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On Holy Ground (OOC)


MBCE

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I'm gonna say the critical gives an effective +5 bonus to your Str modifier for disarming, just like a critical normally does for when you're trying to damage someone. So your total is actually 13.

And he has....

Dr_Archeville rolls 1d20 and gets 5.

-1 from his Str of 9 = 4, so you easily beat.

And since you were doing so unarmed, you now have the gun.

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Notice check vs. Ghost's Stealth (30): 18

But is that enough to hear the less-than-stealthy Belphegor. He has a 14. But the door/wall imposes a -5 on the [Thing]'s Notice/Listen check, dropping the 18 to a 13, so it does not hear the demon!

Ghost's Notice 31, -5 (-5 for door) is 26. He still just hears soft rattling... and a clumsy demon.

Once you open the door, it will be time for initiative. Bel has a 10, the [Thing] has a 26. Since that's higher than Ghost can possibly get, I'm going to go ahead and write what it does.

What it does is attack Ghost. It hits a 28. You need to make a Toughness save, DC 25.

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You do have 1 VP left, you can re-roll.

Also, I reckon being surprised/attacked like that is enough to give you a second VP. And another for the fact we're going in with 3 bruises each, and Ghost is still fatigued.

So Ghost has 3 VPs, and Bel has 2 VPs.

I do still need your initiative, too.

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Initiative & Conditions

26 -- Chain-Thing -- Unharmed

15 -- Ghost -- 2 VPs -- 4 Bruises, Fatigued, Stunned

10 -- Belphegor -- 2 VPs -- 3 Bruises

Bel moves to blast it with hellfire. And misses wildly; rolled a 2, so hit Defense 9.

VP to re-roll, hits Defense 25. It needs to make a DC 22 Toughness save; it got 20, fails by 2, so it is Bruised.

End Round 1.

Chain-Thing attacks Belphegor. Hits Defense 20, which hits the demon.

Belphegor's Toughness save is... 18, fails by 7, so that's another bruise & stunned.

And now here's the nasty part: it's Damage is Vampiric, so whenever it damages us with its chains, it gets to make recovery check, with a bonus equal to the damage it dealt, to recover from the same damage condition it inflicted (or less). It gets a 10, which just makes it, so it heals he Bruise Bel just inflicted on it.

As of now:

Initiative & Conditions

26 -- Chain-Thing -- Unharmed

15 -- Ghost -- 2 VPs -- 4 Bruises, Fatigued

10 -- Belphegor -- 1 VPs -- 4 Bruises, Stunned

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As of now:

Initiative & Conditions

26 -- Chain-Thing -- Unharmed

15 -- Ghost -- 2 VPs -- 4 Bruises, Fatigued

10 -- Belphegor -- 1 VPs -- 4 Bruises, Stunned

Chain-Thing's Toughness save is... 21, it just passes.

Bel is stunned, and does nothing.

End Round 2.

Chain-Thing tries to strike Belphegor with chains. Rolls a natural 1, it misses.

As of now:

Initiative & Conditions

26 -- Chain-Thing -- Unharmed

15 -- Ghost -- 2 VPs -- 4 Bruises, Fatigued

10 -- Belphegor -- 1 VPs -- 4 Bruises

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As of now:

Initiative & Conditions

26 -- Chain-Thing -- Unharmed

15 -- Ghost -- 2 VPs -- 4 Bruises, Fatigued

10 -- Belphegor -- 1 VPs -- 4 Bruises

Attacking it with bits of the holy runed stone is an excellent tactic!

But it rolled really well on its Toughness save, a 28, so it passes.

Bel, now un-stunned, activates "Internal Infernal Combustion" and charges the Chain-Thing. And misses, only hit 19!

End Round 3.

Chain-Thing tries to bite Belphegor. Gets a 12, that misses.

As of now:

Initiative & Conditions

26 -- Chain-Thing -- Unharmed

15 -- Ghost -- 2 VPs -- 4 Bruises, Fatigued

10 -- Belphegor -- 1 VPs -- 4 Bruises

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As of now:

Initiative & Conditions

26 -- Chain-Thing -- Unharmed

15 -- Ghost -- 2 VPs -- 4 Bruises, Fatigued

10 -- Belphegor -- 1 VPs -- 4 Bruises

More holy stones fall upon it. Toughness is... 16, fails by 8 (holy rocks do 1.5x damage), it is bruised & stunned! It's also knocked prone.

It's stunned, so its defense goes down to 13. It's prone, so that's another -4 vs. melee (but +4 vs. ranged).

Bel power attacks (-5 attack/+5 damage) with a kick to its head... and hits Defense 11, which is good enough!

Chain-Ghoul's Tougnhess save (DC 25) is... 23, fails by 2, so that's another Bruise.

End round 4.

Chain-Ghoul is stunned, it cannot act.

As of now:

Initiative & Conditions

26 -- Chain-Thing -- 2 Bruises (1 Incurable), Stunned

15 -- Ghost -- 2 VPs -- 4 Bruises, Fatigued

10 -- Belphegor -- 1 VPs -- 4 Bruises

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As of now:

Initiative & Conditions

26 -- Chain-Thing -- 2 Bruises (1 Incurable), Stunned

15 -- Ghost -- 2 VPs -- 4 Bruises, Fatigued

10 -- Belphegor -- 1 VPs -- 4 Bruises

Toughness vs. Holy Shard is.... 17, fails by 7, so it's bruised & stunned again!

Bel tries for another power attack (-5 attack/+5 damage) boot to the head... and hits Defensed 14, a solid hit.

Chain-Ghoul's Toughness save is.... 17, fails by 8, that's another bruise & stun. Shame being stunned twice in a row doesn't do anything special ;)

End round 5.

Chain-Ghoul is stunned, does nothing.

As of now:

Initiative & Conditions

26 -- Chain-Thing -- 4 Bruises (2 Incurable), Stunned

15 -- Ghost -- 2 VPs -- 4 Bruises, Fatigued

10 -- Belphegor -- 1 VPs -- 4 Bruises

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