Dr Archeville Posted August 26, 2009 Share Posted August 26, 2009 Lady Luck has not just turned her face from you, she's mooning you! Initiative 12 -- Skeletons (1) 7 -- Belphegor -- 1 VP -- Bruise x3 1 -- Ghost -- 1 VP -- Bruise x3, Fatigued Skeleton tries to claw at Belphegor, and hits a 20! But he shakes it off with a 21, no damage. He then destroys the last skeleton. Link to comment
Dr Archeville Posted August 26, 2009 Share Posted August 26, 2009 Kapetelis' Notice can't beat your Stealth, so I didn't bother rolling. But, his counter-Intimidate can't not beat your Intimidate, so I didn't bother rolling that, either. Link to comment
MBCE Posted August 28, 2009 Author Share Posted August 28, 2009 Trying to Disarm him, Attack roll +2 (10:27:06) FreedomBot: MBCE rolls 1d20 and gets 20. Wow a critical. Strength opposed roll +0 (10:28:54) FreedomBot: MBCE rolls 1d20 and gets 8. Link to comment
Dr Archeville Posted August 28, 2009 Share Posted August 28, 2009 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. Link to comment
MBCE Posted August 28, 2009 Author Share Posted August 28, 2009 Going with a knockout attempt on this guy. Toughness DC 21 Link to comment
Dr Archeville Posted August 28, 2009 Share Posted August 28, 2009 (23:50:47) FreedomBot: Dr_Archeville rolls 1d20 and gets 19. +1 is 20, fails by 1, he's out. Link to comment
MBCE Posted August 28, 2009 Author Share Posted August 28, 2009 Notice check +13 visiual (13:27:24) FreedomBot: MBCE rolls 1d20 and gets 8. For a 22 Listening notice check +13 (13:27:33) FreedomBot: MBCE rolls 1d20 and gets 5. for an 18. Link to comment
Dr Archeville Posted August 28, 2009 Share Posted August 28, 2009 There's three doors, on the southern, western, and northern walls. The stairs lead down so that the southern door is in front of you, about 15 feet away. Which one are you checking out? Link to comment
MBCE Posted August 28, 2009 Author Share Posted August 28, 2009 Let's check the south doors first. Link to comment
Dr Archeville Posted August 29, 2009 Share Posted August 29, 2009 -13 penalty on the Notice/Listen check, due to two doors and about 30 feet of space between Ghost and [something], so that's a 5. Which is lower than [something's] Stealth modifier, so Ghost hears nothing. Link to comment
Dr Archeville Posted August 29, 2009 Share Posted August 29, 2009 Notice check vs. Ghost's Stealth (16): 15 Ghost's Notice 15, -7 (-5 for door, -2 for 20 feet distance) is 8. That's enough to hear some of what's on the other side. Link to comment
Dr Archeville Posted August 30, 2009 Share Posted August 30, 2009 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. Link to comment
MBCE Posted August 31, 2009 Author Share Posted August 31, 2009 Well looks like Lady Fortune has abandonded me again. Toughness save 11 (due to Probability control) which means he fails by 14 so Ghost is Staggered and Stunned! Yeah, I'm not out of the fight yet. Link to comment
Dr Archeville Posted August 31, 2009 Share Posted August 31, 2009 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. Link to comment
MBCE Posted August 31, 2009 Author Share Posted August 31, 2009 Yeah, VPs! Initiative;VP reroll DC 25 [Probability on the re-roll] (1d20+1=15, 1d20+4=20) Okay Initiative was a 15. The Toughness reroll was a 20, giving Ghost another bruise and stunning him. No need to change the post sense he is still stunned. Ghost has Bruised 4, Fatigued, stunned. Link to comment
Dr Archeville Posted August 31, 2009 Share Posted August 31, 2009 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 Link to comment
MBCE Posted August 31, 2009 Author Share Posted August 31, 2009 Going with damage attack on the creature. Toughness DC 21 Link to comment
Dr Archeville Posted September 1, 2009 Share Posted September 1, 2009 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 Link to comment
Dr Archeville Posted September 1, 2009 Share Posted September 1, 2009 Crud, I forgot, Bel was stunned, so he couldn't have gone. Okay, Bel didn't do anything, but to minimize re-rolls, I'll say it lashed at Bel with its chain, but missed. Link to comment
MBCE Posted September 1, 2009 Author Share Posted September 1, 2009 Going with a Toughness DC 21 Holy attack on the undead. Not sure if that will do much against it, but best to try. Link to comment
Dr Archeville Posted September 1, 2009 Share Posted September 1, 2009 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 Link to comment
MBCE Posted September 1, 2009 Author Share Posted September 1, 2009 Keep it up. Toughness DC 21 Holy Link to comment
Dr Archeville Posted September 1, 2009 Share Posted September 1, 2009 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 Link to comment
MBCE Posted September 1, 2009 Author Share Posted September 1, 2009 Another boot to the neck. Toughness DC 21 holy Link to comment
Dr Archeville Posted September 1, 2009 Share Posted September 1, 2009 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 Link to comment
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