| ~Wild Fire~ |
I can make walls of magma to detain anyone who gets in our way. It's limited to how much I can make though. Let's get in and get out. I'm ready too. When I see the object, I'll fly straight for it unless anyone else wants that job.
| Timeline |
Alright we are going in hot I recommend either staying in contact with me if we can so I can port us out in a moments notice or at least stay close to me also I could just summon up a tank and we all get inside and I teleport us and the tank in there is the other option.
| ~Wild Fire~ |
And where I can see bringing in the tank as cover would be good, I don't want to take the time to get out of the tank. I need the mobility. If you want to bring it, that's fine. If you do that, I'll just crouch on top.
| Timeline |
Alright prepare yourselves.
Because im not summoning the tank ill summon King Arthur's Plate mail
with my summon useful items ability.
hold hands so i can teleport us in there
When everyone's connected ill teleport us next to the heart of darkness in the room that contains the heart of darkness in Abastion.
Hold on to you butts!
here goes nothing I suppose
| ~Wild Fire~ |
Or on to someone else's!
By the way, my armor and wings are out if I can have them out without hurting anyone. Otherwise, they are out as soon as we get in the room and I'm not touching anyone.
| DM_Lazer_Beam |
MAP POSTED
***Surprise & First Round***
Initiative: 1d20 + 1 ⇒ (5) + 1 = 6 Joe
Initiative: 1d20 + 3 ⇒ (10) + 3 = 13 Risen Fate
Initiative: 1d20 + 3 ⇒ (10) + 3 = 13 Timeline
Initiative: 1d20 + 1 ⇒ (8) + 1 = 9 Wild Fire
Initiative: 1d20 + 1 ⇒ (20) + 1 = 21 Devils & Hell-Hounds
Initiative: 1d20 + 3 ⇒ (9) + 3 = 12 Erukai
Greed Trap goes on Initative 10
Initiative Order
-Risen Fate
-Timeline
-Wild Fire
-Joe
-Devils
-???
Wild Fire's Armor and Wings active. Check. Timeline summon's King Arthur's Full Plate. Check. Risen Fate spends a Hero Point to use the Seize Intitiative advantage. Check.
Timeline joins hands with his fellow teammates and prepares to sing Kumbaya, errr I mean teleport blindly next to the Heart of Darkness inside Abastion's throne room.
Each of you feels a momentary sense of nothingness and you find yourselves suddenly standing inside the throne room. The walls, ceiling and floor are made of black volcanic stone polished to a glassy sheen. Roiling flames of green-red hellfire smolder inside of sconces periodically along the wall.
An Unholy Altar lies directly in front of you, a large, pulsating black sphere floating inches above it's surface. This can only be the Heart of Darkness. Unfortunately, it appears to be anchored to the altar by three chains of dark, ethereal force. You may make any Expertise Check you feel would be appropriate to attempt to identify a means of releasing the Heart. Remember, you can only make an Expertise check if you have ranks in it, you are using the Beginner's Luck advantage, or it's Expertise(Pop Culture).
You are standing at the northern end of the throne room, behind the throne and on top of a 10 ft. high dais. To either side of you are two Gigantic Piles of Treasure, filled with riches untold. A large Blue Crystal is mounted on a pedestal in the center of each pile.
The throne is built to seat a creature of Huge proportions and is currently occupied by one of only Large proportions. Other than a red, scaly snake-tail and at least 3 arms, you cannot tell what this creature is or looks like as the throne blocks your vision.
Standing to either side of the Unholy Altar, and in four (total of six of them) other locations about the room, are Devils. Each is covered in cruelly barbed spines along their forearms and down their back. Their skin appears to be made of some kind of scales, each wields a Glaive and has a set of leathery bat wings.
It is MUCH warmer in this room than in the cellar you were in. With the exception of Wild Fire, each of you immediately breaks out into a sweat. Staying too long in an area with these kind of temperatures is likely not a good thing. "can-cook-an-egg-on-the-sidewalk" kind of heat.
Surprise Round and First Round actions go!
| Rabbi Joseph Fankenburg |
First off, the chains
expertise religion: 1d20 + 16 ⇒ (14) + 16 = 30
secondly, weakness of devils
expertise religion: 1d20 + 16 ⇒ (15) + 16 = 31
emit, baker, would either of you have any water that i could quickly bless? i think it might be useful.
for the surprise round i will use Joe Smash to disrupt the western treasure pile and hopefully one of the devils. lets see what the crystal does if it breaks.
i'll see how this goes before posting the first round
| DM_Lazer_Beam |
Additional features of the room:
There are two side doors. A Large set of double doors is on the eastern wall while a Medium door is set on the western wall. Through the southern entranceway you have a clear view of a hellish, otherworldly landscape.
Heat mirages distort the distance but you can see a river of lava worming it's way around a large ring-shaped forest. The center of the island raises to a tremendous height above the trees. The low grumblings of magmatic activity can be heard clearly in the throne room...as can the almost indiscernable sound of souls in torment...
| DM_Lazer_Beam |
Joe, you are horrified to realize that the ethereal chains holding the Heart of Darkness are made of departed souls!
The Soul Chains let out a mournful cry, Reeeleeeassse ussss! Weee have commited no sssinsss worth this torture! Weee wisssh to reeeturn to the island asss weee were.
Each chain will need a separate check to break, destroy, nullify, or absolve.
Joe, your Silver Tattoo begins to glow...
| Shade of Ithran |
Fortunately, I am no mere magiciain.
Any attempt at dispelling these chains will take concentration however and I cannot be disturbed while I am un-eaving them.
Expertise (Magic) check and a full-round action to attempt to dispell the chains.
| Timeline |
Ill try my hand at freeing the heart!
timeline using blink ability tries to teleport it to the place we came from and out of the soul chains gently of course.
blink: 1d20 + 7 ⇒ (14) + 7 = 21 DC 20 dodge not sure if i have to roll to hit or if it gets a dodge check but i will anyways just incase but its an object.
| Rabbi Joseph Fankenburg |
here goes something really stupid
here goes nothing
expertise religion: 1d20 + 16 ⇒ (11) + 16 = 27
here is my plan, i rack my brain for a prayer or ritual to absolve the sins of a wicked man, purifying the spirit. i will purify the souls in the chain to hopefully make them not deserving of this particular hell and by some metaphysical power they will be teleported to their appropriate domain and leave the heart here.
| ~Wild Fire~ |
I watch as Emit takes off for the heart. I also take in the room and the position of the devils as well as the beast on the throne. I smile at all of the obsidian on the walls. We're in business.
Be quick guys, I'll hold 'em off as long as I can.
I raise my hands and with a flick of my wrists, the obsidian on the floor glows red and flows up, dancing like snakes before encasing all the beasties (all 6 devils and throne-lady) in magma, making the walls as close to their bodies as possible.
| Rabbi Joseph Fankenburg |
hey timeline, thought you would enjoy this, the credits are great
How the lego movie should have ended
| Risen Fate |
Surprise Round: Turn on Jackpot, All Spades Catch the nearest Demon with Deus Ex
Jackpot, All Spades >10: 1d20 ⇒ 15
Deus Ex: 1d20 + 10 ⇒ (18) + 10 = 28, Damage DC24
Deus Ex Damage Type Chart: 1d8 ⇒ 6
1 – Acid / Poison
2 - Cold
3 - Fire
4 - Electric
5 - Bludgeoning
6 - Piercing
7 - Slashing
8 – Radiant / Sonic
Let's do this!
| DM_Lazer_Beam |
Toughness Devil2: 1d20 + 5 ⇒ (13) + 5 = 18 vs. DC 24 Deus Ex Machina
Dodge Devil1: 1d20 + 5 ⇒ (4) + 5 = 9 DC 20 Magma Wall
Toughness Devil1: 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27 DC 18 Magma
Dodge Devil2: 1d20 + 5 ⇒ (3) + 5 = 8 DC 20
Toughness Devil2: 1d20 + 4 + 5 ⇒ (18) + 4 + 5 = 27 DC 18
Dodge Devil3: 1d20 + 5 ⇒ (5) + 5 = 10 DC 20
Toughness Devil3: 1d20 + 5 + 5 ⇒ (7) + 5 + 5 = 17 DC 18
Dodge Devil4: 1d20 + 5 ⇒ (4) + 5 = 9 DC 20
Toughness Devil4: 1d20 + 5 + 5 ⇒ (11) + 5 + 5 = 21 DC 18
Dodge Devil5: 1d20 + 5 ⇒ (20) + 5 = 25 DC 20
Toughness Devil5: 1d20 + 5 + 5 ⇒ (2) + 5 + 5 = 12 DC 18
Dodge Devil6: 1d20 + 5 ⇒ (7) + 5 = 12 DC 20
Toughness Devil6: 1d20 + 5 + 5 ⇒ (4) + 5 + 5 = 14 DC 18
Dodge Erukai: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 DC 20
Toughness Erukai: 1d20 + 8 ⇒ (3) + 8 = 11 DC 18 IMMUNE
Dodge Devil2: 1d20 + 5 ⇒ (13) + 5 = 18 vs. DC 20 Joe SMASH!
Risen Fate points an intimidating finger at the flabbergasted Devil #2! He stumbles in surprise and doubles over in pain, black ichor dribbling down his back. Bruise and Dazed (1 rnd)
How unfortunate that this devil appears to suffer from spinial defrombosis, a weakening of the chitinous material around the base of his spines (not the skeletal spine, the pokey ones) causing occasional stabbing pains when one gets caught against something. He's usually much more careful.
Timeline snaps his fingers at the Heart...and it remains in place.
The Fallen Souls let out an ear-piercing shriek as several of them are torn asunder at Timeline's action. Why do you caussse usss pain, mortal? The Heart cannot beee moved forcccefully whilssst weee anchor it.
Wild Fire molds magma cages for each of the monsters in the room.
All Devils except #5 are stuck fast to the floor! The strange creature on top of the throne appear to be stuck fast as well. While a couple of the Devils seem to have scalded themselves on the magma, they seem quite resistant to fire based attacks. #3 & #6 take a Bruise, All Devils have a bonus on their damage saves vs. fire attacks.
Joe smashes the ground, sending a tremor through the floor at Devil 3, putting him off balance and Dazing him for a round.
First Round actions, if you please. I have Joe's already.
| Risen Fate |
Who's going to be taking care of the chains and who's holding off these guys?! Rabbi, can your religious views break those chains? Wildfire, you should probably maintain those walls and hinder the demons as long as possible. Timeline, have you got anything to break the chains or would you work better at keeping the demons at bay? I can stand in as needed but I want to know where everyone stands!
| Rabbi Joseph Fankenburg |
Frankly i have no idea if this will work, so i am trying it and if not i will go for keeping them away. also i don't know if timeline could teleport the chains away instead of the artifact. as far as i know i can't remember anything like Deuteronomy 16:12 "and so Ezekiel attempted to teleport the binding of souls to no avail, for the souls are not subject to quantum physics, so sayeth the lord."
| Risen Fate |
I want the rest of the "Bible According to Rabbi Joe." Now. Just spout off the whole thing cause I won't stop giggling.
I'll spend my first round poking at some demons and see what comes of it if Timeline and Joe are messing with chains.
Wildfire, you and I hold off these demons for now, and we'll let Timeline and the Rabbi work. Guys, if you need an extra hand, holler!
Deus Ex against 2nd closest demon: 1d20 + 10 ⇒ (7) + 10 = 17 Damage DC24
Deus Ex Damage Type: 1d20 ⇒ 14
1 - Side Effect(DM's Choice): Your power has an added Rank 0 effect. Roll again and re-roll any more 1 results.
2 - Radioactive
3 - Void
4 - Infernal
5 - Necrotic
6 - Acid
7 - Electricity
8 - Cold
9 - Fire
10 - Crushing
11 - Piercing
12 - Slashing
13 - Ballistic
14 - Force
15 - Psychic
16 - Celestial
17 - Sonic
18 - Radiant
19 - Quantum
20 - Roll Twice more and re-roll any more 20 results.
| Timeline |
Ill help play defense Get those chains down somehow!!
Timeline seeing that he had no effect decides to play defense looking at the two closest demons and teleports them to the very bottom of the lava river upside down so they don't know which way is up.
blink: 1d20 + 7 ⇒ (15) + 7 = 22 dc20vs dodge
Go ahead open your eyes and take a breathe under the lava lies nothing but death!
| Rabbi Joseph Fankenburg |
here you go baker
john 2:7-12 And the servant returned to the bridegroom with the water barrels and the bridegroom remarked< "who did this, who turned the water into wine." "It was Jesus, my lord, he turned the water into wine." "How did he do that wine requires carbon which is not in water, does he not know how dangerous fusion is to perform, especially with all these people around." and Jesus entered the room and said "fool, i retrieved the carbon from the air, and all the aromatic compounds for taste as well, but please enjoy your nuptials." So sayeth the lord on high.
| DM_Lazer_Beam |
Devil1: 1d20 + 5 ⇒ (14) + 5 = 19 vs. DC 24 Deus Ex Machina (Force)
Devil1 Dodge: 1d20 + 5 ⇒ (4) + 5 = 9 vs. DC 20 Blink
Devil1 Fortitude: 1d20 + 5 ⇒ (16) + 5 = 21 vs. DC 10 Suffocation
Devil1 Toughness: 1d20 + 5 + 5 ⇒ (9) + 5 + 5 = 19 vs. DC 25 Lava
Devil2 Dodge: 1d20 + 5 ⇒ (20) + 5 = 25 vs. DC 20 Blink
Devil2 Fortitude: 1d20 + 5 ⇒ (13) + 5 = 18 vs. DC 10 Suffocation
Devil2 Toughness: 1d20 + 4 + 5 ⇒ (20) + 4 + 5 = 29 vs. DC 25 Lava
Devil5 Dodge: 1d20 + 5 ⇒ (6) + 5 = 11 vs. DC 20 Magma Cage
Devil5 Toughness: 1d20 + 5 + 5 ⇒ (1) + 5 + 5 = 11 vs. DC 18 Magma Cage
Risen Fate waggles a finger at Devil1! An iridescent bolt of force strikes him unerringly in the chest. That wizard's Magic Missile finally caught up to him. Bruise.
Timeline snaps his fingers and both Devil 1 and Devil 2. Devil 1 disappears as Devil 2 quickly ducks behind the altar.
Wild Fire Creates another magma cage to grab Devil 5. Devil 5 is trapped and slightly singed. Bruise
Joe remembers the words of absolution and prays for Fallen Souls. His Silver Tattoo flares to life basking him in a divine glow! Holy Symbol
One of the Soul Chains dissolves dispersing the souls back to their rightful places in hell. Thank you Rabbi. Your faith has set us freee from this unjust torment.
| Erukai |
Devil 1 Athletics: 1d20 + 8 ⇒ (18) + 8 = 26 vs. DC 22 Swimming in Lava
Devil 2 Athletics: 1d20 + 8 ⇒ (14) + 8 = 22 vs. DC 20 Magma Cage
Devil 3 Athletics: 1d20 + 8 ⇒ (1) + 8 = 9 vs. DC 20 Magma Cage
Devil 4 Athletics: 1d20 + 8 ⇒ (5) + 8 = 13 vs. DC 20 Magma Cage
Devil 5 Athletics: 1d20 + 8 ⇒ (9) + 8 = 17 vs. DC 20 Magma Cage
Devil 6 Athletics: 1d20 + 8 ⇒ (18) + 8 = 26 vs. DC 20 Magma Cage
Erukai Acrobatics: 1d20 + 16 ⇒ (17) + 16 = 33 vs. DC 20 Magma Cage
Devil 3 Spine: 1d20 + 5 ⇒ (5) + 5 = 10 @Joe AC 19; DC 21 or damaged and takes -1 to skills and Saves
Devil 4 Spine: 1d20 + 5 ⇒ (16) + 5 = 21 @Joe AC 19; DC 21 or damaged and takes -1 to skills and Saves
Devil 5 Escape: 1d20 + 8 ⇒ (8) + 8 = 16 vs. DC 20 Magma Cage
Devil 7 Glaive: 1d20 + 5 ⇒ (5) + 5 = 10 @Risen Fate AC 11; DC 21
Intrudersss? HERE?! Legion, stop them! I will eat your entrails if you fail.
Each of the Devil's speak as one. By your command, Mistress Erukai.
Devil 2 breaks free of the Magma encasing it and flies next to Joe intent on disrupting his prayers. Being dazed this round, his turn is done after the move.
Devils 3-4 remain stuck and shoot spines towards Joe! One of them connects. Toughness save
Devil 5 spends his entire turn attempting to free himself from the Magma Cage...and fails miserably.
Devil 6 breaks free, flies expertly towards Risen Fate and attacks with it's wickedly curved Glaive. It narrowly misses it's attack.
Erukai, Mistress of Chains chants and a transparent dome covers the entire throne room. There is nowhere to run, mortalsss. You are foolsss to think you can take my master'sss prize possssessssion.
Expertise(Arcana)/Insight to determine the dome's properties or purpose.
The Blue Crystals flare to life basking everyone on the dais with their glow... Will save everyone but Joe.
End of Round 1
MAP UPDATED
| Rabbi Joseph Fankenburg |
toughness: 1d20 + 10 ⇒ (14) + 10 = 24
for the insight
insight: 1d20 + 0 ⇒ (5) + 0 = 5
Well we know that works, and even though the crystal is glowing, it doesn't seem to be doing anything . . . oh, you guys are being affected. lets see if i can do that again, also try to keep these guys off of me, if you can.
trying to do the same thing as before, since i've done it once eidetic memory kicks in for an additional +5 on this check
expertise theology: 1d20 + 16 + 5 ⇒ (16) + 16 + 5 = 37
that should do nicely,and cool i have a holy symbol.
| ~Wild Fire~ |
Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
Insight: 1d20 + 7 ⇒ (9) + 7 = 16
Next action, I'm going to attack devil #2 to protect Joe. Sword out (free action, right?).
Sword Attack: 1d20 + 5 ⇒ (11) + 5 = 16 (DC 25)
| Risen Fate |
Will Save: 1d20 + 2 ⇒ (12) + 2 = 14
Insight on the Dome: 1d20 + 8 ⇒ (8) + 8 = 16
Alright, Rabbi we're going to keep you going at those chains.
If I can still act after that probably botched will save, I plan to clobber the nearest Demon in the face.
Power, All-out Attack against demon 6: 1d20 + 8 - 5 + 2 ⇒ (18) + 8 - 5 + 2 = 23, Damage DC28
-2 to Dodge/Parry for this turn
You do know it's not nice to hit others, right? Especially with really sharp and pointy objects! Taste fist!
Baker swings with near reckless abandon, trusting in his luck to keep him relatively safe.
You do know I now expect these types of bible verses for the rest of the game, right? XD
| Timeline |
Damn I missed one!
will: 1d20 + 0 ⇒ (9) + 0 = 9
heropoint reroll: 1d20 + 0 ⇒ (15) + 0 = 15 Well damn hope its enough
Timeline takes aim at the two closest devils and trys to teleport them to their lava filled death once again. if im not screwed over by will save
blink: 1d20 + 7 ⇒ (4) + 7 = 11 wow this round is going to suck lol..oh well so is the game.
| DM_Lazer_Beam |
Devil 6 Toughness: 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5 vs. DC 28 Punch-to-the-Face
Devil 2 Toughness: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21 vs. DC 25 Scorching Ray
She cast a Dome of Force over the area to prevent escape, both physical and dimensional (i.e. no teleporting through it).
Risen Fate slams his fist into the Devil's face, rendering him unconscious with a single lucky punch! First K.O.
Timeline misses his attack as the demons dodge frantically out of the way.
Wild Fire hits Devil 2 a glancing blow with her Magma Sword. Bruise
Joe successfully absolves a second Soul Chain.
| DM_Lazer_Beam |
Devil 3 Athletics: 1d20 + 8 ⇒ (9) + 8 = 17 vs. DC 20 Magma Cage
Devil 4 Athletics: 1d20 + 8 ⇒ (20) + 8 = 28 vs. DC 20 Magma Cage
Devil 5 Athletics: 1d20 + 8 ⇒ (13) + 8 = 21 vs. DC 20 Magma Cage
Devil 3 Spine: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17 vs. AC 19 @ Joe DC 20
Devil 4 Glaive: 1d20 + 5 ⇒ (9) + 5 = 14 vs. AC 19 @ Joe DC 20
Erukai Chain Attack: 1d20 + 8 ⇒ (7) + 8 = 15 vs. AC 13 @ Risen Fate DC 21
Erukai Chain Attack: 1d20 + 8 ⇒ (6) + 8 = 14 vs. AC 13 @ Risen Fate DC 21
Erukai Chain Attack: 1d20 + 8 ⇒ (19) + 8 = 27 vs. AC 13 @ Risen Fate DC 21
Erukai Grab: 1d20 + 6 ⇒ (16) + 6 = 22 vs. Risen Fate
Erukai Strength: 1d20 + 6 ⇒ (2) + 6 = 8 vs. Risen Fate
Erukai Scimitar: 1d20 + 6 ⇒ (15) + 6 = 21 vs. AC 13 @ Risen Fate DC 21
Erukai Grab: 1d20 + 6 ⇒ (14) + 6 = 20 vs. Timeline
Erukai Strength: 1d20 + 6 ⇒ (5) + 6 = 11 vs. Timeline
Erukai Scimitar: 1d20 + 6 ⇒ (14) + 6 = 20 vs. AC 13 @ Timeline DC 21
Devil 3 Toughness: 1d20 + 5 + 5 - 1 ⇒ (19) + 5 + 5 - 1 = 28 vs. DC 18 Magma Cage
Devil 5 Duplication: 1d4 + 1 ⇒ (2) + 1 = 3
Devil 3 is unable to break free and slings a Spine at Joe but it's shot goes wide. It remains stuck in the Magma Cage.
Devil 4 closes with Joe in an attempt to disrupt him but it's aim is off.
Devil 5 breaks free of it's bonds and begins to concentrate. Legion splits into 3 Devils! I AM LEGION!
A hideous serpentine figure slithers her way around the throne and into view. She sports six arms and is wrapped in a ever-shifting layer of chains. Two of her arms wield gleaming scimitars.
You wonder why they call me the Missstressss of Chainsss? I will show you!
She shoots a spiked chain, one each at Timeline and Risen Fate! I need a Toughness save, a Strength/Dodge check, and another Toughness save, in that order from both of you.
Another bout of WIll saves from everyone as well.
MAP UPDATED
| Timeline |
Actually no one was wondering that,Nor does anyone Give a crap! Can you believe this chick I don't know how anyone can be so full of themselves....Am i right? Of course I am im always right.
toughness: 1d20 + 11 ⇒ (6) + 11 = 17
dodge: 1d20 + 3 ⇒ (9) + 3 = 12
toughness 2: 1d20 + 11 ⇒ (14) + 11 = 25
Well re roll on that dodge might be nice but I somehow doubt the first toughness is high enough either. or the will save that might be bad too i think this fights is going to be done for me.
will: 1d20 + 0 ⇒ (7) + 0 = 7
| Risen Fate |
And stay down! ... Man, hitting these guys is like punching a truck! Albeit less metal and more spikes...
Baker tries avoiding the chains, but without success.
Toughness Save: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Strength: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
Toughness Save: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Will save: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15
Here I would have thought you'd have gone by a different name, being what appears to be the Weakest Link!
Baker tries fighting off the chains.
If everyone (or most of us) scores really low on Will saves, I'll let everyone reroll.
| Rabbi Joseph Fankenburg |
hey, if you guys are still fine, i wouldn't mind you getting rid of some of these guys surrounding me, that would be greatly appreciated.
lets try this one last time.
expertise theology: 1d20 + 16 ⇒ (6) + 16 = 22
seeing as i have no idea on what dc is required to make this work i will use a luck re roll
expertise theology: 1d20 + 16 ⇒ (13) + 16 = 29
well hopefully that will work.
| DM_Lazer_Beam |
BBE Target: 1d4 ⇒ 1
BBE Ally - Type: 1d2 ⇒ 1
BBE Ally Random Power Type: 1d6 ⇒ 6
BBE Enemy: 1d12 ⇒ 12
BBE Neutral: 1d4 ⇒ 1
BBE Environment Target: 1d2 ⇒ 1
BBE Environment Intensity: 1d2 ⇒ 2
BBE Environment Type: 1d5 ⇒ 2
BBE Environment Structure Target: 1d4 ⇒ 3
BBE Environment Structure Type: 1d6 ⇒ 4
BBE Rank: 1d6 + 4 ⇒ (4) + 4 = 8
BBE Ally Target: 1d4 ⇒ 2 PC Only; 1=Joe, 2=Risen Fate, 3=Timeline, 4=Wild Fire
BBE registered, Hero Point awarded to Risen Fate.
Risen Fate and Timeline are each struck by an Animated Chain and the chains latch onto the heroes with wicked barbs. The chain that hits Risen Fate begins to glow with devilish script as it comes into contact with him. BBE: Erukai's weapons are specifically designed to hurt those of Darjekian descent. Risen Fate takes an additional degree of failure vs. damage saves from her chains and scimitars.
Both take a Bruise and Risen Fate is Staggered until he Recovers, is healed, or end of combat.
Oooooh, a Darjek-kin! It has been soooo long since I've had the pleasure of causing one PAIN.
Erukai's uses Chain Mastery to attempt to pull both heroes towards her...and her wickedly curved scimitars. Timeline is pulled next to Erukai as she attacks quickly with one of her scimitars. Timeline is Immobile and Vulnerable while Grabbed by the chain.
Risen Fate braces himself just in time and resists being pulled towards her! Having failed the Grab, the spiked chain retracts from him to coil around Erukai once again.
Timeline's Arthurian Plate deflects Erukai's scimitar attack!
The Blue Crystals again pulse their enticing aura throughout the throne room.
Compelled: A compelled character is directed by an outside force, but struggling against it; the character is limited to free actions and a single standard action per turn, with both types of action being chosen by another, controlling character. As usual, this standard action can be traded for a move action. Controlled supersedes compelled.
Timeline's eyes are now glowing blue.
ROUND 3/MAP UPDATED
| Risen Fate |
I'll post actions a bit later.
Clarification: At what point am I allowed to say "I spend a point to make this enemy reroll their attack roll."?
| Risen Fate |
Baker, in pain and clutching the stab-wounds in his side, grimaces at the chain demon before hauling himself back to his feet.
Sonuva... That really hurt! Fine! You want to pick a personal fight with me, you've got it! Best of luck to you, or rather, ME!
Timeline, get back! I'll cover you! The rest of you, I hope this buys you some time!
With that Baker charges flat out, straight at the chain demon, Erukai.
Hero Point - Beginner's Luck: close combat
All-out Power Attacks, and Extraordinary Effort (spending 2HP to ignore the effects)
If possible, I would love to spend a Hero Point, editing the scene, to catch Erukai off guard and vulnerable to my attacks this round. Perhaps she didn't expect such a furious charge from someone she intended to kill off so easily? Unless she is already Hindered and Vulnerable because she is grabbing an opponent (Timeline), like it says in the book on page 196 under "grab" second paragraph?
Charge/Slam: 1d20 + 8 + 5 + 2 - 2 - 5 ⇒ (11) + 8 + 5 + 2 - 2 - 5 = 19, Damage DC28
Power Attack 1: 1d20 + 8 + 5 - 5 ⇒ (6) + 8 + 5 - 5 = 14, Damage DC28
LP Reroll Power Attack 1: 1d20 + 8 + 5 - 5 ⇒ (14) + 8 + 5 - 5 = 22, Damage DC28
Power Attack 2: 1d20 + 8 + 5 - 5 ⇒ (19) + 8 + 5 - 5 = 27, Damage DC28