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Playing to a Packed House (OOC)


Raveled

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I'm all for sneaking around backstage. If nothing else, he still wants to figure out where Leroy is before knocking around the necromancer. He isn't sure how secure the building is or isn't, but he'd still try finding some alternate route.

Alternatively, there's the idea of playing decoy, but Arc is avoiding that for now. :P

Requested Stealth roll:

(09:48:17) System: GranspearZX rolls 1d20 and gets 10.

+10 (20). Yay!

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Arc is going to attempt to juryrig a spell with his Artificer power, enchanting his shoes with the Shadow rune for a temporary effect:

Teleport 1 (PF: Change Direction, Change Velocity) [4PP]

Using an HP to jury-rig it, it takes 4 rounds to actually make, and no design check is required. Craft DC increased by 5, though, and I can't take 10/20. That said:

Craft (Artistic) check: (1d20+14=32)

vs. DC19. Yay!

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  • 2 weeks later...

Initiative

23 Starlight -- Uninjured -- HPx3

9 Zombie Horde -- Staggered + Dazed (Starlight) -- GM

8 Necromancer -- Uninjured -- GM

6 Arcturus -- Uninjured HPx2

Okay, Starlight's gonna burst in all heroic-like and blast the zombies. Arc seems to have the creepy pasty guy covered, anyway. Starlight's ranged attack roll, vs Horde's Def. DC 25 (1d20+10=25) Hits just fine.

Zombie Horde's Toughness save, vs DC 25. (1d20+5=13) Ouch, that's... yeah. Staggered + Dazed.

Zombies are Dazed, so they're not doing anything this round.

Necromancer is going to use his Curse Words attack. Hits automatically, but Arc gets to make a DC 20 Reflex saving throw. If he makes that, no damage. If he flubs it, a DC 20 Fort save for the big guy.

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Starlight's going to blast the zombies again, hopefully taking them down. And she's going to Power Attack (as well as she can) to do it. Starlight's ranged attack check w/ +2 Power Attack, vs Horde's Def. DC 27 (1d20+8=28) Alright! DC 32 Toughness.

Horde's Toughness save, vs DC 32. (1d20+5=24) that is a second Staggered condition, which takes them out.

Necromancer's Toughness save, vs DC 24. (1d20+10=11) Necromancer is Staggered + Dazed from the grab.

Necromancer's opposed Grapple check, vs DC 30. (1d20+8=23) He is Bound + Helpless. Since he's Dazed, he's not going to be doing much with his turn, either.

Initiative

23 Starlight -- Uninjured -- HPx3

9 Zombie Horde -- Destroyed -- GM

8 Necromancer -- Staggered + Dazed (Arc), Bound + Helpless -- GM

6 Arcturus -- Uninjured -- HPx1

Arc's up.

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  • 1 month later...
  • 2 weeks later...

... Man, if this was a tabletop group, you would so pick up a free language for that roll, at least for the scene.

Okay, you can tell that most of the weird, unreadable writing is mostly alechmical necromantic workings, breaking down the structure of some substance and tracing its abilities. The necromancer's stuff is pretty standard, but it's mixed in with what looks like musical notation. You get the idea that with the proper rituals, this magic could let even a half-decent musician control a veritable army of undead!

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