Lone Star Posted April 7, 2011 Posted April 7, 2011 Okay! So we're fighting a Revenant from page 90 of Book of Magic. Roll fo' initiative. Warlock's initiative: 1d20+3=20 Revenant's initiative: 1d20+8=20 ...mmkay.
KnightDisciple Posted April 10, 2011 Posted April 10, 2011 Sorry for the delay! Kind of missed the call for init... Init: 24. Irony, I go first. Hm. Let's go with a Strike. 8-) Attack Roll, Strike: 21. I'm figuring that probably hits. DC 24 Toughness save.
Lone Star Posted April 10, 2011 Author Posted April 10, 2011 Corbin misses! The revenant attacks Warlock! 1d20+14=23 That's a hit, but Warlock has a lot of Impervious. So...basically he can't hurt any of us. Wow. Only 6 Unarmed damage. Warlock will try to use his Lightning Wand. 1d20+10=24 Yeeeeah.
trollthumper Posted April 11, 2011 Posted April 11, 2011 Well, let's see if Nick can hold him. Let's try a little Poltergeist's Rage. 36 on my end. It's a DC15 Reflex roll to cut that down to 34, and then an Opposed Grapple check versus it.
KnightDisciple Posted April 12, 2011 Posted April 12, 2011 Hm. I think Corbin will let Nick do the grabbing, and he'll do the slicing. All Out Attack, +2 Attack -2 Defense. So +11 Attack total. Booyah! 30! Almost a crit, too! DC24 Toughness Save. Chainsword, vroom-vroom!
Lone Star Posted April 12, 2011 Author Posted April 12, 2011 Nice! 1d20+6=13 So our Revenant buddy failed by 11. So he's Staggered and Stunned. He loses his turn, and it's Warlock's turn to rock. He'll use his Telekinesis ring to inflict a straight Toughness save. It'll be a rank 9 effect. 1d20+9=21 That hits, due to his being Stunned. Now for his Toughness save. 1d20+6=19 So from the DC the TK ring would inflict (DC 24), he's Bruised, Stunned again, and Staggered. Please take him down.
trollthumper Posted April 12, 2011 Posted April 12, 2011 Nick's going to try a different tack, then. Dropping Poltergeist's Rage to activate No Dominion, which is a Rank 11 Nullify Dead/Death Effects.
Lone Star Posted April 29, 2011 Author Posted April 29, 2011 "It's worse than that, he's dead, Jim." :D
Lone Star Posted May 7, 2011 Author Posted May 7, 2011 We've got a Tank! I'll be using Ecal's Powerhouse build for the zombie: http://freedomplaybypost.com/viewtopic. ... 042#p83042 Tank's initiative: 1d20+0=6 Warlock's initiative: 1d20+1=18 So everyone else roll for initiative. :D
KnightDisciple Posted May 13, 2011 Posted May 13, 2011 GIANT ZOMBIE! Blast Power All-Out Attack, +2 Attack -2 Defense Power Attack, +2 Damage, -2 Attack 24, ought to hit. That'll be a DC 26 Toughness Save from the zombie. Because of ma boomstick! :D
Lone Star Posted May 15, 2011 Author Posted May 15, 2011 [urlhttp]1d20+14=28 Oooh, bad luck. Initiative order: Cobalt Templar (unharmed) Nick (unharmed) Warlock (unharmed) Big-Ass Zombie (unharmed) So you're up, troll.
trollthumper Posted May 15, 2011 Posted May 15, 2011 Let's see if this will work. Using No Dominion again to try and shut it down. DC21 Will save on the part of the zombie.
Lone Star Posted May 26, 2011 Author Posted May 26, 2011 Arcane Knowledge check to recognize any traps.
trollthumper Posted May 27, 2011 Posted May 27, 2011 That would be... an 11. Screw it, Hero Point. 22, much better.
KnightDisciple Posted May 27, 2011 Posted May 27, 2011 Corbin, he lacks this skill. So...no rolls from me. :P
Lone Star Posted May 27, 2011 Author Posted May 27, 2011 Excellent work! So there is in fact a spell on the door, which I will mention in the IC.
Lone Star Posted June 2, 2011 Author Posted June 2, 2011 So we'll be using AA's Necromancer for...our necromancer. And the Ghost for the ghost. Necromancer's intiative: 1d20+7=21 Ghost's initiative: 1d20+3=1 And their six skeletal warriors, which will simply be generic Skeletons from the corebook. Skeleton's initiatives: 6d20+5= 11, 20, 12, 16, 17, 25 And Warlock's initiative. Warlock's initiative: 1d20+3=4 Once everyone else has their initiative up, I'll get the order so we can get this battle a-rollin'.
Lone Star Posted June 3, 2011 Author Posted June 3, 2011 Alright! So the initiative order. Nick: 26. 3 HP, Unharmed Skeleton 1: 25. Unharmed Necromancer: 21. Unharmed Skeleton 2: 20. Unharmed Skeleton 3: 17. Unharmed Skeleton 4: 16. Unharmed Skeleton 5: 12. Unharmed Cobalt Templar: 11. Unharmed, 2 HP Skeleton 6: 11. Unharmed Warlock: 4. Unharmed, 3 HP Ghost: 4. Unharmed Nick is up first.
trollthumper Posted June 3, 2011 Posted June 3, 2011 Yup, giant TK first time. DC15 Reflex save from all involved; those who make it will only have to beat a 20 rather than a 22 on the Opposed Grapple check.
Lone Star Posted June 7, 2011 Author Posted June 7, 2011 I'll do the skeletons first. http://invisiblecastle.com/roller/view/3061450/]6d20+1=6,13,10,8,19,10,1\ Only one escapes! Time for necro-dude. 1d20+6=11 I'll give everyone a HP, and have him reroll. 1d20+6=24 Nick: 26. 4 HP, Unharmed Skeleton 1: 25. Bound Necromancer: 21. Unharmed Skeleton 2: 20. Bound Skeleton 3: 17. Bound Skeleton 4: 16. Bound Skeleton 5: 12. Bound Cobalt Templar: 11. 3 HP, Unharmed Skeleton 6: 11. Unharmed Warlock: 4. 4 HP, Unharmed Ghost: 4. Unharmed So our necromancer is up, and he'll attack Nick in retaliation. He'll use his Mystic Force Blast. 1d20+10=30 :shock: Oh my. Well, that's a 30 to hit, and a DC 30 Toughness for Nick.
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