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Beyond Freedom (M&M PbP) Issue #1 - Loves Lost?!

Jimmy is briefly out of the fray based on his retreat to check on the stony guy. Things have gotten too dangerous for Ursus over on this side of the building though for Jimmy to even think of abandoning him.

I wonder what these guys were after before the security guards showed up, Jimmy thought. Well, there is one way to find out - by looking through the various time streams to see what they were/are after. And I guess I'll start with this lady - after I help Ursus and uh, uh, Athena?

[Heroic Surge: 'Stopping Stony Guy in Time' Paralysis attack from Time Control DC=15, Ranged attack at -2 (1 range increment) +9 on Ranged, +5 Luck, Net +12 to hit].

[Luck on his Attck on Brimstone, unless its needed on a damage save prior to attack.]

[Move 15 ft toward Marguesse]

['Stopping Girl who talks too much in Time' Paralysis attack from Time Control DC=15, Ranged attack at -2 (1 range increment) +9 on Ranged, +5 Luck, Net +12 to hit].

If it works, tell Ursus, "She's held, knock her out and let's help the others."

[Edit - changed actions based on new sights]
 
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OOC: Don't forget I was using All out attack +3, which cancels the penalty from power attack. Att: +10 base, +3 dex, +1 focus, +3 All out attack, -3 PA = +14 without leadership. The roll of 3 would hit Def 17 or 18, depending on leadership.
 


Activating Leadership on his turn, and keeping up all his defenses, Mental Shield, Force Field, Energy Field, and using Aerial Combat for a +1 to Defense...

Apollo glares down at Thumper, "By the Gods of Olympus, who gave you those shoes! They should be shot!"

Taunt +22 (Includes Leadership) on Thumper to cause him to lose his Dodge bonus.

Apollo flares with power as he unleashes his Divine Light into Thumper, to hopefully bring him down, once and for all, hitting him with a stunning blast, and hopefully dazing the villain.

Attack +11 on Thumper, +10S, if he loses his Dodge bonus he gets a +5 bonus from Surprise Strike, hopefully this will knock him out :)
 

Harbinger will again fire 2 shots at Thumper.

OOC: +10 to hit, –2 for Rapid fire, +1 for leadership, for a total of +9 per shot. +10S damage per hit.
 

Round 3: Ursus will take a swat at Marguess.

Round 4: If he hasn't knocked her out yet, Ursus takes the time to finish the job. If he has, he looks around for the closest of the rest of the villains and moves towards him/her.
 

Winter will concentrate his will on the plants, urging them to grow larger, longer and stronger. He will attempt to get them to grab at the enemy combatants, whichever is closest.

If this would not be possible, Winter will move towards Mercury Mercenary and fire one blast of radiation at him.

[OOC: Not sure how you are going to deal with Snaring using Plant Control, so here are two possible actions...]
 

[OCC: As I missed an update from Keia, I am going to assume that he spends a Hero point to hit Marguess. IF not then things will change again... see below for updates]

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Round 4
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Initiative...

33 -(ShadowDragon) hidden.
27 -Marguess.
25 -Jimmy Rocket.
24 -Mercury Mercenary.
23 -Thumper.
22 -Harbinger, Ursus and DeathKnight.
21 -Apollo
17 -Marionette hidden
11 -Winter and Security
10 -Remaining Security Guard (1 left, two are running for "help")
5.5 -Athena
5 -Brimstone

ShadowDragon, looking around and seeing the assembled heroes, will think Hmm if she defeats Brimstone, then truly she would be worth of single-combat. The others are causing problems though, especially this "Apollo"… a godling indeed, we shall see and with that he throws 3 shurikens out of the shadows and at the flying hero, striking him twice. Attack roll 14 +13 +2 flank +1 leadership -2 range -4 for autofire (so a total bonus of +10) =24 a hit! (Apollo doesn't gain a DEX and any Dodge bonus against ShadowDragons attacks as they are from Surprise, so his DEF is 15.) second Attack roll 15 +10 =25 a hit, third attack roll 3 +10 =13 a miss. Apollo gets two Damage saves roll of 15 +2 +1 leadership =18 vs. a Damage DC 15 +6L +7 for surprise strike -10 for Protection =18, making it right on, and a second Damage save of 11 +3 =14 vs. DC18, missing it by four. Apollo takes a Lethal hit; he now has one Lethal and one Stun hit. The first only scratches the exiled god, while the second leaves and ugly red-line across his left thigh. ShadowDragon thinks these are true warriors indeed, mayhaps I should use poison against them?. ShadowDragon uses his Dodge feat for general DEF =27. ShadowDragon also tries to remain hidden Hide roll of 20! +26 =46 and is well hidden behind the dark shadow...

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Marguess uses a half action to boost her strength by +8 and the other half action she will try and hurt Ursus with the grapple Strength test roll for Marguess is 14 +12 +1 for leadership =27 vs. Ursus roll of 5 +5 =10. She wins and chooses to cause damage. Ursus gets a Damage save roll of 16 +4 (due to the lethal hit) =20 vs. a DC of 15 +13S =28, missing it by 8 points. Ouch, Ursus will take a Stun hit AND be Stunned. If you wish to spend a Hero point to re-roll you need a 18 to avoid the Stunning effect. It might just be better to use the Hero point on your action to Recover or shake off the effects of a Stunned condition, but up to you)

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[edited]
Jimmy Rocket focusing on the time-space around the big stony monster that is Brimstone attempts to free him again (he is about 60ft from Jimmy right now) 6 +14 -2 ranged =18 a hit. Brimstone gets a Will save roll 20! (I SWEAR!! :eek:) -1 =19, success but he throws off the effects one again. Jimmy then uses Heroic Surge to move 15ft towards Marguess and is now 95ft away from her. He again focus on the time-space area around her and attempt to freeze her in Time Attack roll 7 +9 -2 range =14 a miss (Marguess DEF while she is grappling is 16). Jimmy spends a Hero point 16 +7 =23 a hit! Marguess must make a Will save roll of 7 +2 +1 leadership =10. Missing it. OK I re-RE-read Paralysis and I did read one part wrong and that was that I thought with a Free action they did NOT get a save, but it just they do not get a bonus to their Will save. So each round they get a save but so long as Jimmy takes a free action to maintain it they will still get a Will save DC 15 each round. Hmmm is it worth a Villain Point, the chance she will make it? Well there are two of you so YES… re-roll DOH!! A 6, and even with the minimum of a 10 +3 =13 is a miss. Marguess seems to freeze up in Ursus's hands, although he can almost feel her eyes on him burning with hate!

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Mercury Mercenary looks to see the other heroes Spot roll 19 +5 +1 leadership =25 and sees Harbinger about 130ft away, and Security about 180ft up in the air, and a weird black cloud about 75ft away. Merc moves out 20ft, fires two shots at Harbinger (now 110ft away; using Heroic Surge for the second attack) and then using Move-By Attack moves again 50ft back around behind the building and into cover (total Move 70ft). Attack roll 18 +12 +2 flanking +1 leadership -4 range =29 a hit, and 12 +11 =23 another hit [I am assuming that when you use Heroic Surge you do NOT get an attack penalty for taking and extra Attack]. Harbinger gets two Damage saving throws (as they where from Surprise you don't get to use Evasion), first 5 +4 +1 leadership =10 vs. a DC of 15 +8L -5 protection =18, missing it by 8 taking a Lethal Hit and Stunning condition (unless you spend a hero point to re-roll). The second Damage save roll is 9 +5 =14 vs. DC 18, missing it by 4 and taking another Lethal hit. Unless Harbinger spends a Hero Point he will take 2 Lethal Hits and be Stunned this round). Merc also uses his Dodge feat to give him +1 to DEF =28.

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While Thumper looks like he is going after Apollo he actually jumps at Harbinger! (assuming that you re-roll damage and are NOT stunned and have your DEX and Dodge bonus to defense and you can use your Evasion against this attack) Thumper comes in feet first and slams into Harbinger hard Attack roll 12 +14 +1 leadership +2 for charging =29 a hit (assuming general Dodge so your DEF =26). Harbinger gets a Damage save and rolls a 12 +8 (-2 lethal hits, if you spend the Hero Point I will edit) +1 leadership =21 vs. a DC of 15 +14S -5 protection =24, missing it by 3. Harbinger has 2 Lethal and 1 Stun hit now. Thumper lands next to Harbinger and says "Damn, you boys is a lot tougher then I thought… this might just be fun!" Thumper has a DEF =17 due to his charge, he will use his Dodge feat (forgot it last round) and gain +2 defense against Apollo (so DEF =19 for light blast).

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Harbinger (assuming he is not Stunned this turn) blasts Thumper twice at point blank range! Attack roll 2 +10 +1 for leadership +1 for point blank -2 for rapid fire =12 a miss, second Attack roll 14 +10 =24 a hit! Thumper needs to make one Damage save roll 3 +7 +1 leadership =11 vs. a DC of 15 +10S +1 point blank -4 protection =22, missing it by 11. Thumper spends a Villain point (man hope don't need it against Apollo) and gets a 6, but a minimum of 10 +8 =18 vs. 22, missing it by four. Thumper now has 3 Stun Hits… eek) While one of his shots goes wild, the other strikes Thumper a solid blow and he loses a step or two. He is still standing but each of them is starting to show the effects of the battle...

Ursus (assuming he spends a Hero point to Recover from the Stunning effects) feels Marguess freeze up in his hands (she is helpless right now show you get +4 to hitting her and her DEX is considered a 0, so her DEF is an 11. You can't do a Coup De Grace against Marguess as she is immune to critical hits, but you could Power Attack and have a pretty good chance of hitting. I will edit as you desire BUT from you action description I am assuming you will do this). Ursus also feels some of his strength returning (this round you gain back 1 level of Super-strength and 1 level of your Protection extra) and draws back a huge fist, slamming Marguess full in the face as hard as he can! Attack roll 16 +15 -5 Power Attack =31 a hit. Marguess gets a damage save 10 +2 +1 for leadership =13 vs. a DC of 15 +6S +5 power attack -5 armor =21, missing it by 8. Marguess has taken another Stun hit and is Stunned on her next action. Marguess has 2 Stun hits now but is not out!) While she is staggers, Ursus can tell that the woman is not out, so is one tough cookie!!

DeathKnight gets a check to recover from his blindness Fortitude check roll of 18 +2 +1 leadership +2 rounds =23 vs. a DC 20 making it. He can now see, and fly back out of Security's line of sight (while he doesn't even look to see Security, he knows someone is still shooting at him) and he will say "Get ready to evac people, t-minus 10 omega" using his Leadership on his team. He rams into some interior wall (Hardness of 10) Attack roll 6 +10 -5 for power attack, hits some random wall. Breaking test rolling a 9 +10 +5 power attack +2 ramming distance +1 leadership =27 vs. a DC of 15 +10 =25 succeeding. DeathKnight thinks They will pay for this damn it, no one shows me up in front of my team! and with that sparks of electricity arch along his broadsword. DeathKnight uses his Aerial Combat for DEF =19.

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Apollo insults Thumper's fashion sense Taunt roll 19 +21 +1 leadership =41 vs. (why roll??) Thumper Taunt skill rolling 14 +5 =19, hmm a miss? Thus losing DEX and Dodge bonus vs. Apollo. His DEF =15 -2 for the charge and blasts him with a ball of pure light Attack roll 11 +10S +1 leadership =22 a hit, and with surprise. Thumper gets a Damage save roll of 2 +6 +1 =9 vs. a DC of 15 +15S -4 protection =26, missing it by 17, no reason to see if he is blinded also. Thumper is knocked Unconscious! :( hitting Thumper full on in the chest causes him to fly back Knockback 15 -6 damage save =9 x5ft 45ft feet and crashing though a plate glass window of the building near by (knockback normally does not extra damage, just effect). Thumper does not get up…

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Marionette from the shadows thinks OH I am so mad right now, one of these pretty people must pay! and she blasts Apollo with a Mental attack Attack roll 14 +10 +1 leadership, a hit (Apollo's mental DEF =15). Apollo gets a Damage save, basic on his Will, rolling 12 -2 (1 stun 1 lethal, hit) +1 leadership =11 vs. a DC of 15 +10S -10 mental protection =15, missing it by 4. Apollo takes another Stun hit]. Marionette wants to stay hidden making a hide check roll of 13 +24 =37. Apollo looks to see where the blast came from and gets a 14 +0 +1 leadership +10 as she just attacked you= 25 and is not 100% sure where she is... (she is after all 6" tall and while her power is not subtle, she attack more or less from behind

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Winter makes a spot roll roll 17 +13 +1 leadership =31 and sees Merc run around the corner attack Apollo and then fled around the corner of the building (about 70ft away, so you could charge it and if you see him could attack him this round). He sees Thumper get KO'ed and fly back into a building. He also notices something down on the ground… a 'wave' of power or something that seems to strike Apollo from behind. While he can't see anyone, he has an idea that someone is there. It would take the planets until next round to get there but he can start them on their way. He also sees the shadow on the other side of the street (about 100ft away) where deadly shurikens struck Apollo just seconds ago. Despite his senses Winter can't pierce the darkness over there either...

Security sees DeathKnight disappear deeper into the building. The floor that DeathKnight is on is 150ft away so it is to far to get there this round and attack. Security also does a quick scan of the battle below Spot roll 18 +5= 23 and sees Thumper KO'ed, the weird shadows still in areas they should not be and Brimstone trying to crush Athena into the ground, while she stands against him firmly with a small shield and spear!! As he is about to head around the building to try and cut DeathKnight off, he see's Athena fall and goes into action [You will now be acting is 4… see below]

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Security guard. Only the sergeant remains. Seeing how smart he is 7 +1 =8 he hold action this round, watching the man-bear squeezing the woman that had attacked his team. He shot "Put your hands up Freaks! I an't going to give you a second warning!"

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Athena takes a 5ft step back and throws her spear at Brimstone Attack roll 15 +10 +1 point blank +1 leadership =27 a hit. Brimstone gets a Damage save of 13 +4 =17 vs. a DC of 15 +11L +1 point blank -12 protection =15, making it by 2. but he seems to suffer no ill effects.

Brimstone, mad as… well hell… again smashing into Athena with his fists no power attack this time, Attack roll 19 +15 =34, a hit. Athena first tries to Defect the blow, rolling a 4 +15 +1 leadership =20, missing it. She then makes a Damage save of 11 +3 +1 leadership =15 vs. a DC of 15 +17L -5 armor =27, missing it by 12, Hmm Athena spends a Hero point to re-roll damage (better odds then defecting the attack but) rolling a 2, with a minimum of 10 but still not overcoming the attack. Athena is Disabled hitting her hard had sending her flying back across the courtyard to land in a bloody pile Knockback 17 -3 =14 x5ft =80ft away. Knockback does do any additional damage though.... Brimstone laughs and raises his fist into the air "I will bring fire to this world the likes of which none have ever seen! Feel my wraith AND BURN!!!". Red-hot cracks seem to form along Brimstones body and the ground underneath him starts to smolder Brimstone will use a Free Action to activate his Energy Field
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Security flies 50ft towards the building but still is about 225ft away from Brimstone (as he ran after Athena last round) , unleashes a savage attack against the stone monster Attack roll 7 +11 +3 all out attack -5 power attack +1 leadership +2 flanking -2 range =17 vs. Brimstones DEF 16, a hit!!! Brimstone gets a Damage saving throw roll of 12 +4 =16 vs. a DC of 15 +15L -12 protection = 18, missing his save by 2 point. Brimstone now has 2 Lethal hits causing him to stagger a step or two. Looking up Spot roll 16-1 =15 he see's Security fairly far away in the air but his eyes glow with hatred anyway...


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End Round 4.

Badguys have spent 8 Villain points. Security has spent 1 Hero point, Apollo has spent 1 Hero point, Athena has spent 1 Hero point, Harbinger spent 1 Hero point, Ursus has spent 1 Hero point, Jimmy has spent 1 Hero point.
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Apollo has 3 Stun and 1 Lethal hit.
Harbinger has 1 Stun and 2 Lethal hits. Could be Stunned.
Ursus has 1 Stun and 1 Lethal hit. Could be Stunned.
Athena has 1 Lethal hit and is Disabled (she can make 1 non-strenious 1/2 actions a round)
Security has 1 Lethal hit.

Marguess has 2 Stun hits, is Frozen (paralysised) and is Stunned (unless she spends a Villain point on her action)
Thumper has 3 Stun hits and is Unconscious.
DeathKnight has 1 Stun and 2 Lethal hits and is no longer blind.
Brimstone has 2 Lethal hit.

[OCC: I think I got everything there. If I missed something let me know]
 
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OOC: Security has a lethal hit too. Oops, forgot to send in a move. Quick question: Who is within 50ft of Brimstone?

While Deathknight burrows into the building with brutal ramming attacks, Security assesses the situation. The armored guy seemed to be some kind of leader, since he was always giving commands on the radio. Better not to let him get away. Flying through the air is probably faster than going through a building, so if I fly over the building he's in, I'll cut off his escape routes.

The rest of the battle seemed to be going okay. The jumping guy with weird shoes was down. Maybe that guy sniping with a rifle should go next.


Then Athena is savagely hit by Brimstone and blasted through the air. Maybe not. Time to break out heavy ordance.

Flying on auto pilot, Mr. Evans focuses on delivering a high energy slug to the incendiary villian.

OOC: Delay until 4.

Fire rail cannon at a vital point: Att +11 (All out attack +3, power attack -5, leadership +1, -2 range)

Dmg: +15L 19-20

Move 50 ft up and toward Deathknight's building either before or after attacking, depending on how that affects range and LoS.

Def 10
 

Apollo has Mental shield active which works the same as Mental Protection +10, it is an extra of Forcefield :) so hopefully that evens the odds, and if need a Hero Point will be used for the attack roll... this is versus Marionette's attack

Apollo turns on Marionette flying downward 50 feet, but not touching the ground, if he is that close, to use some cover from wherever those shurikens came from and continues to lead," One down guys, but plenty more to go, we have one hidden, who uses ninja stars, and a mentalist... take her out!"

Leadership, Mental Shield, Force Field, Energy Field, Aerial Combat, +1 to defense

Apollo takes aim, and fires on Marionette, "On no you DON'T!" nearly singing as much as he is yelling...

Attack +11, +10S Light Blast, along with Dazzle for DC 20, Reflex..
 
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