Supercape Posted July 9, 2011 Posted July 9, 2011 OOC for this thread Equinox goes after some baby snatching Fey!
Supercape Posted July 9, 2011 Author Posted July 9, 2011 Ok Time for semi-combat! Redcaps arent actively using magic at the moment (they will they will!) so Equinoxes Magical Awereness wont kick in. As soon as they do, she can pin point 'em. Round 1 13 - Haley - Unharmed 2- Redcaps [?3] - Unharmed 2 - Equinox: 4 HP Unharmed Initiative for Redcaps 1d20+1=2.... Currently they are hidden...1d20+13=23 although for fluff purposes you have a vague idea of the direction they went / are from the singing and giggling.
Ecalsneerg Posted July 9, 2011 Posted July 9, 2011 Yes, but can Hayley smell them? Equinox's initiative, then Hayley's (1d20+1=2, 1d20+3=13)
Supercape Posted July 9, 2011 Author Posted July 9, 2011 Ok first off, Tiebreaker went to Redcaps! Secondly Haley has accurate acute olfactory sense, so the raccoon wonder can sure smell em! with a notice bonus of +10, Ill just say she can pinpoint them at this stage.
Ecalsneerg Posted July 10, 2011 Posted July 10, 2011 Hayley has no idea if they can see her... Ergo, her action is using Skill Mastery Stealth (result 25) to hide in the undergrowth) Equinox Move Action: Fly down to ground. Free Action: Switch array slots from Flight to Sensory Link. Free Action: Activate Force Field + Shield linked power, and Force Field power in Pentacle to stack with it and, most importantly, turn on the Subtle feat. For once, she's not glowing like a Christmas tree. Move Action: Turn on Simultaneous Sensory Link. Current HP count: 4 Equinox: Uninjured Hayley: Uninjured
Supercape Posted July 10, 2011 Author Posted July 10, 2011 Round 2: 13 - Haley - Unharmed 2- Redcaps [?3] - Unharmed 2 - Equinox: 4 HP Unharmed Ill cut to the chase: the redcaps wont be seen or move unless threatened etc. Equinox and Haley are about 50 feet from them, they have partial cover from trees / foilage etc.
Ecalsneerg Posted July 10, 2011 Posted July 10, 2011 Alright, Hayley stays in hiding, and Equinox? Free Action: Maintain Force Field. Full Action: Selective Area Blast 11. DC 21 Reflex save for half, then DC26 Toughness save as the earth erupts around them. It's a 65' radius, and I'm specifically excluding Hayley, Noxy herself and the Rhymers from it. Earth descriptor.
Supercape Posted July 10, 2011 Author Posted July 10, 2011 That will do fine! Redcaps getting +2 On their Reflex rolls from cover, so ill roll for that first... 1d20+3=12, 1d20+3=9, 1d20+3=11 all a spectacular heap of no. So, toughness rolls vs DC 26. As far as I can see BoM has screwed up here: Con 16 plus Protection 6, minus Shrinking 4 should add up to Toughness +5 by my calculations (not +3)... ill use +5 although its academic. 1d20+5=10, 1d20+5=8, 1d20+5=22 for prosperity! All redcaps KOd (or whatever you wish).
Supercape Posted July 10, 2011 Author Posted July 10, 2011 Throw in a diplomacy roll here, just to see how calm you can get the Rhymers. You are welcome to take 10 for a 20.
Ecalsneerg Posted July 10, 2011 Posted July 10, 2011 Diplomacy (1d20+10=11) Well, that one sucks ass. Hero Point re-roll... because HPs are for helping people, not necessarily blowing up skulls. (1d10+20=22)
Ecalsneerg Posted July 10, 2011 Posted July 10, 2011 Intimidate: not at all subtle, incredibly quick to anger (1d20+6=12) Y'know that HP I got from rhyming... Scarier, this time. (1d20+6=8) + 10 = 18. Bwagh. Hero Point Count: Still 3.
Supercape Posted July 10, 2011 Author Posted July 10, 2011 Redcaps roll versus Intimidate: url=http://invisiblecastle.com/roller/view/3104036/]1d20+1=4 Muahaha! Beanspilling time!
Supercape Posted July 10, 2011 Author Posted July 10, 2011 Equinox does, I should add have an oppurtunity to use Artficer here - it depends on how long you wish to spend Ritualising and Artificizing! :P
Supercape Posted July 13, 2011 Author Posted July 13, 2011 HP for 'ya if Hayley bites and takes the pact!
Ecalsneerg Posted July 13, 2011 Posted July 13, 2011 I'm a scary monster! (1d20+1=4) Well, I've got 4HP, things are rapidly going south, and really, Siobhan isn't in the best state right now. So I'll let it slide as a bad roll.
Supercape Posted July 15, 2011 Author Posted July 15, 2011 Naughty Faeries! The Fruit spores are giving off a mild opium like haze of spores. Fatigue 3, Extras: Poison, Feats: Insidious*, Subtle(...ish) Thats DC 13 Rolls for Haley and Equinox - normal situational modifiers etc, including 1 Equinox: Sense Motive Roll please, versus Fae Child (for +2) versus DC 23 (His Bluff taking 10) 2 Haley: WIth her natural Scent sense and +10 Notice Skill (with Skill Mastery), that will give you both +2, as she can smell the "funny spores" in the air. Post accordingly! The fruit aren't magical in themselves. If you don't notice anything up, just go with feeling a little sleepy and light headed. Ill give a DC 15 Wisdom Checck against that Insidious feat, to recognise you are unnaturally sleepy etc. And of course there is that rhyme...!
Ecalsneerg Posted July 15, 2011 Posted July 15, 2011 Well, for the spores... DC13 Fortitude saves for Noxy and Hayley (1d20+8=26, 1d20+6=17) Wisdom checks to notice the Insidious. (1d20+4=14, 1d20+1=13) So I'll Extra Effort on that Wisdom check, making it 16, not 14. Equinox knows what's going on. And is about to break things. current HP total: 4, Extra Effort [fatigued unless HP spent next round]. So she's going to jump the little bugger. Attack roll to grab and grapple with telekinesis. Little faerie going doooown. Then Initiative rolls for both Equinox and Hayley (1d20+11=24, 1d20+21=39, 1d20+1=4, 1d20+3=22)
Supercape Posted July 15, 2011 Author Posted July 15, 2011 Kistune 1d20+0=15 22 Hayley: Unharmed 15 Kistune: Pinned 4 Noxy: 4 HP, Extra Effort
Supercape Posted July 15, 2011 Author Posted July 15, 2011 OK, this is largely academic, but for prosperity, Kistune will make opposed grapple checks: 2 move actions. 1d20+4=16, 1d20+4=14 I am not clear from the house rules if those are against your original grapple check, or you need to make new rolls (either makes sense, I would tend to the latter as both are new opposed checks, but it seems a little mesy). I'll leave that for you to contemplate!
Ecalsneerg Posted July 15, 2011 Posted July 15, 2011 OK, this is largely academic, but for prosperity, Kistune will make opposed grapple checks: 2 move actions. 1d20+4=16, 1d20+4=14 I am not clear from the house rules if those are against your original grapple check, or you need to make new rolls (either makes sense, I would tend to the latter as both are new opposed checks, but it seems a little mesy). I'll leave that for you to contemplate! You need to make new opposed checks. Unfortunately, seeing as I can take 1 for 22, and not auto-fail the opposed check, he loses. Badly.
Supercape Posted July 15, 2011 Author Posted July 15, 2011 At this point then, given he would have to roll an 18 to escape, Ill let you narrate this as you wish. Kitsune is only PL 6, a minor annoyance. Combat over.
Supercape Posted July 15, 2011 Author Posted July 15, 2011 1d20+9=25 Le sigh, beats your 16! Its the Raccoon! you cant intimidate with a cuddly raccoon.
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