Mystery Science Pathfinder 3k Act II - A Continuing Play By Post Campaign

Assuming this works, Medio casts Magic Missile at Hound2.
Damage: 4+5=9

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Magic missiles do not make and attack roll, so they are good.

The hound takes a pair of magic missiles to the snout, taking full damage.

Torgo follows suit, casting magic missile at the hound, and doing 3+4=7 damage.

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@Vader LA is up next.

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Update: Scheduled for delivery tomorrow morning, huzzah!

:gift:

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At this time, LA is going to defer his turn until there is something he can do.

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Psst…

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LA delays his action.

@Spotty_Boots it is now Coleman’s turn.

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Coleman’s next action seems obvious, so I’ll ask a question he will probably want the answer to – is Hound 1 (currently getting wound up in the machine) a valid target for a Cleave if Coleman hits Hound 2 with his attack?

(I was offered permission to roll for him and am happy to do so if you’re about to be away for awhile, so we can keep things moving. Otherwise, happy to wait for the Dwarf himself.)

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Yes, it is.

I’m watching the Mads tonight, preshow is staring up now. So I will be away for a few hours. If he hasn’t posted by then, I am fine with you running his turn as he requested.

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It was a fun episode of the Mads, Trace and Frank were on fire as usual.

@Ajax feel free to go ahead with Coleman’s turn.

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Big shoes to fill! At least I know we both use Google dice, so if I miss it’s ultimately Sundar Pichai’s fault.

Coleman Power Attacks Hound 2 with This Machine Kills Machines.

Attack roll: 2 + 10 = 12

Sigh. Well, it was a rush while it lasted. :face_with_diagonal_mouth:

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Do the Mads have their episodes available for purchase somewhere as a download, or do you have to catch it live?

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Any ticket gets you download rights to the show. It’s something I should do more often myself, but I always forget to, because I know I’ll be working when they’re live, so in my head it’s a conflict. Despite what I just said about the download rights.

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Your problem was trying to lay the blame elsewhere before you ever started, that never ends well. At least you didn’t roll a nat 1.

Coleman isn’t quite feeling himself as he takes a powerful swing at the hound, and misses.

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@Vader it is the Soldier’s turn, but since he delayed his action, LA has the option to move. Let me know if you want to jump in while I am preparing the soldier’s turn…

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They do sell the episodes on the Dumb Industries website. I’m not sure how long it takes for the new ones to go up, but it isn’t all that long.

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Finding it’s way blocked by the hounds, and lacking any ranged weapons or reach, the soldier also delays.

Clockwork Hound 1 acts next, and uses it’s move action to disengage from the winding machine…

@Spotty_Boots this provokes an AOO from Coleman… I think we can at least give you until morning on this one, no rush.

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I don’t need the pressure!

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The Sandlot Movie GIF

Coleman shakes off his strange notions of European heraldry and takes a swing at the hound.

Rolls for attack: 17! + 11 = 28

Damage: 4 +9 +11 = 24

“Sit, Ubu, sit!”

ETA: I love you, Google dice roller!

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You might also think about a name for your rapier, since it a) has cool abilities and b) killed something today.

Coleman does not miss the opportunity to punish the hound as it disengages from the machinery. It does, however, get the opportunity to fight back and barely manages to score a bite on the Dwarf. It does 7 hp damage and executes a trip maneuver, dragging Coleman to the ground, and knocking him prone.

@Vader LA can interrupt with his delayed action at any time…

@NotTVsFrank it is Johnny’s turn.

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