Supercape Posted December 1, 2010 Posted December 1, 2010 Continuation of Initial Thread / Reboot. OOC thread for this thread. Slick, Dragonfly and Nick track down Knuckles O'Hagan and the new drug. This is rebooted from initial thread as Drifter has gone AWOL. Taken from the point where they reach Knuckles hide out.
Fox Posted December 4, 2010 Posted December 4, 2010 It's like deja vu all over again! Master Plan Roll (1d20 + 6=9) Dragonfly...lacks the data to make reasonable plans, this time around, no matter how much time she has to study, I guess.
Supercape Posted December 20, 2010 Author Posted December 20, 2010 Feel free to roll initiative. You have a surprise round here, unless you are doing anything particularly and spectacularly unsurpsiring!
Fox Posted December 20, 2010 Posted December 20, 2010 Initiative Roll (Speed of Thought) (1d20 + 6=22) Neat.
Supercape Posted December 20, 2010 Author Posted December 20, 2010 1d20+4=20 for Slick 1d20+2=18 for Thugs However, only Nick and 'Fly get to act in this surprise round. Dragonfly up first.
Fox Posted December 20, 2010 Posted December 20, 2010 Horray, surprise round! Ranged Attack Roll vs. Door Guard (blast) (1d20 + 8=18) Hopefully that hits. DC24 toughness save if it does; probably should have power attacked. I'll have to do that if they're still standing when the actual rounds start up.
Fox Posted December 21, 2010 Posted December 21, 2010 :argh: Darn you Dragonfly and your lack of surging. Guess she'll have to do better when her turn comes up, or hope that Nick does better. No pressure Nick!
trollthumper Posted December 22, 2010 Posted December 22, 2010 Sadly, I didn't buy Area on Creeping Shade... maybe I should rebuild the power again. But, let's see how this goes first... Okay, that's a 24 on the Ranged Attack, so it probably hits. The guy gets a DC16 Reflex save to avoid being trapped, though, I believe.
Supercape Posted December 22, 2010 Author Posted December 22, 2010 He is consumed! 1d20+1=7 He would normally get a will roll every round to escape, but that isn't really relevant here, as the point is to incapacitate them without them raising the alarm. In this case, mission successful, so you can do what you want with the thug, although he will pop out at some point.
Supercape Posted December 22, 2010 Author Posted December 22, 2010 New Round, Dragonfly up 22 - Dragonfly 2 HP (I think?) - Unharmed 20 - Slick 1 HP - Unharmed 18 - Thug - Unharmed 14 - Nick 2 HP - Unharmed
Fox Posted December 22, 2010 Posted December 22, 2010 Yeah, Dragonfly should still have her 2HP. Ranged Attack Roll vs. Thug (blast; Power Attack -2/+2) (1d20 + 8 - 2=23) Woo! DC26 Toughness save on that one. Horray, power attacks.
Supercape Posted December 22, 2010 Author Posted December 22, 2010 No chance of making that, so down he goes.
Fox Posted December 24, 2010 Posted December 24, 2010 Well, hey. It worked pretty well last time.... Melee Attack Roll vs. Sleepy Guard (Dimensional Pocket) (1d20 + 8=28) ...pfftaaaaahahahahaha. Well, then. A question before I pick my critical effect of choice: is this guy a minion?
Supercape Posted December 24, 2010 Author Posted December 24, 2010 yep! and unless its a tough or fort save, a stoned out half asleep thug will be failing a reflex or will save without rolling for it: take it away.
Fox Posted December 24, 2010 Posted December 24, 2010 Muhahaha. Poor guy doesn't even GET a save if he's a minion. Crits, oorah! Picking as the crit effect (bless you, house rules): Dimensional Pocket 3 (Extras: Duration 3 [Continuous]) [15/18pp] Muaha. Muahahahaha! You get to stay in the void....forever. (Or until Dragonfly remembers you're in there.) This is awfully cheesy, but a normal attack would have one-hit KO'd him for the same impact on the plot.
Supercape Posted December 24, 2010 Author Posted December 24, 2010 Nice work. Thanks to the music, its not too difficult to creep up undetected, but its still a DC 10 Stealth Roll. 1d20+4=11 Slick Just makes it.
Fox Posted December 24, 2010 Posted December 24, 2010 Stealth Check, DC10 (1d20 + 2=10) Man. Squeaked by.
trollthumper Posted December 30, 2010 Posted December 30, 2010 Okay, so, making a Knowledge (theology) roll to determine likely faith of the practitioner/nature of the ritual (if it does indeed have any roots in a basic religious ritual), then Knowledge (arcane lore) to see if I can dismantle/disable it without causing things to go horribly, horribly wrong. 17 on the Knowledge (theology) roll. And 29 on the Knowledge (arcane lore) roll.
Supercape Posted December 30, 2010 Author Posted December 30, 2010 The sleepy man is a voodoo / hoodoo practitioner - not, from the looks of it, particularly proficient, but enough to put in place the necromantic wards. Nick of course would no plenty about this so I am handwaving the theology roll. He would know most stuff about the religion bar any specific acadaemic trivia. Disabling it would take a counter ritual - using ritualist feat. I will arbitary set this as if 10 PP, so 10 Rounds if you want to do a quicky. Whilst in effect, necromantic descriptor powers function at 1/2 strength, and (at least minor) undead can't enter house.
Fox Posted December 31, 2010 Posted December 31, 2010 Preemptive Master Plan roll, just to get it out of the way if we decide to go that route: Master Plan roll (1d20 + 6=16) So that'd be a +2. Might help. Standard disclaimer: blah blah not effective unless she has the time blah blah GM's/teammates' call blah.
trollthumper Posted December 31, 2010 Posted December 31, 2010 I myself have Master Plan. Magnificent Bastard Powers, Activate! Okay, maybe not so magnificent. Still, that's a +1 bonus we can bank to use in addition to Dragonfly's +2 bonus.
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