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PostPosted: Fri Mar 14, 2014 10:35 am 
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SPECIAL ACTIONS
At any time there's a dozen crew running around on the main deck. You can order them to perform a standard action with a Minor action, most of them don't have weapons ready however. The won't comply if they are too frozen with fear or if your orders contradict the Captain's.

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PostPosted: Fri Mar 14, 2014 10:42 am 
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I've requested access to see the map. Todd @gmail.

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PostPosted: Fri Mar 14, 2014 10:55 am 
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I also can not see the map. Is it supposed to be public or you want us to request access?

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PostPosted: Fri Mar 14, 2014 11:00 am 
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I'm fine doing it either way, but I sent a request just in case.

[email protected]

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PostPosted: Fri Mar 14, 2014 1:09 pm 
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My bad. Will make it public.

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PostPosted: Fri Mar 14, 2014 3:06 pm 
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link should work now.

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PostPosted: Fri Mar 14, 2014 3:18 pm 
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Confirm that it is viewable for me.

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PostPosted: Fri Mar 14, 2014 6:32 pm 
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Okay I've done this fight before. We need to use our chains to pulls its head down onto the broken masts so it impales itself. Now does anyone have any spiked chains to grab it with.?

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PostPosted: Fri Mar 14, 2014 6:40 pm 
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I got a big icy fist... Will that work?

Bigby and his hand fetish...

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PostPosted: Fri Mar 14, 2014 9:01 pm 
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You're up, rstnme.

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PostPosted: Fri Mar 14, 2014 9:48 pm 
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If it takes a full turn to reach the main deck I'll do that.

Move to O19

In my campaign I update the map, not my players. Same rules here?

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PostPosted: Fri Mar 14, 2014 10:24 pm 
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rstnme wrote:
In my campaign I update the map, not my players. Same rules here?

I didn't realize anyone else but me COULD update the map. :eek:

Let's go with yes. Only me updating the map.

Shockwave, your turn.

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PostPosted: Fri Mar 14, 2014 10:57 pm 
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Move Q18 -> R23

Standard Action: Acid Arrow (Daily) Lvl 1

Target: Part of BFM's Tail (G28) Attack: Int Vs. Reflex
Shockwave07 rolled 1d20+10 and got a total of 16:
6


Damage (Acid):
Shockwave07 rolled 2d8+6 and got a total of 15:
3, 6


5 ongoing Acid damage on hit.

Acid Arrow

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PostPosted: Fri Mar 14, 2014 11:07 pm 
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Should have included this in the previous post, but the power deals half damage and 2 on going on a miss, it is noted in the rule post, I just thought I'd get it in the open.

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PostPosted: Fri Mar 14, 2014 11:20 pm 
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Sorry buddy, that's a miss. Half damage and ongoing 2 (save ends) still applies. Feel free to note something in your IC post along the lines of "just grazed the thing" or "didn't seem to have much effect" if you like.

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PostPosted: Fri Mar 14, 2014 11:29 pm 
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Gotcha.

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PostPosted: Fri Mar 14, 2014 11:36 pm 
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Minor: order sailor to man guns
Diplomacy:
Zinger2099 rolled 1d20+11 and got a total of 22:
11


Move action: draw Shuriken

Standard action: Rogue's luck
Attack (Combat Adv. because of First Strike):
Zinger2099 rolled 1d20+14 and got a total of 23:
9

Damage (+Sneak Attack):
Zinger2099 rolled 4d6+5 and got a total of 14:
4, 1, 3, 1


Rogue's Luck

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PostPosted: Fri Mar 14, 2014 11:41 pm 
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Missed, so I get to make secondary attack:

Rogue's luck (Secondary)
Attack (Combat Adv. because of First Strike; Artful Dodger):
Zinger2099 rolled 1d20+19 and got a total of 38:
19

Damage (+Sneak Attack):
Zinger2099 rolled 3d6+5 and got a total of 19:
5, 3, 6


Rogue's Luck

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PostPosted: Sat Mar 15, 2014 12:22 am 
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The big freaking monster attacked the ship directly, doing some damage and knocking some NPCs prone, and then it ate an NPC.

It also saved against the poison damage (but not before taking two damage).

Garren, show us what you can do!

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PostPosted: Sat Mar 15, 2014 6:20 pm 
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Unfortunately I can't do as much as I wish I could without somehow getting into melee range of this thing. Oh well guess I'll have to improvise.

Agamemnon's Actions
Move: Move to L-16
Minor: Declare my Oath of Enmity on BFM
Standard: Searing Orb on BFM (centered on square F-16)*
Attack: 33 vs Fortitude
Damage: 12 radiant damage and the target is blind (save ends) and dazed until the end of my next turn.*
Miss: Half damage and the target is blinded until the end of my next turn.

*Covenant of Preservation/Insightful Preservation: Graydon shifts to N-18 and gains 7 temporary hit points.
*BFM takes a -2 penalty to saving throws against this effect.


Powers


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