Dawn of Legends playtest scenarios (Inactive)

Game Master JamZilla

LINK TO FINAL CAMPAIGN DOC


51 to 100 of 456 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Initiative:

Crimson: 1d20 + 10 ⇒ (4) + 10 = 14
Midnight: 1d20 + 4 ⇒ (20) + 4 = 24
Brock: 1d20 + 6 ⇒ (18) + 6 = 24

Kraven: 1d20 + 7 ⇒ (2) + 7 = 9
Lion: 1d20 + 4 ⇒ (18) + 4 = 22

Round 1 - Heroes

I suspect you're going to mash poor Kraven

Latest Map


Showing no sign of giving up Crimson takes flight. "Take them down." He then forms a fist and launches out a small capsule from his wrist it flies instantly at Kraven and explodes the areas.

Fireball DC20: 6d6 ⇒ (4, 3, 3, 2, 5, 5) = 22

20 feet in the air


1 person marked this as a favorite.
retired (playtest completed)

"Force it is. Good. HAAAAAAAAAAAAAAAAAAAAA" As Brock shouts, his long hair begins to dance as green slashes of energy swirl and spark around him. Before the smoke from Crimson's explosion clears, the towering fighter bolts forward in a flash, still yelling, "AAAAAAAAAAAAAAAAAAAAAAAAAAAAA" A swirling ball of green energy gathers in his palm before he sends it darting into Kraven. Crimson's explosion swirls into a column of roaring fire as Brock's secondary blast sets the air spinning into a blazing vortex. "AAAAAAAAAAH!"

Energy Blast (fire): 1d20 + 11 ⇒ (11) + 11 = 22for: 3d6 + 2 ⇒ (6, 1, 5) + 2 = 14
5 splash damage to lions adjacent to Kraven!

Move to L18/M19
Alchemist Bomb to Kraven's square!

Status:

HP: 65/65 (DR 3) (Resist Fire 2)
AC: 22 (14 T / 18 FF) (25% crit/sneak attack negation)
Bal AC: 15 (11 FF)
CMD: 27 (29 vs bullrush) (31 vs overrun)
F/R/W: +8/+9/+2
Rage rounds used: 0/16
Bombs used: 0/7
Mutagen (str): [X]
Cat's Luck (reroll Ref save): [ ]
Lvl 1 Extracts Prepared (4+1): cure light wounds [ ], enlarge person [x], shield [x] [ ] [ ]
Lvl 2 Extracts Prepared (3): blur [X] [ ], bull's strength [X]

Ongoing Effects
mutagen (str): +4 str (alchemical), -2 int, +2 nat armor
enlarge person: +2 str (size), -2 dex, -1 to hit, -1 AC, 10ft reach
bull's strength: +4 str (enhancement)
blur: concealment + 20% miss chance
shield: +4 AC

I could have done a charge attack thanks to Brock's reach, but I'm curious to see how his energy blast works out!


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Glancing at either side of her and watching her teammates unleashing their powers, Midnight decides she too will demonstrate her powers as noisily as possible.

She kicks off in to the air, rising steadily as she soars upwards and hovers high over the ground.

The air warps around her as she gathers energy to her, her hands shaking with the intensity, the bolt of gravitic energy erupting from her hand and tumbling through the air like a meteor.

Move to L19 (20 ft up), standard for kinetic blast (extended, empowered - 2 burn)

kinetic blast (extended, empowered): 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
bludgeoning: 3d6 + 3 + 2 + 4 + 4 ⇒ (2, 3, 1) + 3 + 2 + 4 + 4 = 19 3d6 is times 1.5 due to empower so total damage is: 9 + 3 + 2 + 4 + 4 = 22

Status: hp 52/64 (12 non-lethal from burn 2), elemental overflow: 2 (+2 attack, +4 damage with kinetic blast)


Kraven reflex: 1d20 + 12 ⇒ (8) + 12 = 20 Success
Lion reflex: 1d20 ⇒ 4
Cheetah 1 ref: 1d20 ⇒ 8
Cheetah 2 ref: 1d20 ⇒ 11
Cheetah 3 ref: 1d20 ⇒ 1
Cheetah 4 ref: 1d20 ⇒ 2

Cure serious wounds: 3d8 + 5 ⇒ (8, 6, 2) + 5 = 21

Round 1 - Enemy

Crimson's missile erupts in the middle of the group and, when coupled with Brock's energy blast blows the group of cheetahs to pieces.

Gravely injured, Kraven and his lion retreats back into the enclosure.

Round 2 - Heroes

That first round annihilated the enemy.

Latest Map


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

I actually feel sorry for poor Kraven :(

Midnight sees the criminal attempting to escape, and flies in pursuit, continuing to hover above the ground away from any potential jumps the man might make.

She levels another blast at him.

Move to K10
kinetic blast: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
bludgeoning: 3d6 + 3 + 2 + 4 + 4 ⇒ (4, 6, 2) + 3 + 2 + 4 + 4 = 25


Not sure how far away i am but i think i need to at least double move. So ten feet off the group at M13

Crimson scans the area happy with the pack mostly dealt with he moves forward in pursuit of Kraven. "Kraven! We can still end this now. Drop your weapons and come out!"


In case it isn't obvious from the map, the enclosure is literally that - enclosed. The only entrance is through the doors that currently grant kraven cover.


retired (playtest completed)

Did Kraven close the doors behind him or are they still open?


They are still open


retired (playtest completed)

"What was that you were saying? Something about..." Brock's sentence cuts off as he suddenly bursts into motion, rushing into the enclosure after Kraven as sparks of green still dance and slash around his body. Turning to look at their foe, he continues, "Oh what was it? Something about mounting our heads on a wall?" He shrugs nonchalantly, "Huh," then suddenly lashes out with an impossibly fast punch, his fist slamming into Kraven's jaw.

Punch: 1d20 + 16 ⇒ (4) + 16 = 20for: 1d10 + 14 ⇒ (10) + 14 = 24

free action: rage
move action: move to L8/M9
Standard action: punch

Status:

HP: 65/65 (DR 3) (Resist Fire 2)
AC: 20 (12 T / 16 FF) (25% crit/sneak attack negation)
Bal AC: 15 (11 FF)
CMD: 27 (29 vs bullrush) (31 vs overrun)
F/R/W: +8/+9/+4
Rage rounds used: 1/16
Bombs used: 1/7
Mutagen (str): [X]
Cat's Luck (reroll Ref save): [ ]
Lvl 1 Extracts Prepared (4+1): cure light wounds [ ], enlarge person [x], shield [x] [ ] [ ]
Lvl 2 Extracts Prepared (3): blur [X] [ ], bull's strength [X]

Ongoing Effects
mutagen (str): +4 str (alchemical), -2 int, +2 nat armor
enlarge person: +2 str (size), -2 dex, -1 to hit, -1 AC, 10ft reach
bull's strength: +4 str (enhancement)
rage: +4 str/con (morale), +2 will saves, -2 AC
blur: concealment + 20% miss chance
shield: +4 AC
power attack: -2/+4


The heroes follow after the retreating Kraven. Midnight sends a bolt of kinetic energy at him but now, brought down a peg, his focus is entirely on the fight and he dodges aside, watching the blast blow a hole in the side of the wooden enclosure.

Brock moves in but with his massive bulk squeezing into the enclosure he affords the enemy an opportunity to strike out.

Kraven raises his hand and with a flash of orange light a long, slender spear appears in his grasp and with a powerful thrust he lunges out at the brute.

AOO, Brock: 1d20 + 11 ⇒ (3) + 11 = 14 Miss
AOO, Lion: 1d20 + 6 ⇒ (1) + 6 = 7 Miss

But neither he nor his pet are able to land a telling blow on Brock.

Kraven is proving to be seriously useless at this point lol

Round 2 - Enemy

The lion steps closer to Brock, at with a growl slashes at him with claw and bite.

Claw: 1d20 + 6 ⇒ (1) + 6 = 7 Miss
Claw: 1d20 + 6 ⇒ (15) + 6 = 21 Hit
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Bit: 1d20 + 6 ⇒ (5) + 6 = 11 Miss

Kraven then darts behind the bigger man and takes advantage of the flanked position.

Acrobatics: 1d20 + 15 + 5 ⇒ (10) + 15 + 5 = 30 Success

Sneak attack, flank, Brock: 1d20 + 11 + 2 + 1 ⇒ (11) + 11 + 2 + 1 = 25
Damage: 1d8 + 14 ⇒ (6) + 14 = 20 and Sneak: 3d6 ⇒ (5, 1, 1) = 7

Brock, you are also subject to his Unchained Rogue Debilitating injury and take a -2 penalty to attack against the lion and a -4 penalty against Kraven for 1 round

Round 3 - Heroes

Latest Map


Crimson flies down and into the crypt past the lion and on to Kraven. "So be it, drop the weapon." He says pointing his arm at the man and letting loose a short laser bust at his weapon.

Fly in to M7 cast burning disarm dc16 on Kraven

Burning Disarm


retired (playtest completed)

miss chance, lion (1-20): 1d100 ⇒ 79
miss chance, kraven (1-20): 1d100 ⇒ 88
I have concealment from blur, does that spoil his sneak attack or does he have that one feat? If he does, maybe this will spoil it instead!
negate sneak attack (1-25): 1d100 ⇒ 66

Brock turns slowly to look at Kraven and shakes his head. "That tickled." The towering fighter then lashes out with a furious punch-punch-kick sequence, looking to put Kraven down.

Punch 1: 1d20 + 14 ⇒ (13) + 14 = 27for: 1d10 + 14 ⇒ (10) + 14 = 24
Punch 2: 1d20 + 14 ⇒ (20) + 14 = 34for: 1d10 + 14 ⇒ (8) + 14 = 22
Punch 2 (crit?): 1d20 + 14 ⇒ (10) + 14 = 24for an additional: 1d10 + 14 ⇒ (6) + 14 = 20
Kick: 1d20 + 14 ⇒ (7) + 14 = 21for: 1d10 + 14 ⇒ (4) + 14 = 18
-4 to all of these if Kraven's penalty to my attack was a rider effect on his sneak attack damage and blur didn't spoil it

Status:

HP: 45/65 (DR 3) (Resist Fire 2)
AC: 20 (12 T / 16 FF) (25% crit/sneak attack negation)
Bal AC: 15 (11 FF)
CMD: 27 (29 vs bullrush) (31 vs overrun)
F/R/W: +8/+9/+4
Rage rounds used: 2/16
Bombs used: 1/7
Mutagen (str): [X]
Cat's Luck (reroll Ref save): [ ]
Lvl 1 Extracts Prepared (4+1): cure light wounds [ ], enlarge person [x], shield [x] [ ] [ ]
Lvl 2 Extracts Prepared (3): blur [X] [ ], bull's strength [X]
Ongoing Effects
mutagen (str): +4 str (alchemical), -2 int, +2 nat armor
enlarge person: +2 str (size), -2 dex, -1 to hit, -1 AC, 10ft reach
bull's strength: +4 str (enhancement)
rage: +4 str/con (morale), +2 will saves, -2 AC
blur: concealment + 20% miss chance
shield: +4 AC
power attack: -2/+4
Two weapon fighting: -2 to hit


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Midnight throws herself in to her next attack, literally. The energy she gathers to her looks like it has consumed her even as it pulses forward from her outstretched arm, her entire body sheathed in energy and flying forward as she crashes like a wave in to Kraven...

'Ride the blast' utility talent to take her to J7, move action to grab Mobility (+4 AC v AoO) and Wind Stance (20% concealment till next turn if she moves this turn)
kinetic blast: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
bludgeoning: 3d6 + 3 + 2 + 4 + 4 ⇒ (6, 1, 4) + 3 + 2 + 4 + 4 = 24

OMG dice >:s


Either way he's down. I'm thinking even with three players traditional CR is out the window. I'll probably be looking to up the challenge by at least 2 points of CR when you get to these mid levels.

Combat Over


Gestalt rules recommend normal encounters at challenge rating +1 and more difficult encounters (but still several per day) to be challenge rating +2. Given that these rules were written for 3.5 and PF gave most classes a boost over that, I'd probably look to up that challenge even more.

The action economy of how I run initiative is a real boss killer too so maybe I'll change that for this game to a more traditional approach.


retired (playtest completed)

It's likely only going to get worse as the heroes' levels increase too, JZ. This was level 6 and it already felt like rocket tag!


Hmmmm. Any suggestions?

The fully buffed part probably didn't help. I also think the single, isolated scenario isn't really representative. I think when actually playing it might be different

You should absolutely be able to one-punch goons at level 6, even Batman can do that and he has no super powers at all. But when he comes up against Solomon Grundy or Bane it should be a more drawn out affair and I think increasing the CR is the only way to do that.

A level 6 Batman, Robin and Nightwing should have a good slugfest with a level 9 Bane or at least take some licks against fifteen henchmen (due to action economy). That's what this encounter has shown me anyway so it's definitely valuable info for me.


I'd really like to get this to work if at all possible where Hell Yes you feel like superheroes but there is still a challenge so that you can't just curb stomp every mook you come across. I'm sure we can do it, it just needs careful handling and collaboration with you, the players


I don't think the fully buffed affected much(I can see how it would though), All my buffs were for AC.

I think a boost in CR is needed, what we should do now is run another fight at level 6 but you bumping it up +4 CR at least lets make it real hard do some proper stress test :P

I've been making a few different heroes and i'm having such a hard time deciding on what to play with all these cool ideas i have.


retired (playtest completed)

Positioning and Initiative definitely contributed to the stomp this turned into.

I'd be up for resetting to the same starting conditions, just with Kraven and his kitties spread out and not in super convenient, missile/energy blast/gravitic cannon formation. Splitting our attention to various front might help alleviate some of the curbstompiness of it, and I've always been a fan of giving BBEGs/boss creatures two full turns each round.

As for the buffs, mine made a huge difference for my attacks. With nothing running, Brock's hitting for a much-less-impressive 1d8+5. They had the potential to really spoil Kraven's attacks (2 chances to negate that sneak attack!) as well as his lion's, but the dicebot had some mercy on the outclassed hunter. =P


OK I'm going to reset this as a CR 9 and see how we get on. Reduce his number of minions but make them tougher with advanced templates and so on.


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

I'd be keen to try against a CR9 Kraven... though I still think he'll get his... :p

Given we've all got ranged abilities and could simply artillery shell him in to submission, I'd also suggest switching up the environment a bit to more confined quarters where maneuverability and LOS etc matters more.

After all, hunters pick ground where they have an advantage!

Hmm, may end up regretting that advice but ho hum ;)


Hey guys, just to let you know it's my friends birthday today and mine on Monday so busy weekend ahead. I may not get a chance to post at all.


Ok so rebuilt Kraven to level 8 instead of 5. Are we going with the whole fully buffed thing again?


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Depends how much do you want the odds stacked which way! I think we should give him the advantage in that we've likely been hunting for him as a suspect and he has ambushed us, that's kinda his style and will provide a bit more of a challenge :)


Ok let's go with two minute/level buffs going for each person?

Also, do you guys know of anyone else who would be interested in this type of game, could post regularly (as in at least once per day but preferably more) and are strong roleplayers too?

If not I think I will open recruitment and actually get a game running in the next month.

That being the case, please think whether you want to try any other concepts beyond Brock, Midnight and Crimson.


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Midnight needs none of your strange human 'powering up' rituals, Midnight is ready to go any time... all night, any night! she says proudly.

;p


Two minute buffs ok (mage armor and shield)

I think an open recruitment will be good anyway to see what people come up with character wise.

I have a lot of ideas, and it would depend on what the makeup of the party is really. I'm unsure if we need Crimon when we have midnight thought.


As Brock delivers the final blow to Kraven, his powerful punch caves his opponent's face in but to his surprise there is a buzz of electricity and the crunch of metal, revealing complex circuitry beneath the skin.

It is clear this is not Kraven, this is a Life Model Decoy.

Suddenly an alert comes through on the AI of Crimson's suit.

Sir, police reports are indicating a break-in at the commissioner's home. Witness accounts suggest Kraven is in attendance. The property is located 5 blocks from here.

.......................

The group rushes across town to the house, the sound of sirens howling in the night. Kraven's decoy at the zoo has delayed them but now they are back on his trail.

As they reach the house they see the lights are dimmed and the front door hangs on it's hinges.

From within they hear the distinct roar of a lion and Kraven shouting;

Where is he? Where are they holding my brother?

Knowledge Meta DC 15:

You know that Kraven is the brother of another minor villain named Chameleon who was recently arrested following an altercation with the Fantastic 4

Latest Map


Unsure if i should run Crimson thought this or someone else i've been working on. What do you all think?


Fine by me dude


retired (playtest completed)

I think running Crimson through it again will give us a slightly better result to compare to our previous encounter, but I also don't think it'll be so huuuuuge a benefit as to preclude you bringing in another character.

Brock strides up to the door and smirks. Glancing over his shoulder at the others with an arched eyebrow that practically begs, "Can I?", he waits for a nod before bursting the door open with a heavy kick.

Status:

HP: 65/65 (DR 3) (Resist Fire 2)
AC: 22 (14 T / 18 FF) (25% crit/sneak attack negation)
Bal AC: 17 (13 FF)
CMD: 27 (29 vs bullrush) (31 vs overrun)
F/R/W: +8/+9/+4
Rage rounds used: 2/16
Bombs used: 1/7
Mutagen (str): [X]
Cat's Luck (reroll Ref save): [ ]
Lvl 1 Extracts Prepared (4+1): cure light wounds [ ], enlarge person [X] [X], shield [X] [X] [ ]
Lvl 2 Extracts Prepared (3): blur [X], bull's strength [X] [ ]

Ongoing Effects
mutagen (str): +4 str (alchemical), -2 int, +2 nat armor
enlarge person: +2 str (size), -2 dex, -1 to hit, -1 AC, 10ft reach
shield: +4 AC

Enlarge person and shield are the two minute-per-level buffs that are running. If Brock doesn't get the go-ahead from the others, he'll hold off on kicking open the door and will instead quaff an extract of bull's strength.


I'm going with Crimson. I'll have mage armor and shield on - AC28 init 10.

Crimson scans the outside and then pointing an arm at the building he nods at Brock.

Crimson:

Crimson lvl6
Male human sorcerer 6/summoner (synthesist) 6/gestalt 6 ( Pathfinder RPG Advanced Player's Guide 54,
Pathfinder RPG Ultimate Magic 80)
CG Medium humanoid (human)
Init +10; Senses Perception +6
—————
Defense
—————
AC 28, touch 18, flat-footed 22 (+4 armor, +1 deflection, +6 Dex, +1 enhancement, +2 natural, +4 shield)
hp 52 (6d8+18)
Fort +6, Ref +9, Will +7
—————
Offense
—————
Speed 30 ft., fly 35 ft. (perfect)
Summoner Spell-Like Abilities (CL 6th; concentration +11)
8/day—summon monster III
Sorcerer Spells Known (CL 6th; concentration +11)
3rd (4/day)— fireball (DC 20)
2nd (6/day)— acid arrow , burning arc (DC 19), invisibility, mirror image, scorching ray
1st (8/day)— burning disarm (DC 16), ears of the city , identify, magic missile , snowball (DC 16)
0 (at will)— arcane mark , breezeUM, drenchUM (DC 15), joltUM, open/close (DC 15), prestidigitation, ray
of frost
Bloodline Arcane
Summoner (Synthesist) Spells Known (CL 6th; concentration +11)
2nd (4/day)— barkskin, blur, cat's grace , lesser evolution surge APG (DC 17)
1st (6/day)— ant haul APG (DC 16), grease, mage armor , shield
0 (at will)— detect magic , light, mending, message, open/close (DC 15), read magic
—————
Statistics
—————
Str 11, Dex 22, Con 16, Int 14, Wis 12, Cha 20
Base Atk +4; CMB +4; CMD 21
Feats Combat Casting, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Spell Focus
(evocation)
Skills Acrobatics +7, Climb +1, Fly +22, Knowledge (arcana) +8, Knowledge (dungeoneering) +6,
Knowledge (engineering) +10, Knowledge (geography) +7, Knowledge (history) +10, Knowledge (local)
+11, Knowledge (planes) +11, Perception +6, Spellcraft +6, Use Magic Device +13
Languages Common, Custom Language, Dwarven
SQ arcane bond (ring), bloodline arcana (+1 DC for metamagic spells that increase spell level), fused
eidolon, fused link, maker's jump, metamagic adept (1/day), shielded meld
Other Gear - arcane bond ring - , 150 gp
—————
Special Abilities
—————
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration
required to cast spells (DC20 + spell level).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (35 feet, Perfect) You can fly!
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being.
The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the
temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice
any number of his own hit points. Each hit point sacrif
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Maker's Jump (1/day) (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist
can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused
synthesist and eidolon. The synthesist can use this abi
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield
bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield
ally.
At 12th level, whenever the synthesist is fused wit
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Summon Monster III (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and
can't use with eidolon.


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Ictoo: I'd say for the sake of the fight analysis it's worth just running Crimson again, but next time you can let a new hero stretch their legs :)

Midnight tilts her head to the side as if listening to a far away whisper.

Our telemetry requires better analytical gearing, this was not Kraven...

she stares at the pile of mechanical parts on the floor with little interest.

As the police band scanner in Crimson's suit broadcasts its notification she barely nods at the other two in attendance before grabbing one of Brock's wrists and launching in to the sky, covering the five block distance in scant minutes.

Landing at the front of the building, she studies the remains of the door.

That's destruction of property we can add to Kraven's pending charges. Come, let us engage him before he can cause any more damage!

She flies in to the building, powering through the remains of the door and deeper inside.

She'll move action inside first, then depending on what she sees she'll either keep moving or fight...


Brock fort: 1d20 + 8 ⇒ (19) + 8 = 27 Success
Crimson fort: 1d20 + 6 ⇒ (11) + 6 = 17 Success
Midnight fort: 1d20 + 8 ⇒ (1) + 8 = 9 Fail

Getting the nod from Crimson, Brock puts his huge boot through the door, sending it flying from it's hinges.

He does not notice the filament wire running along the frame and it pull taught immediately, yanking the pin from a small cylindrical device hidden beside.

The grenade explodes but rather than erupting in a blast of fire and shrapnel, a burst of acrid white gas fills the doorway. Brock simply ignores the effect and Crimson's automatic filtration unit neutralises the harmful gas but as she flies through, Midnight's eyes begin to burn and sting, her lungs filling with searing gas and she loses control, slamming into the kitchen counter as she coughs and splutters.

That was a Teargas Grenade. Midnight, you are nauseated for 1d6 ⇒ 3 rounds.

Round 1 - Enemy

Huddled in the corner of the living area is a middle-aged man. She tries to use his body to shield a woman, ostensibly his wife, from a leering, looming Kraven. The hunter levels his spear at the man's throat and shouts again;

My brother, commisioner! Where are they holding him?

Beside him is an enormous lion that seems ready to leap forward and turn the humans to shreds, and two smaller cats that still look equally hungry.

He turns at the sound of the grenade and curses;

This is none of your concern! Tell Spiderman he is next!

Kraven needs to act. I don't have access to his stats at the moment but will update in the next couple of hours.


Tear gas works very much like Stinking Cloud. For as long as you are in the gas you have to make a Fortitude save. If you fail you are nauseated for as long as you are in the cloud and for 1d6 rounds afterward.

Seeing Midnight spluttering and the other two heroes kept at bay for now by his gas trap, Kraven whistles loudly and moves in for the kill.

Lion, Bite, Midnight: 1d20 + 11 ⇒ (17) + 11 = 28 Hit
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Grab: 1d20 + 13 ⇒ (2) + 13 = 15 Fail

Kraven, Flank, Midnight: 1d20 + 14 + 4 ⇒ (17) + 14 + 4 = 35 Hit
Damage: 1d8 + 19 ⇒ (6) + 19 = 25 and Sneak: 4d6 ⇒ (3, 5, 2, 3) = 13

The lion responds instantly to the whistle, roaring loudly and bounding across the floor toward Midnight. It sinks it's teeth into her thigh and shakes her like a rag doll. Kraven stalks forward as if he were making his way through the bush on the trail of a rhino and then lunges forward with his spear in a precise thrust that pierces low on Midnight's gut, beneath the protective plates of her peace-keeper armor.

Round 2 - Heroes

Latest Map


Crimson watches as the smoke floats around him. "She needs our help." He states and then spins up a small disc on his arm and disappears only to reappear inside the house. "Kraven! Drop your weapons, you'll be with your brother soon one way or another."

dimension door once per day ability to G15


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Midnight slams in to the countertop, coughing and spluttering, as she is mercilessly assaulted by Kraven and his pet lion, she flails wildly to try and fend them off but they inflict savage wounds.

Panicking, she runs off towards the west where the gas is not present, away from the rending claws.

She can only take a single move action so can't withdraw as it's a full round action, so that's an AoO from both Kraven and the lion. She will end up in G11 if she survives!

nauseated, hp 16/64


Kraven aoo: 1d20 + 14 ⇒ (15) + 14 = 29

Damage: 1d8 + 19 ⇒ (6) + 19 = 25

Lion aoo: 1d20 + 11 ⇒ (18) + 11 = 29

Damage: 1d8 + 7 ⇒ (5) + 7 = 12

I told you to leave me alone, I told you I just want my brother! Kraven roars as Midnight tries to escape.

The lion claws out at her hamstring as she turns and, feeling no compunction at all, Kraven thrusts forward with his spear, the razor sharp point punching through Midnight’s back and exploding out to skewer her against the wall.

As she collapses and slumps against the wall, Kraven turns on the others;

The World’s Greatest Hunter strikes! I will never be denied my quarry, flee now while you can!

Midnight expires after that attack. But not to worry, this is just a test to find the right balance of power to make it a challenge. It is amazing how much difference the environment makes though. Back at the zoo, it was a wide open space and he just got nuked in the first round. Here, indoors and with a little area control and thigns are very different. His increase in levels doesn’t really factor in at this point.

So I can’t make a conclusion purely based on one unfortunate event yet. Let’s see how the rest plays out.


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

That's all good, figured that was on the cards! 90s 'Iron age' grit ahoy ;)

Will never forget one of the first RPGs I ever read cover to cover, over and over, 'TMNT and other strangeness' (it was a Palladium book, same rules as Rifts, Ninjas and Superspies etc... hope I'm not showing my age too much and drawing blank looks from you all!). Anyway, it had a section on the right way to run a 'one versus many' adventure and outlined two scenarios, once was 'the heroes are on patrol and spot the villain, give chase and fight him!' the other was 'the villain does villainous things, the heroes desperately searching for clues at each of the scenes, until finally they track the villain down to his lair, which he is of course fully prepared to defend on his own terms with traps and the like'. Made me really think about scenario construction, even back then when I was ickle! So, pretty much the same scenario as we just found out with Kraven's different scenarios :)


Brock?


Pretty Brutal all the same :P Did his to hit and such change a lot with the powerup? four attacks and Midnight was down, don't worry we'll take him down.


Because he is made of up two medium base attack classes (Hunter/Unchained Rogue) his ‘to-hit’ didn’t change too much. I was much smarter with his feat choices though. Piranha strike + huge Dex + Elven branched spear = Dex and a half to damage and equivalent power attack or a two handed weapon. That alone accounts for a very good damage potential.

However, I also took the teamwork feats ‘blades above and below’ (count as flanking with your animal companion from any position as long as you are different sizes) and ‘outflank’ (+4 to hit instead of +2). That means as long as he attacks in concert with his animal, he can flank and therefore sneak attack from any position which actually makes him a pretty deadly proposition. This doesn’t really take into account spells and rogue talents so actually he would make an extremely effective combination for a player character.


Ok i see why he's so good it's all those teamwork feats(I love them) - Very smartly built. I also think as stated before it's all about the setup we don't have advantage of range and the cloud made it hard for us to get in it's lucky only one of us failed.


retired (playtest completed)

Brock's turn incoming in an hour or so! Sorry for the hold up! =(


retired (playtest completed)

Seeing Midnight crumple, Brocks explodes into a furious rage and bolts into the home with hardly any regard at all for the lion.
Overrun (free action): 1d20 + 20 ⇒ (7) + 20 = 27
(Overrun deals 10 damage and, if result beats CMD by 5 or more, target knocked prone as well)

Coming to a stop above Midnight's broken form, Brock screams in anger and brings both fists crashing down atop Kraven in one brutal overhead smash.
Punch: 1d20 + 16 ⇒ (6) + 16 = 22for: 2d6 + 22 ⇒ (6, 5) + 22 = 33

Status:

HP: 77/65 (DR 3) (Resist Fire 2)
AC: 18 (10 T / 18 FF) (25% crit/sneak attack negation)
Bal AC: 13 (13 FF)
CMD: 29 (31 vs bullrush) (33 vs overrun)
F/R/W: +10/+9/+6
Rage rounds used: 3/16
Bombs used: 1/7
Mutagen (str): [X]
Cat's Luck (reroll Ref save): [ ]
Lvl 1 Extracts Prepared (4+1): cure light wounds [ ], enlarge person [X] [X], shield [X] [X] [ ]
Lvl 2 Extracts Prepared (3): blur [X], bull's strength [X] [ ]

Ongoing Effects
mutagen (str): +4 str (alchemical), -2 int, +2 nat armor
enlarge person: +2 str (size), -2 dex, -1 to hit, -1 AC, 10ft reach
shield: +4 AC
rage: +4 Str, +4 Con, +2 will saves, -2 AC
power attack: -2/+6
charge: +2 to hit, -2 AC

Alright, a bunch of things happening here:
1) Improved Overrun: The lion cannot choose to let me by and the overrun attempt does not provoke an AoO.
2) Charge through: allows me to overrun as a free action as part of a charge attack.
3) Overbearing Advance rage power means I deal my strength modifier in damage (currently +10) to any target successfully overrun i.e. that dang lion.


Brock, the lion's CMD s 28. What happens with that?


retired (playtest completed)

Well, when that happens I double check my math and hope that I shorted myself on my CMB check! =P
+6 BAB, +10 Str, +2 racial trait, +2 improved overrun... nope, math was good. Dangit. If I fail to overrun the lion, my charge ends in front of the lion and it gets the punch instead of Kraven. Which is odd since the lion is too close for me to have charged it. Man. Lions are the worst! >_<

Also, I'm pretty sure that leaves me in the gas still, so here's another fort save
Fort: 1d20 + 10 ⇒ (16) + 10 = 26

51 to 100 of 456 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dawn of Legends playtest scenarios All Messageboards

Want to post a reply? Sign in.