Temperance - Bruised x1, 2HP [WEST]
11 - Jotun Skeletons - Uninjured x4 [WEST]
9 - Revenant - Uninjured, 1HP [WEST]
3 - Comrade Frost - Uninjured, 1HP [BLUFF]

? - Nick Cimitiere - Uninjured, 4HP [BLUFF]
? - Equinox - Uninjured, 4HP [BLUFF]

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Bad dogs!

Same trick as before - without the Charge, Wraith'll just All-Out Attack for +2, and Power Attack for -4/+4. Taking 10, that's a 'roll' of 20 to hit the wolves and a DC31 Toughness save, with Takedown and the extended reach.

She'll be at -2 defense until her next turn.

Edited by Fox
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Timberwolves
Toughness Save vs DC 31: 5#1d20+10 21 17 12 24 15

33 - Blue Fox - Uninjured, 4HP [SOUTH]
       Telekinetic Barrier +13 Toughness [SOUTH + EAST]
25 - Timberwolves - Uninjured x3 [NORTH]
23 - Papercut - Bruised x1, 3HP [NORTH]
15 - Ghost Girl - Uninjured, 3HP [SOUTH]
13 - Citizen - Injured x1, 0HP [WEST]
12 - Wraith - Uninjured, 2HP [SOUTH]
> 12 - Temperance - Bruised x1, 2HP [WEST]
11 - Jotun Skeletons - Uninjured x4 [WEST]
9 - Revenant - Uninjured, 1HP [WEST]
3 - Comrade Frost - Uninjured, 1HP [BLUFF]

? - Nick Cimitiere - Uninjured, 4HP [BLUFF]
? - Equinox - Uninjured, 4HP [BLUFF]

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Timberwolf
Toughness Save vs DC 26: 1d20+10 18

Jotun Skeletons
Citizen is out of range now so two of them will go after Revenant and two will try to follow Ghost Girl.
Unarmed Attack vs Revenant; Combined Attack: 2#1d20+6 17 17

33 - Blue Fox - Uninjured, 4HP [SOUTH]
       Telekinetic Barrier +13 Toughness [SOUTH + EAST]
25 - Timberwolves - Uninjured x2 [NORTH]
23 - Papercut - Bruised x1, 3HP [NORTH]
15 - Ghost Girl - Uninjured, 3HP [SOUTH]
13 - Citizen - Injured x1, 0HP [WEST]
12 - Wraith - Uninjured, 2HP [SOUTH]
12 - Temperance - Bruised x1, 2HP [NORTH]
11 - Jotun Skeletons - Uninjured x2 [WEST]
11 - Jotun Skeletons - Uninjured x2 [SOUTH]
> 9 - Revenant - Uninjured, 1HP [WEST]
3 - Comrade Frost - Uninjured, 1HP [BLUFF]

? - Nick Cimitiere - Uninjured, 4HP [BLUFF]
? - Equinox - Uninjured, 4HP [BLUFF]

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