Dr Archeville Posted October 14, 2010 Author Share Posted October 14, 2010 Yes, and yes. And sitting guard is now flat on his back. Link to comment
Dr Archeville Posted October 15, 2010 Author Share Posted October 15, 2010 Cultists are KO'd. Zombies, lacking anyone to give them orders, and not having and contingency orders ("if X, then Y"), stand there. Dead Head takes 10 on his attack with his shovel, power attacking for +/-5 (getting 16 total), easily enough to hit. The zombie would face a DC (15 + 9 + 5) 29 Toughness save, which it cannot make. Takedown Attack 2 lets him mow through the others. Link to comment
Gizmo Posted October 25, 2010 Share Posted October 25, 2010 Alright, Trevor's going to make a DC 30 Intimidate check against the cultists, using Skill Mastery. He also has Second Chance [intimidate] if need be. Link to comment
Dr Archeville Posted October 25, 2010 Author Share Posted October 25, 2010 The 6 Cultists (using the PL 2 Cultist stat block from Book of Magic) cannot beat that (at best they fail by 8), and so immediately prostrate themselves before the Great and Terrible Voice. The Lead Cultist (using a weakened version of the Necromancer from same book) may be able to beat that. Counter-Intimidate (DC 30) (1d20+12=22) Hunh, also fails by 8. He also bows, though not as low as the others. And he spills some info! Dead Head tries to quietly approach Trevor. Stealth (untrained) (1d20+2=17) Is he heard? Notice check vs. Dead Head's Stealth (DC 17); -4 penalty for distance figured in (1d20+2=17) Just barely! If you're doing anything other than talk next, you should probably roll initiative. Link to comment
Gizmo Posted October 26, 2010 Share Posted October 26, 2010 Initiative. (1d20+3=6) Nuts. Link to comment
Dr Archeville Posted October 26, 2010 Author Share Posted October 26, 2010 Dead Head's initiative (1d20+2=18) Six Cultist's initiative (1d20=5) Head Necro Cultist's initiative (1d20=4) Mysterious Creature's initiative (1d20+1=4) 18 -- Dead Head 06 -- Midnight 05 -- Cultists 04A -- Mysterious Creature 04B -- Head Necro-Cultist Dead Head will hold his action, to see how Midnight wants this to go down. Link to comment
Dr Archeville Posted November 4, 2010 Author Share Posted November 4, 2010 Giz, it's still your turn. Or, since the Halloween Vignette (which this thing ted to) is over, we can stop round-by-round and do a more freeform, broad-stroke style of combat. Link to comment
Dr Archeville Posted November 8, 2010 Author Share Posted November 8, 2010 Refresh my memory: can Trevor see through his own Mist? Will he be able to see something coming out of an adjacent chamber? Link to comment
Gizmo Posted November 8, 2010 Share Posted November 8, 2010 He can! He's got Super-Senses 3 (Darkvision, Infravision) [3pp], with the understanding that his mist, despite technically being a physical particulate, generally works akin to a 'darkness' descriptor for ease of use. Link to comment
Dr Archeville Posted November 8, 2010 Author Share Posted November 8, 2010 So Dead Head's Darkvision is enough to let him see through it, too? Link to comment
Gizmo Posted November 8, 2010 Share Posted November 8, 2010 Well, I'd like to say it takes both, but that'll probably get me into trouble somewhere down the line. The stats for Midnight I in the book give his lenses infravision, so make of that what you will. Your call, Doc. Link to comment
Dr Archeville Posted November 8, 2010 Author Share Posted November 8, 2010 Hrm... I'll split the difference. So he Cultists have partial concealment against Dead Head while they're all in Trevor's Mist o' Doom. Link to comment
Dr Archeville Posted November 21, 2010 Author Share Posted November 21, 2010 Your next post can be the final one, if you'd like. Link to comment
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