Adventures Assemble S3E3: The Great Brain Robbery!

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kenseido
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Re: Adventures Assemble S3E2: Family Matters

Post by kenseido »

Moonlight

Moonlight's attack hits hard, causing the Shadow Clan member to drop to one knee.
Shadow Clan #3 TOU: 1d20+8 20
Bx1, Dazed
Shadow Clan

Three of the members continue their attacks but they move gracefully away from their position in near silence.

The one hurt by Moonlight doesn't attack, choosing to move his position. The two blind heroes have no idea where their attackers are anymore.
Shadow Clan #2 Blade vs Nightbird: 1d20+12 24
Shadow Clan #4&5 Blade vs Amethyst: 2#1d20+12 26 20
DC23 FORT save vs Damage for any hits.
#2 and #3 move (#2 after his attack) so Moonlight and Nightbird can not attack, even at -5.
Technically #4 does as well, but it doesn't matter to Amethyst.

Amethyst is up
Ysariel
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Re: Adventures Assemble S3E2: Family Matters

Post by Ysariel »

Amethyst
Condition: Fatigued, -1 / HP: 2

Amethyst ducks out of the way of one shadow blade, and into range of the other, but her shields' quantum fluctuations neutralize whatever that blade is made of and it fails to penetrate her armor.

The darkness was getting oppressive; she could see the shadow clan clearly, their forms showing up as grid-overlaid shapes in her HUD, but not all of the team was so lucky.

"3D printing complete. I have re-equipped the drones," Amy says. "Deploying them now."

The faint hum of drones warping in and flitting by can be heard all around her. Moment later, with a fwoosh, a blinding bright beam from high overhead cuts through the darkness. It's one of Amethyst's small cylindrical drones, but instead of the customary blaster cannon and camera, this time it has a powerful 20,000 lumen electric spotlight installed. Another lights up, then another, and another, until there are a dozen such lights focused on the battlefield, turning it almost as bright as daytime.

"Let there be light?" Amethyst says dramatically.

OOC
Amethyst Fort DC 23: 1D20+12-1 = [18]+12-1 = 29
Passed, no damage

Extra effort and stunt environment (light) 12, with the descriptor of electric spotlights.
Power check to counter the darkness effect as a standard action:
Amethyst power checl: 1D20+12 = [5]+12 = 17

Spend 1 HP and reroll
Amethyst power check reroll: 1D20+12 = [10]+12 = 22

HP makes that 32

Amethyst is exhausted on her next turn, but until then she is still only fatigued because fatigue from extra effort only kicks in on the next turn. I will decide when her next turn begins whether to recover fatigue because I want to see how the round plays out first.
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kenseido
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Re: Adventures Assemble S3E2: Family Matters

Post by kenseido »

Amethyst

The flares fire into the darkness. At first, the darkness starts to snuff them out, but the second stage fires.

Instead of lighting up the darkness, it seems to crack, like glass. Then the individual shards of darkness dissolve into smoke and quickly fade away.

The four remaining Shadow Clan don't react to the loss of darkness in a meaningful way. They are all dressed in black garb which is a cross between Japanese ninja and Arabian style clothes. What little skin you can see is unnaturally jet black. The weapons they hold appear to be made of shadow.

Nightbird and Moonlight can now see their opponents accurately.
Mystic Shadow Power Check: 1d20+15 16
Normally, I would reroll a 1 and give you an Hp.
But since your first roll would actually beat this, I am just going to refund your HP.
The Darkness fails

Gelert is up
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stavaros_the_arcane
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Re: Adventures Assemble S3E2: Family Matters

Post by stavaros_the_arcane »

Gelert
kenseido wrote: Fri Mar 10, 2023 1:05 am Amethyst

The flares fire into the darkness. At first, the darkness starts to snuff them out, but the second stage fires.

Instead of lighting up the darkness, it seems to crack, like glass. Then the individual shards of darkness dissolve into smoke and quickly fade away.

The four remaining Shadow Clan don't react to the loss of darkness in a meaningful way. They are all dressed in black garb which is a cross between Japanese ninja and Arabian style clothes. What little skin you can see is unnaturally jet black. The weapons they hold appear to be made of shadow.

Nightbird and Moonlight can now see their opponents accurately.
Mystic Shadow Power Check: 1d20+15 16
Normally, I would reroll a 1 and give you an Hp.
But since your first roll would actually beat this, I am just going to refund your HP.
The Darkness fails

Gelert is up

"Oh Good... I can see you as well as smell you now!
" Gelert announces cheerfully before blasting one of the Shadow Clan attacking Amethyst. "Pew Pew, creepy shadow people!"

OOC: Blast: Damage 13 (DC 28; Increased Range: ranged, Precise, Variable Descriptor: close group - laser or concussion)
1d20+11: 27
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kenseido
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Re: Adventures Assemble S3E2: Family Matters

Post by kenseido »

Gelert

The pew-pew laser hits the Shadow Clan member, but he instinctively rolls with the blow. He lands back down his attention clearly focused on Gelert.
Per chat, Gelert attacks the uninjured target.
Shadow Clan #4 TOU save: 1d20+8 25
Bx1

Nightbird is up
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Gilliam
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Re: Adventures Assemble S3E2: Family Matters

Post by Gilliam »

Nightbird
HP: 2 LP: 1
Condition: Bruise x 1


Spotting one of the Shadow Clan not that far away from her, Imogen closed the gap between them in a heartbeat targeting her foe's knees with a series of rapid snap kicks.
OOC wrote: Nightbird PA+2
Nightbird PA +2: 1d20+15-2 28
DC26 Toughness Save
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kenseido
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Re: Adventures Assemble S3E2: Family Matters

Post by kenseido »

Nightbird

The foe slips around Imogen's kicks, avoiding any damage.
Shadow Clan #2: 1d20+8 27
Moonlight is up
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Psistrike
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Re: Adventures Assemble S3E2: Family Matters

Post by Psistrike »

Moonlight
HP: 2 LP: 1
Condition: -1 Toughness [heals in 4 rounds]

"Great work, Amethyst. Now to deal with these creeps." A pillar of fire erupted from the ground beneath the nearest shadow ninja.

OOC: Attack roll for Nature Strikes [fire descriptor]: Attack roll: 1d20+12 24 DC 27
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kenseido
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Re: Adventures Assemble S3E2: Family Matters

Post by kenseido »

Moonlight

Your attacks hits him hard, leaving him reeling a bit.
Shadow Clan #3 TOU: 1d20+8-1 17
Bx2, Dazed
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kenseido
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Re: Adventures Assemble S3E2: Family Matters

Post by kenseido »

Shadow Clan

A shadowy gloom extends out from each of the Shadow Clan members making things difficult to see.

The one on Nightbird slashes with his blade and then jumps past her and vanishes.

The one on Gelert charges him with his blade but also moves past the Hound of Hope, disappearing.

The two fighting Amethyst and Moonlight both take defensive action disappearing into the terrain.
All four members activate Gloom. All visual Perception rolls are at -5. Low-light Vision reduces the penalty to -2.
Shadow Clan #2 Shadow Blade: 1d20+12 20
#2 Uses Hide in Plain Sight.
Shadow Clan #2 Stealth check: 1d20+18 26

Shadow Clan #3 uses Hide in Plain Sight
Shadow Clan #3 Stealth check: 1d20+18 22

Shadow Clan #4 Moves to Gelert
Shadow Clan #4 Shadow Blades vs Gelert: 1d20+12 18
#4 uses Move-by action and Hide in Plain Sight
Shadow Clan #4 Stealth check: 1d20+18 29

Shadow Clan #5 uses Hide in Plain Sight
Shadow Clan #5 Stealth check: 1d20+18 24

Everyone needs to beat the Stealth check to be able to spot their opponent. If you fail the check, you can not target your opponent until they move again.
Amethyst and Gelert still need to check, they just aren't penalized.
As explanation, they are hugging the ground and using natural terrain to help conceal themselves so even Radar and Accurate Hearing have trouble spotting them.

Amethyst is up
Ysariel
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Re: Adventures Assemble S3E2: Family Matters

Post by Ysariel »

Amethyst
HP: 1 / Condition: exhausted > fatigued

Amethyst watches with satisfaction as Gelert's blue lasers blast at the shadow-mook in front of her and force the villain to dodge.

Unfortunately, her satisfaction evaporates as the grid-overlaid form of the ninja in front of her seems to sink into the ground and becomes indistinguishable, like a low-flying aircraft using terrain masking to hide from radar. She turns off the radar overlay: he's still invisible in the harsh glare of floodlights. In fact, all of them are.

"They can hide on level ground?!" she blurts out.

"They may have had time to prepare; the timeliness of their appearance suggests they were lying in wait for us." A pause. "I am recharging the capacitor. Stand by."

Amethyst's sneakers warp out so that she can stomp on the ground with her armored boots. "You better come out," she growls at the Shadow Clan. "I'm wearing a wicked pair of heels, and I am not afraid to use them."


OOC

Amethyst Perception DC 24: 1D20+10 = [3]+10 = 13
That's impressively bad: she fails to spot any ninjas.

At the start of her turn Amethyst becomes Exhausted due to her power stunt last round. She uses her 1/scene recover action and regains a level of fatigue, which also gives +2 defenses until the start of her next turn.
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kenseido
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Re: Adventures Assemble S3E2: Family Matters

Post by kenseido »

Gelert is up
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stavaros_the_arcane
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Re: Adventures Assemble S3E2: Family Matters

Post by stavaros_the_arcane »

GELERT
kenseido wrote: Wed Mar 15, 2023 11:55 pm Shadow Clan

A shadowy gloom extends out from each of the Shadow Clan members making things difficult to see.

The one on Nightbird slashes with his blade and then jumps past her and vanishes.

The one on Gelert charges him with his blade but also moves past the Hound of Hope, disappearing.

The two fighting Amethyst and Moonlight both take defensive action disappearing into the terrain.
All four members activate Gloom. All visual Perception rolls are at -5. Low-light Vision reduces the penalty to -2.
Shadow Clan #2 Shadow Blade: 1d20+12 20
#2 Uses Hide in Plain Sight.
Shadow Clan #2 Stealth check: 1d20+18 26

Shadow Clan #3 uses Hide in Plain Sight
Shadow Clan #3 Stealth check: 1d20+18 22

Shadow Clan #4 Moves to Gelert
Shadow Clan #4 Shadow Blades vs Gelert: 1d20+12 18
#4 uses Move-by action and Hide in Plain Sight
Shadow Clan #4 Stealth check: 1d20+18 29

Shadow Clan #5 uses Hide in Plain Sight
Shadow Clan #5 Stealth check: 1d20+18 24

Everyone needs to beat the Stealth check to be able to spot their opponent. If you fail the check, you can not target your opponent until they move again.
Amethyst and Gelert still need to check, they just aren't penalized.
As explanation, they are hugging the ground and using natural terrain to help conceal themselves so even Radar and Accurate Hearing have trouble spotting them.

Amethyst is up
OOC: Okay the shadow clan attack against Gelert misses, so I have to beat his stealth check of 29 to be able to attack him
Perception check 1d20+10: 27 [1d20=17]
Alright since Gelert can't find the one who attacked him, he'll target one of the ones he can see. He will target #5 since that one was badly injured.

Damage 13 (DC 28; Increased Range: ranged, Precise, Variable Descriptor: close group - laser or concussion) 1d20+11: 15

Also Gelert is going to get off the ground for a better vantage point and making it harder for the shadow clan to attack him.
-------------------

The Shadow clan's blade misses Gelert, thrown off by his small size, but by the time Gelert turns to follow their path they have vanished. Even Gelert's trusty nose has trouble picking out where they've gone.

Now that there wasn't a big old blob of darkness all over everything Gelert takes flight and gives himself so altitude. Now while he still can't find his attacker, the OTHER spooky ninjas aren't able to allude his keen senses as well.

He spots the pretty beat up one's hiding spot and fires a beam at them. "Peekaboo I see you."
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kenseido
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Re: Adventures Assemble S3E2: Family Matters

Post by kenseido »

Gelert

The Shadow Clam member rolls out of the way for Gelert's laser.
15 is a miss.
Gelert targeting #5 give Moonlight and Nightbird a +2 Perception to see him, so they now need to beat a Stealth of 22 instead of 24.
That will make it easier to account for their overall -2 to Perception.

Nightbird is up
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Gilliam
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Re: Adventures Assemble S3E2: Family Matters

Post by Gilliam »

Nightbird
HP: 2 > 1 LP: 1
Condition: Bruise x 1


At the reappearance of the gloom, Imogen lips twitched whether in frustration or amusement as she easily avoided her opponents attack although she was annoyed how easily she lost track of him.

"Nice technique" she couldn't help saying "A tad sloppy, 2 of you stand out like a sore thumb and why weren't you doing this when you first attacked. Rule 1 of combat take every advantage you can especially when you are fighting a far superior opponent."

As she spoke Nightbird continued a series of punches against one of the visible Ninjas hitting nothing but air but then took another couple of steps disappearing into the shadows. For those watching there was a hint that her smile lingered for a second or two after the rest of her was taken by the shadows.

OOC wrote: Nightbird Perception: 1d20+11-2 13
HP to reroll

Nightbird Perception: 1d20+11-2 13 + 10 = 23

Nightbird will use Move by Action and PA 2 against Ninja # 3

Nightbird PA +/-2 Ninja No. 3
Nightbird PA +2: 1d20+15-2 15
And a miss

NIghtbird will continue to use Move by Action and Stealth Mastery to Hide in Shadows, will need to beat a Stealth of 24 to spot her.
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