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    A Darkness at the End of the Tunnel

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    navyik

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    Re: A Darkness at the End of the Tunnel

    Post  navyik on Wed Dec 18, 2013 11:30 pm

    Can rakhu see the nearby man do red-shirt?
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    Chris

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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Wed Dec 18, 2013 11:33 pm

    navyik wrote:Can rakhu see the nearby man do red-shirt?

    yeah, you are adjacent to him, you could reach out and touch him, so to speak. He would still have concealment if you were to try and attack him, but you can see him. he is pinned under 500 lbs of wookie fur
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    Re: A Darkness at the End of the Tunnel

    Post  navyik on Wed Dec 18, 2013 11:44 pm

    Chris wrote:
    navyik wrote:Can rakhu see the nearby man do red-shirt?

    yeah, you are adjacent to him, you could reach out and touch him, so to speak.  He would still have concealment if you were to try and attack him, but you can see him.  he is pinned under 500 lbs of wookie fur

    I mean the flunkie, not tarro.

    Vit 48/64. w 14
    PBAMF


    Last edited by navyik on Thu Dec 19, 2013 2:27 pm; edited 1 time in total
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    Re: A Darkness at the End of the Tunnel

    Post  whit10 on Thu Dec 19, 2013 12:34 am

    Ok.

    First Perception roll:

    Roll(1d20)+3:
    19,+3
    Total:22

    Hah, I think that's the first Perception roll I've made!

    So that triggers a Will Save:

    Roll(1d20)+6:
    14,+6
    Total:20

    ...there's something not right here... Hmm, Nice Illusion. Daxx thinks to himself.

    And this all happens on the previous round or right now?
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Thu Dec 19, 2013 1:22 am

    navyik wrote:
    I mean the flunkie, not tarro.

    everyone else has Total Concealment, so barely visible through the dust storm, 50% miss chance

    whit10 wrote:
    ...there's something not right here... Hmm, Nice Illusion.  Daxx thinks to himself.



    whit10 wrote:
    Hah, I think that's the first Perception roll I've made!
    And this all happens on the previous round or right now?

    congrats!

    I don't think it matters which round it happened....

    The duststorm becomes translucent, but still visible, though no longer a hinderance.  

    Daxx is up
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    Re: A Darkness at the End of the Tunnel

    Post  whit10 on Thu Dec 19, 2013 1:31 am

    First things first. Full round action, Heal Self:

    Roll(1d20)+7:
    20,+7
    Total:27

    Shit! Dice please stay hot!

    That's all going into Vitality so, 2d6+6

    Roll(2d6)+6:
    2,6,+6
    Total:14

    Daxx's Vitality 36/66

    Ok, burn last force point and move south to 1511
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Thu Dec 19, 2013 11:47 am

    Daxx 20
    Tarro 18, now 13
    T'son 13
    Mandos 13
    Rakhu 6
    Sharn 6

    Tarro feels his life being squeezed away by the mighty Sharn. Tarro will use a full round action for multiple attacks to attempt to break the wookie's pin.
     study GM again must study CMB and CMD...... thanks for the lessons Rob!

    Tarro CMB = d20 + BAB +6\+1 (so 2 attempts) + str +3 + 0 size difference
    Sharn CMD = 17

    Result of the throw of dice "1d20 +9" :

    14 + 9 = 23

    Tarro breaks Sharn's pin.

    Tarro uses his second attack to plunge his wrist blade into the wookie again, for his 2nd attack at +1 BAB

    blade
    Result of the throw of dice "1d20 +5" :

    12 + 5 = 17

    damage
    Result of the throw of dice "2d6 +3" :

    5 + 1 + 3 = 9

    Hopefully I did that right....


    T'son is up
    Mandos on deck
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Thu Dec 19, 2013 11:58 am

    Daxx buff check, since Daxx isn't keeping track each turn for me  Mad 

    At the point when the Mando ship appears

    Chris wrote:
    New initiative rolls and you can all make a brief speech if you want. Daxx is now -5 rounds on EA and -4 rds on BM.

    -1, Daxx jumps up and throws TD

    -1, Daxx moves to 1407

    -1 levitate Rakhu

    -1 heal self, move to 1511

    so as of right now Daxx is at -9 rounds on EA and -8 rounds on BM

    please keep track each turn for me  study 
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Thu Dec 19, 2013 12:01 pm

    not that it matters right now, but Tarro gets 2 perception checks on the illusion

    Result of the throw of dice "1d20 +8" :

    15 + 8 = 23

    save roll
    Result of the throw of dice "1d20 +6" :

    7 + 6 = 13


    save attempt 2
    Result of the throw of dice "1d20 +6" :

    2 + 6 = 8

    Tarro notices something is wrong but can't disbelieve what he is experiencing
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    Re: A Darkness at the End of the Tunnel

    Post  whit10 on Thu Dec 19, 2013 12:01 pm

    My apologies. yes, one round left on the first, 2 rounds left on the second.
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    MAS
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    Re: A Darkness at the End of the Tunnel

    Post  MAS on Thu Dec 19, 2013 4:12 pm

    We interrupt this Star Wars battle to inform everyone -

    There is discussion going on about some story driven, episode based, epic battle encounters. Starting to put things together on the "Champions of the Thousand Worlds" forum.

    I'll forward email traffic to Alan and Rob so they can get some context.

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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Thu Dec 19, 2013 4:30 pm

    MAS wrote:We interrupt this Star Wars battle to inform everyone -

    There is discussion going on about some story driven, episode based, epic battle encounters. Starting to put things together on the "Champions of the Thousand Worlds" forum.

    I'll forward email traffic to Alan and Rob so they can get some context.


     affraid  next time you interrupt my story with a COMMERCIAL! at least have the decency to take your turn  Rolling Eyes 

    Chris wrote:

    T'son is up
    Mandos on deck
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    MAS
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    Re: A Darkness at the End of the Tunnel

    Post  MAS on Thu Dec 19, 2013 4:32 pm

    DOH! affraid 


    Tson pays 3 vitality to maintain the illusion.


    GM, can we get a rundown of status in regards to illusion at the top of the round, please?
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Thu Dec 19, 2013 4:57 pm

    Mandos each get 2 perception checks for the illusion this turn, since they didn't get any last turn

    I am not going to post all the rolls

    Lt - made his 2nd Perception check and made his save

    Lt shakes his head and clears out the illusion.  He uses the comm system in his helmet to radio his men, "It's a Jedi Mind Trick, the dust isn't real, shake it off!"  

    all 3 Mandos - failed both rolls, but they all get a save since their boss told them it is a fake
    only #3 made his save, so he can act.

    The Lt. doesn't want to fire into the melee with Tarro, Sharn, Daxx and Rakhu, so he will fire at the remaining target: T'son.  He doesn't realize T'son is the cause of the illusion.
    The Lt switches back to blaster fire, since T'son doesn't look like a Jedi

    Result of the throw of dice "1d20 +6" :

    16 + 6 = 22

    dmg
    Result of the throw of dice "3d8 +1" :

    8 + 3 + 2 + 1 = 14

    Mando 3, at 1709, now sees Tarro being Wookie wrangled.  He takes a 2m step while drawing his vibro blade and slashes at the Wookie, but he misses.

    Currently affected by the Illusion and unaware anything is unusal are Mando 1, Mando 2, Tarro

    Rakhu and Sharn know something is wrong but have not disbelieved it yet

    Daxx, Lt and Mando 3 are free of it totally



    I don't have the current PP at work, I will update at home.  The only difference is that Daxx ran down by Rakhu, Sharn and Tarro and now Mando 3 is in that cluster as well at 1710





    Rakhu is up
    Sharn on deck
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    Re: A Darkness at the End of the Tunnel

    Post  navyik on Thu Dec 19, 2013 6:30 pm

    Is man do flunkie that attacked Sharon a viable target for rakhu now? I know shooting in melee provokes aoo, but I can still do it, right?
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Thu Dec 19, 2013 6:38 pm

    navyik wrote:Is man do flunkie that attacked Sharon a viable target for rakhu now?  I know shooting in melee provokes aoo, but I can still do it, right?

    it doesn't provoke AoO but it is -4 without Precise shot Feat, but you might have that one....

    Jedi would be even more OP if they got AoO everytime someone shot at them from melee
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    Re: A Darkness at the End of the Tunnel

    Post  navyik on Thu Dec 19, 2013 7:04 pm

    Shooting the flunkie:
    19+7=26
    DMG 1+1+7=9

    13+7=20
    Dmg 2+6+5=13

    3rd shot missed.

    Perc. Succeeded
    Will failed.

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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Thu Dec 19, 2013 9:15 pm

    navyik wrote:Shooting the flunkie:
    19+7=26
    DMG 1+1+7=9

    13+7=20
    Dmg 2+6+5=13

    I don't think you need to keep rolling Perception each round. You succeeded once and know something is wrong, your mind just can't break free of the illusion.

    Or take a standard action and carefully study it, if you want.

    The Mando still has Total Concealment, so your 2 'hits' each have a 50% miss chance.

    Roll(1d100)+0:
    38,+0
    Total:38

    miss

    Roll(1d100)+0:
    63,+0
    Total:63

    hit

    only your second shot actually hits, but it is enough to drop him, he was the most injured of the recruits.

    Sharn is up
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    Re: A Darkness at the End of the Tunnel

    Post  navyik on Fri Dec 20, 2013 1:17 pm

    bounce 
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    Chris

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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Fri Dec 20, 2013 1:39 pm



    map updated

    Sharn is up
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    Re: A Darkness at the End of the Tunnel

    Post  Robyo on Fri Dec 20, 2013 5:19 pm

    The Red Rocket's vicious blade exceeds Sharn's vitality. He has been wounded.
    WP: 9/10


    Maintain Grapple:
    7+5+20=32 oh yeah

    Puts Tarro back into Pinned.

    Spend a Force Point for an extra standard action.

    Attempts to tie Red up with some cable from the dispenser.
    Tie-Up:
    7+13-10=10

    Hmm. Could use a hand here!
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    Re: A Darkness at the End of the Tunnel

    Post  whit10 on Fri Dec 20, 2013 5:25 pm

    Tryin' bro... nice roll though!
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Fri Dec 20, 2013 6:09 pm

    Remember when you are actually Wounded, it hurts and you become fatigued

    NOTE - when you are WOUNDED, have taken even 1 pt of wound damage, you cannot RUN or CHARGE and take a -2 penalty to Str and Dex. so -1 to hit, damage, -1 DC, skill checks, etc

    Since Sharn got a natural 20 on his Pin attempt, go ahead and roll damage for an unarmed hit as well


    TOP 'O THE ROUND

    Daxx is up
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    Re: A Darkness at the End of the Tunnel

    Post  whit10 on Fri Dec 20, 2013 6:34 pm

    I will help the wounded Sharn (seems the best use of Daxx's powers at the moment)

    Heal Another: Full Round Action

    Roll(1d20)+5:
    15,+5
    Total:20

    This begs a question, if I heal all of Sharn's wound damage, if the roll is more than the wound points that he has, does that then go to vitality?
    Just wondered.

    1d6+2 Wound points healed:

    Roll(1d6)+2:
    4,+2
    Total:6

    Daxx has one round of Battlemind left and the other one has expired.

    whoops, forgot the vitality cost for healing Sharn, -2. Daxx's vitality 34/66


    Last edited by whit10 on Fri Dec 20, 2013 7:00 pm; edited 1 time in total
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Fri Dec 20, 2013 6:58 pm

    whit10 wrote:
    This begs a question, if I heal all of Sharn's wound damage, if the roll is more than the wound points that he has, does that then go to vitality?
    Just wondered.

    1d6+2 Wound points healed:

    Roll(1d6)+2:
    4,+2
    Total:6

    Daxx has one round of Battlemind left and the other one has expired.

    Technically, no.  However, I have always played with that as a House Rule, I probably should have updated, but it only makes sense to me that Wound healing > Vitality healing, so any extra Wounds healed restores a like amount of vitality.

    Sharn gets 1 wound pt and 5 vitality back!

    Tarro will attempt to break Sharn's pin again

    Roll(1d20)+9:
    1,+9
    Total:10

     affraid oh no, the dice gods have left Tarro

    Tarro is pinned and Sharn gets a +4 to any CMB checks vs Tarro next time

    *taking kids to fireworks, so out for a few hours

    T'son is up
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    Re: A Darkness at the End of the Tunnel

    Post  MAS on Fri Dec 20, 2013 8:00 pm

    Pay 3 vitality to maintain illusion.
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Fri Dec 20, 2013 10:58 pm

    Lt Mando barks at his 2 remaining recruits, "You fools, look at the dust, it flies right through you! It doesn't hit your armor, you are not breathing it in. Just stop and open your eyes."

    Lt Mando will again fire at T'son

    Roll(1d20)+6:
    7,+6
    Total:13

    but he misses.

    The 2 remaining Mandos, now having been told twice and given a reason to disbelieve it, spend their standard actions concentrating on the illusion. They shake their minds free of its effects.

    Mando 1 uses his move action to replace his burnt out power pack.

    Rakhu is up
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    Re: A Darkness at the End of the Tunnel

    Post  navyik on Fri Dec 20, 2013 11:55 pm

    Point blank set to stun on tarro an inch from his neck? 13+9=22
    Dc is 20.
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Sat Dec 21, 2013 12:50 am

    navyik wrote:Point blank set to stun on tarro an inch from his neck?  13+9=22
    Dc is 20.

    not his best save, nice

    Roll(1d20)+5:
    6,+5
    Total:11


    Tarro goes limp

    Sharn is up
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    Re: A Darkness at the End of the Tunnel

    Post  whit10 on Sat Dec 21, 2013 1:03 am

    Nicely done Alan!
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    Re: A Darkness at the End of the Tunnel

    Post  Robyo on Sat Dec 21, 2013 8:36 am

    Sharn is thankful for healing and help from Daxx and Rakhu.
    Current health:
    Vit:5/48
    WP: 10/10

    He stays, continuing to pin down the Mandolorian. Sharn peels off Tarro's helmet. The villian is unmasked!

    Then he holds Tarro's limp arm in such a way so the blade (still dripping with Sharn's blood) is at the bounty-hunter's throat.

    To the other mandos:
    "K'rulldu vaxnor grawwwllar"
    {Surrender now or your master dies!}

    "Crikey!" Irwin says from above the dustcloud. "You fellas best give up. The boss and his friends might still go easy on you."
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    Re: A Darkness at the End of the Tunnel

    Post  navyik on Sat Dec 21, 2013 10:17 am

    whit10 wrote:Nicely done Alan!
    Thanks. We'd better tie him up b4 he wakes...
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Sat Dec 21, 2013 11:18 am

    Robyo wrote:
    To the other mandos:
    "K'rulldu vaxnor grawwwllar"
    {Surrender now or your master dies!}

    "Crikey!" Irwin says from above the dustcloud. "You fellas best give up. The boss and his friends might still go easy on you."

    The Mandos will reply on their turns

    Daxx is up
    Tarro is KO'd
    T'son is on deck
    Mandos
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    Re: A Darkness at the End of the Tunnel

    Post  whit10 on Sat Dec 21, 2013 12:31 pm

    Daxx will use Enhance Ability again

    Roll(1d20)+9:
    11,+9
    Total:20

    damn, dice appear to be cooling off. +4 to Dex, Daxx's defense is 24 currently. Battle mind expires at the end of this round. Vitality: 31/66

    Daxx will move forward to 1409 and cover Rakhu with Deflection.
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Sat Dec 21, 2013 12:33 pm

    whit10 wrote:
    Daxx will move forward to 1409 and cover Rakhu with Deflection.

    Ok, I think you can cover all adjacent allies, so Sharn gets the coverage as well

    Tarro drools on himself

    T'son is up
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    Re: A Darkness at the End of the Tunnel

    Post  MAS on Sat Dec 21, 2013 9:18 pm

    The dust storm subsides...but Tson will take the advice of the immortal band Guns and Roses - he will "use your Illusion 2".

    Tson appears to leap across the canyon, move in a tactical sprint to hex 1408, and brandish his blaster rifle at the remaining mandos, shouting "DROP YOUR WEAPONS!"



    Illusion -

    Result of the throw of dice "1d20 +6" :

    13 + 6 = 19

    DC to disbelieve would be 15


    -3 vitality
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    Re: A Darkness at the End of the Tunnel

    Post  whit10 on Sat Dec 21, 2013 9:36 pm

    You sir, win one free internets for a very obscure but apt GnR reference. lol

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    Re: A Darkness at the End of the Tunnel

    Post  MAS on Sat Dec 21, 2013 9:45 pm

    ROFL!!!!!!


     lol! cheers 
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Sun Dec 22, 2013 5:34 pm

    MAS wrote:
    Tson appears to leap across the canyon, move in a tactical sprint to hex 1408, and brandish his blaster rifle at the remaining mandos, shouting "DROP YOUR WEAPONS!"

    DC to disbelieve would be 15

    Ok, I think I know what you are trying to do here, but it would look like a clone jumps out of T'son's body, which also remains behind and then performs your stated action. I think given that unusual appearance, not to mention the recent illusion they all just disbelieved, that would give them a solid reason not to believe their eyes.

    In the spirit of being a helpful, friendly GM  sunny how about a stealth check along with that, so the real T'son hides and they don't see Attack of the Clones?
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    Re: A Darkness at the End of the Tunnel

    Post  MAS on Sun Dec 22, 2013 8:22 pm

    Scratch that.

    Ready action = blaster rifle attack at nearest mando, condition = they do not surrender.
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Mon Dec 23, 2013 12:55 pm

    MAS wrote:Scratch that.

    Ready action = blaster rifle attack at nearest mando, condition = they do not surrender.

    Go ahead

    They are not surrendering. They will all continue their attacks.
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    Re: A Darkness at the End of the Tunnel

    Post  MAS on Mon Dec 23, 2013 11:50 pm

    Blaster Riffle -

    Result of the throw of dice "1d20 +4" :

    5 + 4 = 9


    Now Ill waste your time with a damage roll LOL!

    Result of the throw of dice "3d8" :

    5 + 1 + 4 = 10
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Tue Dec 24, 2013 12:57 pm



    The Mando Lt turns his focus to the downed Tarro.  The heroes can clearly hear his words echoing through Tarro's helmet com as he recites the Mandalorian Oath.

    "Remember the words you swore to Clan Bloodwren:



    Tarro was weak and without honor.  In Tarro's final act, he gathered our enemies into 1 place. At least he will serve the clan better in death than he did in life.  Fire on Tarro's location!"

    The other Mandos launch into the air and bombard the area



    at hex 1510

    Mando Lt

    Roll(1d20)+6:
    6,+6
    Total:12

    damage
    Roll(4d6)+1:
    3,5,1,3,+1
    Total:13

    Mando 1
    Roll(1d20)+4:
    8,+4
    Total:12

    damage
    Roll(4d6)+1:
    1,3,6,4,+1
    Total:15

    Mando 2
    Roll(1d20)+4:
    1,+4
    Total:5
     affraid 

    his grenade misfires in his launcher and explodes

    Roll(4d6)+1:
    6,5,2,1,+1
    Total:15

    he drops out of the sky and his body lands in a twisted heap

    Everyone needs 2 Reflex saves, DC 15 for each grenade to take half damage.  Tarro can't save.




    after your saves, Rakhu is up
    Sharn on deck
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    Re: A Darkness at the End of the Tunnel

    Post  navyik on Tue Dec 24, 2013 1:58 pm

    7+9=16
    16+9=25
    Reflex


    Last edited by navyik on Tue Dec 24, 2013 2:04 pm; edited 1 time in total
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    Re: A Darkness at the End of the Tunnel

    Post  navyik on Tue Dec 24, 2013 2:03 pm

    Firing @ Lt. And moving on to flunkie if he drops:

    6+7=13
    Miss?

    18+7=25
    DMG=3+2+1=6

    18+7=25
    Dmg=2+5+4=10
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Tue Dec 24, 2013 2:25 pm

    navyik wrote:Firing @ Lt. And moving on to flunkie if he drops:


    Rakhu survives the fiery barrage and returns death to the Mando Lt.  Rakhu's first shot misses, the second connects and wounds the Mando, the third shot kills him.  His jetpack explodes in mid air and his burning corpse plunges to the canyon floor!





    Sharn is up
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    Re: A Darkness at the End of the Tunnel

    Post  Robyo on Tue Dec 24, 2013 4:43 pm

    Chris wrote:Since Sharn got a natural 20 on his Pin attempt, go ahead and roll damage for an unarmed hit as well

    Sorry, I forgot to roll damage earlier.
    Unarmed strike: 1+3+7=11


    Reflex saves (grenade damage):
    1) 16+3=19
    2) 8+3=11

    Current Health:
    Vitality:5/48
    Wounds:10/10


    I think Sharn is still alive. If so, coup de grace on Tarro (using the bounty-hunter's own wrist-blade, which is already poised at his throat).

    Unless Tarro is already dead. Then Sharn casts Heal Self.

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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Tue Dec 24, 2013 5:25 pm

    Robyo wrote:
    Chris wrote:Since Sharn got a natural 20 on his Pin attempt, go ahead and roll damage for an unarmed hit as well

    Sorry, I forgot to roll damage earlier.
    Unarmed strike: 1+3+7=11


    Reflex saves (grenade damage):
    1) 16+3=19
    2) 8+3=11

    Current Health:
    Vitality:5/48
    Wounds:10/10


    I think Sharn is still alive. If so, coup de grace on Tarro (using the bounty-hunter's own wrist-blade, which is already poised at his throat).

    Unless Tarro is already dead. Then Sharn casts Heal Self.


    yeah, with your damage from last round and taking both grenades' full effect, Tarro didn't survive. Luckily Mandalorian armor is tough and aside from the blown shield generator and short-circuit on the jetpack, it appears to be intact.

    go ahead and roll your heal

    Daxx is up
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    Re: A Darkness at the End of the Tunnel

    Post  Robyo on Tue Dec 24, 2013 8:28 pm

    Nevermind. Sharn is at -6 hit points...
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    Re: A Darkness at the End of the Tunnel

    Post  Chris on Tue Dec 24, 2013 9:07 pm

    Robyo wrote:Nevermind. Sharn is at -6 hit points...

    Ouch!

    Daxx is up, but I know Josh is on a 25hr train ride back to Illinois, so we might be paused here for a bit.

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