alderwitch Posted June 24, 2009 Share Posted June 24, 2009 OOC thread for Manic Monday Link to comment
angrydurf Posted June 24, 2009 Share Posted June 24, 2009 eight guys total. 2 heading to the vault, 2 with guns on the tellers, 2 at the door ,the 'boss' in the middle of the room and one watching the offices and crowd. Initiative time Initiative for Ace (1d20+2=9) Initiative for the bad guys (1d20+7=13, 1d20+7=14, 1d20+7=22, 1d20+7=9, 1d20+7=10, 1d20+7=13, 1d20+7=26, 1d20+7=23) So guys going to vault 13, 14 Guys on tellers 22, 9 Guys on door 10, 13 Officer 26 guy on offices/crowd 23 They used thier surprise action to get in place we'll start at the top of round two once I have your Initiative. Link to comment
angrydurf Posted June 24, 2009 Share Posted June 24, 2009 Go ahead and take that HP then you'll start on your init on round three. Link to comment
angrydurf Posted June 25, 2009 Share Posted June 25, 2009 Ace activates concealment on everyone but the gunmen within fifty feet if they accept it. Skill mastery diplomacy check to keep everyone calm and down low as he asked for a 22, 26 if they think he's hot. Link to comment
alderwitch Posted June 25, 2009 Author Share Posted June 25, 2009 21 to hit with my magic blast on the one closest to us. Krack-POW! Link to comment
angrydurf Posted June 25, 2009 Share Posted June 25, 2009 HP to Stunt off the mind tricks array Stun 8 (Extras: Sleep +0, Alt save Will +0, Area:Burst +1; Flaws: sense dependant: hearing -1; PFs: Selective) Link to comment
angrydurf Posted June 26, 2009 Share Posted June 26, 2009 Take 10 on Well Informed Gather Info check for a 26 to recognize the uniforms etc. Link to comment
alderwitch Posted July 5, 2009 Author Share Posted July 5, 2009 1d20+10=17 Hit on the first Mook in my surprise round. 1d20+5=21 Intimdate Check Link to comment
angrydurf Posted July 5, 2009 Share Posted July 5, 2009 will save to resist intimidate (1d20=10) Minion with impossible save falls down. Link to comment
angrydurf Posted July 18, 2009 Share Posted July 18, 2009 Give me two notice checks DC 20 and 25 Ace tries to notice something (1d20+7=16) But doesn't. Link to comment
alderwitch Posted July 18, 2009 Author Share Posted July 18, 2009 1d20+10=22, 1d20+10=12 Link to comment
alderwitch Posted July 25, 2009 Author Share Posted July 25, 2009 Sorry, above is the notice check for my detect magic spell Link to comment
angrydurf Posted July 25, 2009 Share Posted July 25, 2009 Allright heavy but indestinct overtones of necromantic energy hover around the Sarcophogus. The Rats were all killed by these energies. The Sarcophagus itself has heavy binding magics enchanted upon it though they seem to be weaker than they once were. Link to comment
angrydurf Posted July 25, 2009 Share Posted July 25, 2009 The markings are deffinately not traditional egyptian hyroglyphics. Picto graphically it seems to be some kind of warning of eminant doom. Link to comment
N/A Posted August 3, 2009 Share Posted August 3, 2009 The Scarab picks up Ace's signal with her HQ Communications feature. She responds by initiating Telepathy. Then she uses ESP to displace her senses to his location. As per our chat exchange, she sees Sky Lord's incoming minions, and recognizes the markings on the sarcophagus. Then she flies up out of her lair and straight to their location, because this is bad. She moves all-out (200mph) for the 10 rounds / 1 minute she can manage before making CON checks. Then she slows down to a double-move (100mph). Her Lair is under Wading Way, so she shouldn't be more than 5-10 miles away at the most if they're in Riverside. She'll fly 3.33 miles in the first minute, and 1.67 miles per minute for every minute after that. GM, it's up to you how long it takes her to get there. Link to comment
angrydurf Posted August 3, 2009 Share Posted August 3, 2009 We'll say you arrive at the top of round 2 of the fight. Sky Lords men are moving in but not actually right on top of them yet so it take a few moments for battle to be joined. Ace and Phantom will be guarding the Sarcophagus for that time. So we'll say Initiative time. Initiative (1d20+2=13) For Ace Sky Lords Minions followed by Merc Minions (1d20+4=10, 1d20+4=22) Link to comment
alderwitch Posted August 3, 2009 Author Share Posted August 3, 2009 I will blow one of my HP to clear the fatigue from stunting Create Object from my magic array to make a protective sheild. Create Object 10 with the Impervious extra for 30 PP Link to comment
angrydurf Posted August 3, 2009 Share Posted August 3, 2009 Initiative order Mercs 22 - 20 minions Scarab 13 - 2 HP - Uninjured(Arrives round 2) Ace 13 - 3 HP - Uninjured Sky Lord Soldiers 10 - 20 minions (First Wave) Phantom 6 - 1 HP - uninjured DC 14 Reflex save to avoid the visual Dazzle effect of the grenades Ace Reflex (1d20+8=14) Success Mercs Refelx saves (1d20+4=12, 1d20+4=22, 1d20+4=9, 1d20+4=12, 1d20+4=10, 1d20+4=14) All but 2 are blinded There is a squad of 6 Rocketmen coming at the forcefield and the 6 mercs with partial cover on the ground within LOS there are the sounds of more fighting throughout the warehouse however. Link to comment
alderwitch Posted August 3, 2009 Author Share Posted August 3, 2009 you and your reflex saves: 18 Link to comment
angrydurf Posted August 4, 2009 Share Posted August 4, 2009 Mercs attack sky lord forces Mercs firing at Sky Lord minions (1d20+8=14, 1d20+8=11, 1d20+8=28, 1d20+8=24, 1d20+8=17) 3 hits 2 down Initiative order Mercs 22 - 20 minions Scarab 13 - 2 HP - Uninjured Ace 13 - 3 HP - Uninjured Sky Lord Soldiers 10 - 18 minions (First Wave) Phantom 6 - 1 HP - uninjured Scarab arrives outside the warehouse smoke and sounds of gunfire eminate from within. Another troop of Sky Lord Soldiers is descending and should be arriving in 1-3 rounds. Link to comment
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