trollthumper Posted February 11, 2011 Posted February 11, 2011 Nick Cimitiere, Dead Head, Silhouette, Scholar, and Push (or Crow) wrestle with werewolves!
Quinn Posted February 11, 2011 Posted February 11, 2011 And Crow begins to scheme out a plan... Master Plan check. (1d20+2=9) . . .Or not. Invisiblecastle does not like me tonight.
trollthumper Posted February 12, 2011 Author Posted February 12, 2011 And it's Initiative time. Nick is on 24. Werewolf 1 goes on 12. Werewolf 2 goes on 18. Werewolf 3 goes on 10. Werewolf 4 goes on 15. Werewolf 5 goes on 21.
Quinn Posted February 12, 2011 Posted February 12, 2011 Initiative Roll (1d20+8=11) Can I safely assume that due to Crow's concealed position and teleportation, his first attack is a surprise one/Sneak Attack?
Aoiroo Posted February 12, 2011 Posted February 12, 2011 22 initiative for Sil. Also, Sil's concealed as well, taking ten on her stealth which is DC 25 Notice check for anyone to realize she's there before she starts fighting.
Dr Archeville Posted February 13, 2011 Posted February 13, 2011 Initiative for Dead Head (1d20+2=5) go, zombie, go! Initiative for Mutt (1d20+2=18) Aroooo!
trollthumper Posted February 13, 2011 Author Posted February 13, 2011 All right, here's the order: Nick Cimitiere: 24, Unharmed, 2 HP Silhouette: 22, Unharmed, 2 HP Werewolf 5: 21, Unharmed, 0 HP Werewolf 2: 18, Unharmed, 0 HP Mutt: 18, Unharmed, 0 HP Scholar: 15, Unharmed, 2 HP Werewolf 4: 15, Unharmed, 0 HP Werewolf 1: 12, Unharmed, 0 HP Crow: 11, Unharmed, 2 HP Dead Head: 5, Unharmed, 1 HP Nick Cimitiere goes first, and he decides to establish a grapple... on all the werewolves. That's a 31 on his Opposed Grapple check for Poltergeist's Rage, so now comes the saves. Werewolf 1 makes its Reflex save, reducing the DC to 28... and still fails, ending up Pinned. Werewolf 2 makes its Reflex save as well, and really makes its Opposed Grapple roll. Werewolf 3 makes its Reflex save, and its Opposed Grapple as well. Werewolf 4 makes its Reflex save, and its Opposed Grapple check. Werewolf 5 makes its Reflex save, and its Opposed Grapple check. Oh, well. At least I got one of them. Nick Cimitiere: 24, Unharmed, 2 HP Silhouette: 22, Unharmed, 2 HP Werewolf 5: 21, Unharmed, 0 HP Werewolf 2: 18, Unharmed, 0 HP Mutt: 18, Unharmed, 0 HP Scholar: 15, Unharmed, 2 HP Werewolf 4: 15, Unharmed, 0 HP Werewolf 1: 12, Unharmed, Pinned, 0 HP Crow: 11, Unharmed, 2 HP Dead Head: 5, Unharmed, 1 HP Silhouette is up next.
Aoiroo Posted February 13, 2011 Posted February 13, 2011 Sil stabbing out of the shadows, to Werewolf five, because she can only really attack one at a time. 19, should that hit? I think she would catch them flat-footed since she's concealed and only making herself known for the first attack. If it does hit them, DC 24.
trollthumper Posted February 13, 2011 Author Posted February 13, 2011 It hits, and he's Bruised. Nick Cimitiere: 24, Unharmed, 2 HP Silhouette: 22, Unharmed, 2 HP Werewolf 5: 21, Bruised x1, 0 HP Werewolf 2: 18, Unharmed, 0 HP Mutt: 18, Unharmed, 0 HP Scholar: 15, Unharmed, 2 HP Werewolf 4: 15, Unharmed, 0 HP Werewolf 1: 12, Unharmed, 0 HP Crow: 11, Unharmed, 2 HP Dead Head: 5, Unharmed, 1 HP Werewolf 5 attacks... oh. Oh my. Nick will need to make a DC30 Toughness save... and does! Werewolf 2 decides to go after Silhouette... and hits. Sil needs to make a DC25 Toughness save. In the meantime, Mutt is up.
Aoiroo Posted February 13, 2011 Posted February 13, 2011 24, so bruised, or whatever 1 point of damage does. Can I take ten just on the Gather Info roll for her recognizing Dead Head and Nick since she has Well Informed.
Dr Archeville Posted February 13, 2011 Posted February 13, 2011 Mutt Move Action: Get into position so that as many of the werewolves + metalheads are within 50 feet. Free Action: Turn off Concealment, fading into view. Standard Action: Use fearsome Presence. All non-Fearless beings within 50 feet of Mutt need to make a DC 20 Will save. Fail = shaken (-2 attack rolls, saving throws, and checks) Fail by 5+ = flees area as fast as possible; if unable to flee, becomes shaken Fail by 10+ = panics (flees as fast as possible, defends normally but can't attack; if unable to flee, is dazed [take no actions, but retain full defense]), and drops any held items Fearsome Presence is based on Emotion Control (Fear), and Kenson's said it should be treated as a Sustained (Lasting) effect. So 1 inute later, anyone affected gets to make another save, with a +1 bonus; 5 minutes after that, another save with a +2 bonus; 20 minutes after that, another save with a +3 bonus, and so on.
Aoiroo Posted February 13, 2011 Posted February 13, 2011 Sil will save 15, ohh hell no, burn HP for a reroll. 21, much better.
Ecalsneerg Posted February 14, 2011 Posted February 14, 2011 Damn undead hound... Woof? (1d20+9=21) Yay, Will!
trollthumper Posted February 14, 2011 Author Posted February 14, 2011 Nick's good. As for the wolves... Werewolf 1 succeeds. Werewolf 2 is Shaken. Werewolf 3 succeeds. Werewolf 4 succeeds. Werewolf 5 is Shaken. Nick Cimitiere: 24, Unharmed, 2 HP Silhouette: 22, Unharmed, 2 HP Werewolf 5: 21, Bruised x1, Shaken, 0 HP Werewolf 2: 18, Unharmed, Shaken, 0 HP Mutt: 18, Unharmed, 0 HP Scholar: 15, Unharmed, 2 HP Werewolf 4: 15, Unharmed, 0 HP Werewolf 1: 12, Unharmed, Pinned, 0 HP Crow: 11, Unharmed, 2 HP Dead Head: 5, Unharmed, 1 HP Scholar is up next.
Ecalsneerg Posted February 14, 2011 Posted February 14, 2011 Charge Werewolf 4, Power Attacking for 2 with the Strike power. DC 23 Strike on Werewolf 4 (1d20+11=28) Hurray! Using the actual Charge action was a waste, by the looks of it. Stupid -2 Defence
trollthumper Posted February 14, 2011 Author Posted February 14, 2011 And it works! Werewolf 4 is Bruised and Stunned. Nick Cimitiere: 24, Unharmed, 2 HP Silhouette: 22, Unharmed, 2 HP Werewolf 5: 21, Bruised x1, Shaken, 0 HP Werewolf 2: 18, Unharmed, Shaken, 0 HP Mutt: 18, Unharmed, 0 HP Scholar: 15, Unharmed, 2 HP Werewolf 4: 15, Bruised x1, Stunned, 0 HP Werewolf 1: 12, Unharmed, Pinned, 0 HP Crow: 11, Unharmed, 2 HP Dead Head: 5, Unharmed, 1 HP Werewolf 4... cannot do crap, as he is Stunned. Werewolf 1, however, decides to turn the tables on Mutt and unleashes an unearthly howl. Will Saves vs. Fear, everyone, with a DC18. Nick just makes it. And Crow is up next.
Ecalsneerg Posted February 14, 2011 Posted February 14, 2011 I tire of fear effects (1d20+9=16) Ok, so... Shaken?
Aoiroo Posted February 14, 2011 Posted February 14, 2011 Another will roll, okay 24, okay that's cleared.
Dr Archeville Posted February 14, 2011 Posted February 14, 2011 Dead Head is Fearless, he auto-passes the save. Mutt is not Fearless, so... Will save, DC 18 (1d20+5=13) fails by 5! He flees, tail tucked between his legs.
Quinn Posted February 14, 2011 Posted February 14, 2011 Crow's on top of the building, so I'm unsure whether he's in range or not. Troll?
trollthumper Posted February 14, 2011 Author Posted February 14, 2011 He's probably out of range for Mutt's visage, but the howl will no doubt carry.
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