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On Holy Ground (OOC)


MBCE

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Posted

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.

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Posted

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.

Posted

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.

Posted

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.

Posted

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?

Posted

-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.

Posted

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.

Posted

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.

Posted

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

Posted

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

Posted

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

Posted

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

Posted

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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