Eldritch: NetherWar (Inactive)

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Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

Recognizing Briareus's debilitating grasp from their years of working together, The Hypnotist unleashes a Stare from the core of nightmares in hopes to rattle Una further.

Nightmare Stare: Cumulative Affliction 8 (Alternate; 1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 18; Cumulative, Increased Range 2: perception, Insidious)


Fort sv: 1d20 + 2 ⇒ (10) + 2 = 12

Can't have her going down yet. I'm going to spend a Hero Point to reroll that. So The Hypnotist gets a Hero Point.

Fort sv: 1d20 + 2 ⇒ (18) + 2 = 20

"Your nightmare is nothing to me, Hypnotist, for I am the inspiration for nightmares."

Still, she seems worried, and her eyes flick upward.

Perception DC 25:
Something dark and serpentine moves at the top of the towers.

[ooc]I'll give Gylfir a tomorrow to get an attack in, then move on.


Gylfir tries to dump more water on her, maybe it can at least throw off her concentration.

Attack!: 1d20 + 8 ⇒ (17) + 8 = 25


Una Toughness vs Deadman: 1d20 + 18 ⇒ (19) + 18 = 37

Seven descends to Grace. She places a hand on the young knight's shoulder. I know a spell to summon the light of the Suns of Sirrion, they are...nevermind. It doesn't matter what they are. I believe you can amplify that light with the power of your sword. Una is weakened. Seven's eyes glow with a fierce light as she casts her spell. She pours light into Grace's sword.

Hoping to set up a Team attack with Gracie's light.

Una shakes off the water, but she is clearly reeling. She looks up and says "Attack, my lovelies."

The top of tower number 1 shatters as two immense serpentine creatures burst through the windows. Glass falls toward the plaza. Fortunately, there aren't too many bystanders, but there are a few running through the plaza.

The two, well, they must be dragons, descend the building, carving a trail of broken glass and twisted steel as they go. One is black as shadow, the other white and crackling with light. They have SUV sized heads with sword sized teeth. They are serpentine, somewhat like eastern dragons, but each has six pairs of wings along its back.

The white one opens its mouth, belching fire at the giant Eoten. The black one opens its maw to snap at Dunwich Horror. Its jaws close on empty air.

White ranged fire attack: 1d20 + 6 ⇒ (11) + 6 = 17 DC 27 Toughness save vs Fire for Eoten

Black Bite Dunwich Horror: 1d20 + 6 ⇒ (11) + 6 = 17

Una vanishes with a gesture and a pop of air filling the vacuum left behind.

Round 3


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Grace nods at Seven, sets her jaw, and, as Seven begins to pour energy into her blade, takes aim again with her blade. This doesn't require an attack roll, so I am not sure what bonus Teamwork provides in this case. Grace does have the Teamwork feat which adds +5 to the roll rather than +2. If that increases the DC, that would be cool.


Damaged 0 | Hero Points 0 | Perception +2 | Initiative -1 | Toughness 15 | Dodge 0 | Parry 5 | Fortitude 15 | Will 6 | HEROFORGE EOTEN

DC27 Toughness Save: 1d20 + 11 ⇒ (19) + 11 = 30

The fiery breath envelops Eoten, and it momentarily halts his actions.

Yet instead of charring the brute, he merely chuckles menacingly as his hide shows n'er a singe...

"Hur-hur-hur! You wearmedem min bones fýrdraca!"

The giant beckons the wyrm on with a hungry grin...

"Cumen. Let us ábíten each other's flesc!"

Old English:

wearmede = warmed
min = my
fýrdraca = fire breathing dragon
cumin = come
ábíten = bite, tear, gnaw
flesc = flesh

Can you "ready" an attack in M&M? Haven't rolled for any smashing on the dragon until its joined Eoten in melee, but not sure if I have to wait or can preempt?


"Effects not requiring an attack check may be used in a team attack; count the effect as having one degree of success, if it is not the main attack." I was thinking the Teamwork feat boosts the save DC. Would be by 2, but feat raises it by 5 instead.

Fort save DC 28: 1d20 + 10 - 8 ⇒ (10) + 10 - 8 = 12

The light of the Suns of Sirrion, focused through the ancient spells woven into Calesvol, rips through Una's diminished defenses and bores into her eyes. Her hands come up to her eyes in surprise and pain as she vanishes.

For the moment, Una is gone and you have dragons to deal with. Grace obviously missed that, and I like the image of your various barrages driving her off. Now she is drained of fortitude and blind until she can save against a big DC, so you have time to deal with her dragons.

Dragons are not minions. DODGE +3, PARRY +3, FORTITUDE +12, WILL +6, TOUGHNESS +15. None of their Toughness is Impervious.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Grace groans at the sight of the dragons charging toward them. "Why can't it be like video games, and the summons disappear with the summoner?"

She turns to Seven. "Can you..." she can't quite believe what she is saying, but forces herself to finish, "Can you make me fly?"


Seven replies, "I can extend the Winds of Weyan to lift you or any of the others. It will weaken the shield I am using to attempt to deflect attacks, but it seems like a good offense is the best defense at this point."


Eoten - Giant of Antiquity wrote:

Can you "ready" an attack in M&M? Haven't rolled for any smashing on the dragon until its joined Eoten in melee, but not sure if I have to wait or can preempt?

Ready is actually a little bit better in M&M than it is in Pathfinder. Readying lets you prepare to take an action later, after you would normally act on your initiative, but before your initiative on your next turn. Readying is a standard action, so you can move as well. You can ready a single standard, move, or free action. To do so, specify the action you will take and the circumstances under which you will take it. Then, any time before your next turn, you may take the readied action as a reaction to those circumstances. Your place in the initiative order then becomes the point where you took your readied action. If you come to your next turn and have not yet performed your readied action, you don’t get to take the readied action, you just lose your previous turn. You can ready the same action again on your next turn, if you wish, continuing to wait for the right circumstances.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair grinned at the effectiveness of his maneuver to redirect the giant's missiles. He couldn't believe when Una was driven off. Then, he saw the dragons. It had to be dragons.

"Doctor, target that one of there with one of your mind effects." He tries to coordinate an attack on one of the dragons. "The Mists of Morpheus muffles minds!" He calls out to help the Hypnotist.

Teamwork attack on a dragon of the Hypnotist's choice targeting will. I'll roll an attack if that's the best.

Ranged, Affliction 8 (Will; Stunned, Extra Condition, Limited Degree): 1d20 + 8 ⇒ (5) + 8 = 13


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

my apologies, my brain's been all over the place
"A wise move, young mage!"
"LEER INTO CHAOS, SINISTER SERPENTS!"
Chaotic Leer: Progressive Cone Area Affliction 8 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cone Area: 60 feet cone, DC 18, Insidious, Progressive)

Dark Archive

Injury: 0 | HP:3 Perception +5 | Initiative +12 | Fortitude +8 | Will +4 | Dodge +8 | Parry +8| Toughness +8| Atk +8, DC23, multi.

"Ah geez," Braireus curses as Una straight up disappears.

"Well, at least she was good enough to bring friends if she had t' step out. I hate it when da chick jus' disappears."

As the dragon flies by several hands shoot out, grasping in eternal greed.

Multiattack Attack! DC 13: 1d20 + 8 ⇒ (19) + 8 = 27
more than three degrees of success on multiattack. Damage is +5.
Um, that's also a crit. {+5 damage?}

Toughness roll! DC28{DC33?}: 1d20 + 15 ⇒ (3) + 15 = 18
ouchie.

Resist grapple! DC18 Strength or Dodge: 1d20 + 3 ⇒ (11) + 3 = 14
I only see Dodge listed. If they have a higher strength they'd probably use that.

Resist Clutch! DC18 Toughness: 1d20 + 15 ⇒ (9) + 15 = 24

The Dunwich Horror lands a palpable blow on the great beast and his titanic hand takes a firm grip.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

"That's your call, Seven. I just don't think I can just keep throwing light blasts. If I can get closer..." She hefts her sword. "Seems like this is the way to fight dragons, right?"

If Seven agrees to fly her closer to one of the dragons, she will attack.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Crit Confirm: 1d20 + 8 ⇒ (13) + 8 = 21

If that crits, I will choose my crit effect to be +5 damage, so DC 28 Toughness save


Black dragon vs Sinclair and Hypnotist: 1d20 + 6 ⇒ (1) + 6 = 7

Man, this encounter is not going well. 3 degrees of failure. Controlled.

The black dragon's eyes swirl with the dream magic of The Hypnotist as the good doctor takes control of the warbeast's mind.

White dragon is staggered by DH attack and -1 to Toughness saves. Dragon Strength is 12, so that resist grapple is 23.

Toughness vs Grace DC 28: 1d20 + 15 - 1 ⇒ (8) + 15 - 1 = 22Dazed and now -2 to Toughness saves

Seven pulls her hands upward as though clutching something, "The Whirling Winds of Weyan lift you!"

She can manage this in her array to grant everyone who can't fly rank 3 flight.

Gracie lifts off the ground, her sword catching the dragon under its chin and opening a gash in its throat. The dragon's blood pours out of the wound, burning the ground beneath it.

White dragon will attack Grace, so Eoten won't be attacked. Deadman still has a turn.


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

oh F*** YEAH You bet I'm gonna have these dragons fight!
The Doctor wrenches his hands in the air, physically manipulating the energies from the dreaming world into the serpent. Fully in control of the beast, The Hypnotist slams the Black Dragon claws first into the White Dragon.

"DRAAAAAAAAGOOOOOOOOOON FIIIIIIIIIIIIGHT!"


White dragon teeth and claws vs Grace: 1d20 + 6 ⇒ (20) + 6 = 26

Remember there is no roll to confirm. If a 20 + attack hits, the crit is confirmed. I'm going to use the crit as an alternate effect to attempt to Snare Grace. Make a DC 20 Dodge check. One degree of failure leaves the target hindered and vulnerable, while two results in the target becoming defenseless and immobilized. There is no additional effect for three or more degrees of failure. This represents the massive mouth chomping Gracie right down.

Since you took my dragon away, that is all I have for now.

Round 4


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

I forgot about that thanks for the reminder. To be clear, this is alternate, not added effect, so no damage?

Dodge: 1d20 + 6 ⇒ (15) + 6 = 21

Thanks to the power of sheer terror, Grace manages to maneuver her large frame just outside the dragon's jaws. "Hey, there, I'm not sure you know how British knights versus dragons go, but the odds ain't in your favor!"

She circles around in midair using the Winds of Weyan, and ripostes.

Attack, Power Attack: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9

But unused to movement in flight, swings wide, taking a bit of the sting out of her words.


Yes, no damage, Grace.

Hypnotist, your attack options are Bite +6 Damage 12 (DC 27) or Fiery Breath +6 Ranged Fire Damage 12 (DC 27).


Damaged 0 | Hero Points 0 | Perception +2 | Initiative -1 | Toughness 15 | Dodge 0 | Parry 5 | Fortitude 15 | Will 6 | HEROFORGE EOTEN

Seeing neither wyrm take the bait and engage him, Eoten instead watches with hungry eyes should one of the creatures fall to earth...


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

Like a shadow puppeteer, The Hypnotist claws his hands into the air, mimicking the black dragon. He swoops his hands, undulating like waves and brings them together in a violent chomp.

Bite DC 27: 1d20 + 6 ⇒ (8) + 6 = 14


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair now smiles widely when the Hypnotist gains control of the black dragon. The young mage turns his attention to the white dragon with the young knight swirling around it.

"Be bound by the Crimson Bands of Cyttorak!" He calls out causing red ribbons to grab and pull the dragon toward the flashing blade of Grace.

Teamwork attack on the white dragon with Ranged +8, Move Object 8 (6 tons)


I'm not sure how Teamwork attacks work but I think it's better for me to team up too ATM.

"Run the little wyrm through, knight!" he cries, dropping a blasting stream of water on top of the dragon just as she goes to strike.

It's Move Object 8, damaging, +8 attack rolls.


Toughness vs black dragon bite: 1d20 + 15 ⇒ (7) + 15 = 22 1 degree of failure. -1 to future toughness saves.

Team Attack:
Multiple attackers can attempt to combine their attacks in order to overwhelm an opponent’s resistance. The attacks to be combined must have the same effect and resistance and be within 5 ranks of each other. So attacks all doing Damage against Toughness can combine, but not with a Mental Blast, for example, which is a Damage effect, but resisted by Will rather than Toughness.

The attackers must all delay to the same point in the initiative order (that of the slowest attacker). Each attacker makes an attack check against the target’s defense. Effects not requiring an attack check may be used in a team attack; count the effect as having one degree of success, if it is not the main attack.

Take the largest effect rank of the attacks that hit and count the combined degrees of success for the other attacks: one degree provides a +2 circumstance bonus to the rank of the main attack, three or more provides a +5 circumstance bonus. Unlike a normal team check, degrees of failure do not reduce success; those attacks simply miss and have no effect. See Team Checks in The Basics for more.

Sinclair attack: 1d20 + 8 ⇒ (7) + 8 = 15 Two degrees of failure, so Dazed and now -2 to Toughness saves. Grace already attacked and missed this round, so I just combined Sinclair and Gylfir's attack.
Gylfir attack: 1d20 + 8 ⇒ (6) + 8 = 14

Both hit. so you get a +2 to the Toughness DC

Toughness save: 1d20 + 15 - 1 ⇒ (3) + 15 - 1 = 17


Sorry folks, I didn't realize it was me. Embarrassed.

Seven spins in midair, looking around for any sign of Una. Finding nothing, she returns her attention to the fight.
perception: 1d20 + 9 ⇒ (15) + 9 = 24

Seven cranks up the heat on the dragon, yellow energy pouring from her outstretched hands.

Magic of Modrossus: 1d20 + 11 ⇒ (15) + 11 = 26

Damage is only 9 because she is using part of her array for flight. Gylfir or Eoten can use that flight if they want.

dragon Toughness: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28

But the dragon's scales shed the magic energy effortlessly.


Round 5


I feel like you need something from me, but I don't know what it is.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Sinclair crouched behind his magical cover and tried another magical tool in his kit.

"Let loose the Mighty Missiles of Melf!" He calls out causing three green-glowing spheres to rocket toward the wounded dragon. He had timed it with one of his attacking teammates.

Ranged, Damage 8: 1d20 + 8 ⇒ (9) + 8 = 17

Trying to Teamwork with Toughness damage effect, which is tough not being at the tabletop.


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

The Hypnotist doesn't give up. He continues his shadowpuppeteering, commanding the dragon to repeat it's attack on it's brethren.

Bite DC27: 1d20 + 6 ⇒ (17) + 6 = 23


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

I was waiting for a physical attacker to join me on a team attack, but as no one has responded, I'm just going to go ahead and normal attack. WHOOPS ETA: Somehow missed Sinclair saying his attack was Toughness based, sorry Sinclair! If I can join his team attack then the below should add +5 to Sinclair's attack roll, and my post has been edited accordingly. I thought of this after I posted so if you just want to take it as a swing and a miss I understand.

Gracie, trying to get used to flying, dives forward again, thrusting her blade.

Attack, Power Attack: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11

But while she does not strike, the dodging dragon is laid open for the mage's missiles.


Gylfir will continue buffeting the dragon with water, hoping to break its concentration long enough for a more telling blow.

Teamworkd Ahoy!: 1d20 + 8 ⇒ (12) + 8 = 20


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All good, Gracie. I feel I have to offer some grace (no pun intended) for decisions like this, which would play out more easily if we were simultaneous.

Dragon Toughness vs Hypnotist Dragon: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28

Dragon Toughness vs Team Attack DC 29: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27

These dragons are, not surprisingly, supernaturally resistant to harm. The dragon takes its kin's claws in stride, and the combined attacks of Deadman, Sinclair, and Gracie barely scratches its dense scales.

Now at -3 to future Toughness checks, but man this thing is tough and rolling well.

Seven rubs her face, attempting to wipe away a bit of tension. I guess the giant isn't smart enough to realize he can fly now. "Hey, big man, how about you wrassle this flying wyrm. Or are you afraid."

She reaches out with her hands in a grasping fashion, and a yellow light surrounds Eoten. She jerks her hands to the side.

Attempting to use Move Object to hurl Eoten at the non-controlled dragon. If he wants, he can make a DC 22 Reflex save to resist. Otherwise, or if he fails, Seven throws the giant at the dragon, hoping he will grab it or punch it or something.


Damaged 0 | Hero Points 0 | Perception +2 | Initiative -1 | Toughness 15 | Dodge 0 | Parry 5 | Fortitude 15 | Will 6 | HEROFORGE EOTEN

As the yellow light engulfs the brute, he scowls attempting to resist the sorcery;

"Bah! I do ne hoppian to the whimsy of no mædencild!"

Old Englsh:

hoppian = dance, hop
mædencild = girl, female child

Dodge DC22: 1d20 + 2 ⇒ (19) + 2 = 21

With her accusation of cowardice echoing in his small (by his size standards) ears, the giant is hurled toward the dragon...

As he approaches one huge paw attempts to grip onto the fell wyrm;

Improved Grab (One Arm): 1d20 + 5 ⇒ (17) + 5 = 22


Dragon Resist Grab (Strength): 1d20 + 12 ⇒ (2) + 12 = 14

Eoten's massive hand grabs one of the horns of the mythical dragon.


Still learning how grab works. That is two degrees of success, so the dragon is Bound (defenseless, immobile, and impaired). Immobile for a winged flyer suggests to me that it falls.

Eoten's massive hand grabs one wing of the mythical dragon. The dragon lurches in the air and then its nose drops as it slams into the ground.


The site is bugging out on me. Lost a post with some rolls. I'm just going to summarize the results here.

The dragon writhes in Eoten's grasp, but the giant holds it against the earth.

Dragon failed a Toughness save vs falling damage. Eoten made save vs falling damage.

Dragon is now +6 net to Toughness saves (+12-4-2).

[b]Round 6. I think the math says that you are better off making your own attacks at this point rather than Team attacks. The dragon is Defenseless, so you can take attacks as routine checks (like taking 10). That will auto hit. Or you can make an attack roll. Any successful attack while defenseless results in a Critical Hit.


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

If it's defenseless, can the controlled dragon power attack?
If So
Dragon Strike! DC 32: 1d20 + 1 ⇒ (10) + 1 = 11


The sword sized teeth of the black dragon sink into the upturned belly of the white. Fire and blood blast from the wounds, melting a park bench and cracking concrete paths.

White dragon is out. Black dragon is controlled

That controlled dragon doesn't get a new save for 1 minute, right?

The cacaphony of battle settles and echoes back from nearby buildings, to be replaced by the rumble of an approaching monorail.

Still round 6


Hypnotist took out the dragon at the top of round 6, so you have a round with no active foes at the moment.


Gylfir spends a round recuperating.


If Sinclair uses Hero Point for inspiration:
The vortex of energy, manifested by the dark vortex of clouds above, is drawing magical energy from across the planet into Una's hands. Una is not fully attuned to Earths magical energy and ley lines. She can manipulate them, but they aren't "hers" in the way that they would be on her other realms. On any of those planes, she would be even more powerful, but here, while she is as powerful as many gods, she is still beatable. You would guess that she is drawing power into the clouds above, preparing to rain that power down in destruction from above.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

spending a Hero Point for Inspiration

With the team wrapping up the dragons, Sinclair looks around for Una. He refocuses his magical senses to effectively sniff the air for magic, particularly her magic.

He finds a vortex of energy, manifested by the dark vortex of clouds above, drawing magical energy from across the planet into Una's hands. Una would not be fully attuned to Earth's magical energy and ley lines. Although she could manipulate them, they aren't "hers" in the way that they would be on her other realms. On any of those planes, she would be even more powerful, but here on Earth, while she is as powerful as many gods, she is still beatable. The young mage concludes that she is drawing power into the clouds above, preparing to rain that power down in destruction from above.

The young mage shouts to his new companions, "Hey! Look at the clouds! Una is putting magical power into them to rain down on us!"

He starts thinking about a ritual that he could use to disperse the clouds. for next round


"Rain? Why are we afraid of a little rain?"


Moving on.

With a pop of displaced air, Una reappears nearby, this time only about 10 feet from the ground. Wind billows, whipping her hair and robes wildly. She reaches up with her left hand, and energy ripples downward from the clouds above. With her right, she reaches toward you and red lightning zags toward The Hypnotist.

"I must admit, you lot are tougher than you look. I shall have to give you my full attention. First, let's get my pet back..."

Elemental Blast (lightning) vs The Hypnotist: 1d20 + 10 ⇒ (4) + 10 = 14

A hit. DC 30 Toughness

Round 7


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

Toughness Save: 1d20 + 8 ⇒ (11) + 8 = 19
Crimson energy brings the doctor down to one knee. His control over the dragon faulters as his eyes flicker and return to normal. "Yeaaaaaach!" he welps in pain. "Good on ya, mate! Ye finally realised ya might need to lift a pinkie for us, huh? Tough'r, smart'r, hell, I'd say our lot's a lot more better lookin' too! Y'see Una, yer a COWARD. An opportunist! Ya think because Eldritch ain't round it's prime time for Earth-snatchin. Ya wrong, mate. We might be a bit green on the sides but we're the real deal."
I believe that is Staggered & Bruised. His turn will be used monologuing, and hopefully gaining her ire so that his teammates can capitalize.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Can Gracie use Interpose to take the lightning strike instead of the Hypnotist?


Yes.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Go go gadget Interpose!

"No!"

As Una points at the Hypnotist, Good Knight Gracie angles her levitating body toward the Hypnotist, diving in just as the lighting arcs toward him, arcing all around her armor instead.

Toughness Save: 1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15

That will be a Hero point for $300, Alex

Toughness Save: 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16

Following the "Hero points have mercy for DQ's die rolling" rule, that is actually a roll of 18, for a total of 27, or one degree of failure. Grace is now at -2 to future Toughness saves.

Remnants of red lightning arcing all around her and making her hair all fuzzy, the Hypnotist is safe, and Grace is safe enough.


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

The glint of the Knight's armor blurs and stops immediately in front of the Doctor. "Gracie!" Thankful for her interception, Mac can't help but feel guilty if anything were to happen to her.


Everyone should have an turn still in Round 7. It just started.

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