Supercape Posted December 28, 2010 Author Share Posted December 28, 2010 So 3 Rounds till ritual complete and Boogeyman arrives. Rene is tied up, hopefully not with the spider's snare, he wont be doing anything but ritualising. Initiative for giant spider is 1d20+3=4 beat that! ;) Link to comment
GranspearZX Posted December 28, 2010 Share Posted December 28, 2010 Arc's Initiative: 1d20+6=26 And Arcturus invents spider wrestling! Attack roll: 1d20+9=12 Although... I think I just missed. Bluh. Link to comment
Supercape Posted December 28, 2010 Author Share Posted December 28, 2010 OK Grapple time! Using House rules FIrst off, you need to make a melee attack roll. Its Defence is 16. It has +18 to Grapple rolls, will get to that of yo hit with attack! Link to comment
GranspearZX Posted December 28, 2010 Share Posted December 28, 2010 Arc's Attack roll: 1d20+9=28 Link to comment
Supercape Posted December 28, 2010 Author Share Posted December 28, 2010 Easy Hit. So, opposed Grapples! 1d20+18=29 You Grapple! Target is Bound this round. Link to comment
Supercape Posted January 4, 2011 Author Share Posted January 4, 2011 Giant Spider is going to try and ungrapple itself, so its opposed grapple rolls again: 1d20+18=21 Not good! Link to comment
Supercape Posted January 4, 2011 Author Share Posted January 4, 2011 I'm liking the IC post. Win the grapple, and if by the strange laws of dreaming, you can throw it to "whence it came!" i.e. out of thread! Link to comment
GranspearZX Posted January 5, 2011 Share Posted January 5, 2011 Arc's Grapple roll: 1d20+18=36 And the spider's going... going... gone! :D Link to comment
Supercape Posted January 21, 2011 Author Share Posted January 21, 2011 Feel free to roll for intimidate if you wish to expand on your last "pest control" comment - or leave it as story. Link to comment
GranspearZX Posted January 22, 2011 Share Posted January 22, 2011 Actually, I was intending on trying to use Arc's Fearsome Presence, but this works out better... maybe. Arc's Intimidate roll! 1d20+11=29 Link to comment
Supercape Posted January 22, 2011 Author Share Posted January 22, 2011 This is probably going to end up more of a "social battle" if thats ok... And nice intimidate! 1 Psychic Bruise! - I just made that up! Link to comment
Supercape Posted January 22, 2011 Author Share Posted January 22, 2011 Time for Boogieman to use Drain Wisdom Attack on Rene: DC 15 Drain 5 Attack. 1d20+8=11 Yoikes! 4 Wisdom Drained! Link to comment
GranspearZX Posted January 22, 2011 Share Posted January 22, 2011 Arc is going to try and use his Fearsome Presence--and extra effort to increase its rank by 2. It's got a 20 foot radius at that point, DC14 vs the boogeyman's Will. Also going to use an HP to negate the fatigue afterwards. :) Link to comment
Supercape Posted January 23, 2011 Author Share Posted January 23, 2011 1d20+8=18 made. Boogeyman is going to retaliate. It has Shapeshift 8 (40 HP) limited to things the "victim" fears - in this case, water! 5 - Insubstantial 1 - Liquid 30 - Snare 10 (Engulf, Suffocating) 2 - Immunity to Critical Hits (Liquid form) 3 - Protection 3 (Hard to Kill Liquid form) As its shifting into combat again, Initiative time 1d20+4=13 For Rene 1d20+2=17 Im going to GM Fiat this - as its basically the Boogiemans "home dimension" and he has done something rather unpredictable, its surprise round first, so Arc can have an HP as the Watery blob goes for the throat! 1d20+7=10 and misses! Link to comment
GranspearZX Posted January 23, 2011 Share Posted January 23, 2011 Arc's Initiative! 1d20+6=24 And Arc attacks: 1d20+9=23, burning his recently acquired Hero Point to add the Affects Insubstantial feat to his Strike. Link to comment
Supercape Posted January 23, 2011 Author Share Posted January 23, 2011 No need for that feat - liquid form will be fully susceptible to damage! (grapples are another matter!) - save that HP! That means a DC 26 1d20+8=18 although I forgot to add his defensive roll - 4 feat (curse the book not adding that!) which makes it 22. and he takes a bruise. Link to comment
Supercape Posted January 23, 2011 Author Share Posted January 23, 2011 Rene will respond with a mystic blast... 1d20+8=19 Only just hitting. Link to comment
Supercape Posted January 26, 2011 Author Share Posted January 26, 2011 Forgot to post that Renes blast does another bruise And boogie swishes back 1d20+7=16 missing! Next round 24 Arc - 1HP - Unharmed 17 Rene - 4 HP - Unharmed 13 Boogie - Bruised x2 Could you make a roll for that last claw? Link to comment
GranspearZX Posted January 27, 2011 Share Posted January 27, 2011 Ack, I knew I forgot something... I meant to do this yesterday. Got a bit sidetracked. :| 1d20+9=22 Link to comment
Supercape Posted January 27, 2011 Author Share Posted January 27, 2011 1d20+10=15 for Boogie, making him stunned, bruised x3, staggered. Link to comment
GranspearZX Posted January 27, 2011 Share Posted January 27, 2011 Arc tries to Intimidate the Boogeyman! 1d20+11=16 ...and I'm gonna use a Hero Point to reroll that. @.@ 1d20+11=22 Link to comment
Supercape Posted January 27, 2011 Author Share Posted January 27, 2011 That will do nicely sir! Link to comment
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