Re: Thunderspire Laberynth (part 2)
Terdisass dislikes grabby tentacles, because it was hard to even joke about them without the ratings board readying the pitchforks and torches.
"Right, that's enough of that." Step one, LOUD. D10s do not go to 11, but that's okay because his Damage mod goes to 13, a crack of thunder sending the tentacles slinking back to a further crack.
"quick boss, overreact!" Is that sound advice? Either way, Terdisas snaps off a trio of ice drills down the hall, the first digging into the nearest choker while the other two fly wide, until the last makes a U turn and drives down the crevice after the tentacvles.
Standard: Thunder Slam vs Tentacles: hits (24 Fort). 27 Thunder DMG, pushes 3 (and cancels grab on party).
Action Point: Ice Javelins vs Chocker 1, 2, and Tentacles: Hits 1 (29 Ref), Miss 2, Miss Tentacles.
Daily Utility: Good Timing; Reroll vs Tentacles, Hits (22 Ref).
DMG: 22 Cold DMG. Ongoing 5 Cold (save Ends) vs Choker 1, and Tentacles. 11 Cold DMG vs Choker 2.
Effects: Tentacles pushed back, so it's grab on party broken before it's freebie damage. Ongoing Cold 5 (save ends) to Choker 1, Tentacles.
Choker 1 HP: 42-22= 22(-5=17)/42 (Bloodied). Ongoing 5 Cold
Choker 2 HP: 42-11= 31/42
Tentacle HP: 142-27-22 = 93(-5=88)/142 Ongoing 5 cold
Terdisas HP: 31/42 S 6 V 10 AP 0
This message was last edited by the GM at 05:20, Fri 19 July 2013.