Dr Archeville Posted August 21, 2009 Posted August 21, 2009 Reflex save is... 19, passes. Toughness save is... 18, just makes it! Attack, attack, attack... 24, a hit!
MBCE Posted August 21, 2009 Author Posted August 21, 2009 And he was unable to make the save. Failed by 11 which moves him up the chart and out of the fight! Toughness DC 22 (1d20+6=11) NO targets left in the corridor. Only a door stands between our villains and the inner sanctuary. Which brings me to my next question, originally, I planned on having two or three sections to this thread. However, I lost a lot of time and am getting restless to play at the PL 10 level. So, how far do we want this to go? On the other side of the door will be the guy we're looking for. After that, it's up in the air. I would like for you take a section of the story though. Should be interesting. Whether there is a third section is up in the air. Let me know what you think.
Dr Archeville Posted August 21, 2009 Posted August 21, 2009 I had an idea for a (very basic) dungeon crawl, in some catacombs under the house, where he's got the Coin hidden. Some combat, some doors Bel can't bypass but Ghost can (and maybe some Ghost couldn't but Bel could), then we get the coin and take it back to the Don. I can pare some things down, though, to make it go quicker. Also, Bel spends his Villain Point to try and instantly recover his Staggered condition. And... fails!
MBCE Posted August 21, 2009 Author Posted August 21, 2009 I like what you have planned. Let's play it out and see how it goes. Once Ghost gets this door opened, you can take over for a while. Getting the information from George as well as entering the catacombs. Going to spend my VP to try for a recovery check as well. And Pass with flying colors. Probablity set for this Recovery roll lowest is a 7 (1d20+2=18) Gain a VP for completing the fight. So totals are Bel 1 VP Ghost 1 VP DEF 17
MBCE Posted August 22, 2009 Author Posted August 22, 2009 Disable DC 30 Setting probability on the rool lowest is a 7 Disable device (1d20+14=25) Fail.
Dr Archeville Posted August 22, 2009 Posted August 22, 2009 Okay, using the one VP left to try again to shake off Staggered condition... 21, makes it! Now he just has the three Bruises, but those only take a minute each to heal. Attempting to Bluff past the door, Bluff check is... 20, not bad.
MBCE Posted August 23, 2009 Author Posted August 23, 2009 Using the Crime lord stats from the main book for George Kapetelis. His sense motive roll: 9 Not enough to beat Belphegor's bluff. Figure the catacombs leads from the bookcase.
Dr Archeville Posted August 23, 2009 Posted August 23, 2009 Okay, I'll take over from here. Intimidating Kapetelis to give us what we want. I'd think having beaten his guards -- an obvious show of superior force -- would give a +2 bonus to the Intimidate check. Taking 10 would get me a 14, but Kapetelis has a +11 modifier to his opposed Intimidate check, so I'll roll. And Bel gets... a 6 (rolled a 2)! Kapetelis can't not beat that! This is not going at all as I'd planned. :| Fortunately, I know a perfect way to describe such an utter failure at intimidation ;)
Dr Archeville Posted August 24, 2009 Posted August 24, 2009 Sounds like you should be making an Intimidate check now, with a +2 bonus Your DC is 15.
MBCE Posted August 24, 2009 Author Posted August 24, 2009 Sounds like you should be making an Intimidate check now, with a +2 bonus Your DC is 15. Intimidate isn't our forte it seems. 12 I think I'll spend the HP for a reroll here. 13 Question is, does that 1 become a 7 due to the Probability control? If so, then succeed. If not failed.
MBCE Posted August 24, 2009 Author Posted August 24, 2009 Notice and Stealth checks 31, 30 but I forgot I was fatigued which imposes a -1 to Dex lowering his stealth to 29.
MBCE Posted August 24, 2009 Author Posted August 24, 2009 Disable Device check 25 That should be enough to bypass it.
Dr Archeville Posted August 25, 2009 Posted August 25, 2009 DC to bypass it was 20, so you got it. I'd meant to say that the only light is coming from Kapatelis' Panic Room at the top of the stairs, but I forgot. So I'll say the stairs are lit (lights wound around the hand rails), but the walls of the room below are shadowy. Belphegor's Infravision does not help him see inanimate skeletons. Or undead skeletons. If he had true Darkvision, that would help.
MBCE Posted August 25, 2009 Author Posted August 25, 2009 Well heading on down. Ghost doesn't really doesn't have a light source himself. So this is going to be interesting. ;)
Dr Archeville Posted August 25, 2009 Posted August 25, 2009 It is, indeed, a trap. The skeletons are comin' for ya! Initiatives Skeletons: 12 Belphegor: 7 (and he'ss till got 3 Bruises)
MBCE Posted August 25, 2009 Author Posted August 25, 2009 It is, indeed, a trap. The skeletons are comin' for ya! Initiatives Skeletons: 12 Belphegor: 7 (and he'ss till got 3 Bruises) Better than ghost's 3 Bruises and fatigued condition! Ghost: 1 This is going to hurt. They're machines, right? :roll:
Dr Archeville Posted August 25, 2009 Posted August 25, 2009 No, they're not machines. Initiative 12 -- Skeletons (6) 7 -- Belphegor -- 1 VP -- Bruise x3 1 -- Ghost -- 1 VP -- Bruise x3, Fatigued These Skeletons are treated as Minions. The Skeletons all charge for Ghost, but due to the confines of the stairs only four of the six can get to him. Since this is the first round of combat, everyone is flat-footed until they can act. So Ghost is both flat-footed and fatigued, so his Defense is 11. Their (4) Attacks: 5, 6, 6, and 6. They all miss by a good margin. (Ghost's luck is back?) Belphegor shoots at one of the skeletons in front of Ghost, with a hellfire bolt. Taking 10 on the attack easily hits; it can't pass the Toughness save, so it dies.
MBCE Posted August 25, 2009 Author Posted August 25, 2009 Wasn't sure of the toughness save, which could make a difference. Ghost's blast has a DC 21 Toughness save. If the stats are the same in the book, There's a chance of making the roll. Toughness save: 12 He's dust.
Dr Archeville Posted August 25, 2009 Posted August 25, 2009 I'll be rolling the Bad Guy's saves, thank you But I'll let that one go. These are meant to be more distraction than anything. Initiative 12 -- Skeletons (4) 7 -- Belphegor -- 1 VP -- Bruise x3 1 -- Ghost -- 1 VP -- Bruise x3, Fatigued They regroup a bit, all four try to strike Ghost, and all miss again. 8, 3, 2, and 3! Bel takes out another one with a hellfire bolt. Three left now.
MBCE Posted August 26, 2009 Author Posted August 26, 2009 Just trying to be helpful. DC 21 Toughness save.
Dr Archeville Posted August 26, 2009 Posted August 26, 2009 I know, but this is supposed to be the part where you relax and just do player stuff Also, it exploded.
Dr Archeville Posted August 26, 2009 Posted August 26, 2009 Initiative 12 -- Skeletons (2) 7 -- Belphegor -- 1 VP -- Bruise x3 1 -- Ghost -- 1 VP -- Bruise x3, Fatigued The two regroup a bit, all both try to strike Ghost. 19 and 13 -- one manages to hit! DC 16 Toughness save. Bel switches places with Ghost, and takes out another Skeleton (power attack for -1 attack/+1 damage). One more to go.
MBCE Posted August 26, 2009 Author Posted August 26, 2009 5 I'll be using that VP now. 6 But as a VP makes it just 16. Saved. What are the chances of rolling a 1 followed by a 2?
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