Raveled Posted September 7, 2011 Posted September 7, 2011 The OOC for this thread. Arcturus and Starlight rumble with some zombies!
Raveled Posted September 8, 2011 Author Posted September 8, 2011 Can I get a Notice check from Arcturus, please?
GranspearZX Posted September 9, 2011 Posted September 9, 2011 Notice check: (1d20+4=19) And that should've been +5, not +4, so... 20. Yay!
Raveled Posted September 9, 2011 Author Posted September 9, 2011 Arcturus notices a clear line in the dust covering the threshold, like something had been dragged through the door.
Raveled Posted September 15, 2011 Author Posted September 15, 2011 I'm going to need a Stealth check for that, and while you're at it why not give me a Notice check as well?
GranspearZX Posted September 19, 2011 Posted September 19, 2011 Stealth [1d20+10] and Notice [1d20+5]: Stealth: (1d20+10=20) Notice: (1d20+5=24)
Raveled Posted September 26, 2011 Author Posted September 26, 2011 So what exactly would Arcturus like to do?
GranspearZX Posted September 27, 2011 Posted September 27, 2011 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. Requested Stealth roll: (09:48:17) System: GranspearZX rolls 1d20 and gets 10. +10 (20). Yay!
GranspearZX Posted October 3, 2011 Posted October 3, 2011 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!
Raveled Posted October 4, 2011 Author Posted October 4, 2011 Go ahead and post Arcturus 'porting over to the Necromancer, if that's your plan.
Raveled Posted October 14, 2011 Author Posted October 14, 2011 Initiatives for everybody! Arcturus is facing off against AA's Necromancer, FYI. Starlight's Ini. (1d20+7=23) Necromancer's Ini. (1d20+7=8) Zombie horde's Ini. (1d20=9) They go before the guy on stage does. :facepalm:
Raveled Posted October 14, 2011 Author Posted October 14, 2011 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.
GranspearZX Posted October 15, 2011 Posted October 15, 2011 Reflex Save: (1d20+8=12) Failure. Blergh. Fortitude Save: (1d20+11=16) ...and another failure. Gonna blow an HP to reroll the Fort save, and... Fortitude Save (HP REROLL): (1d20+11=29) On to Arc's turn: Attack Roll: (1d20+12=29) Grapple Check: (1d20+23=30)
Raveled Posted October 17, 2011 Author Posted October 17, 2011 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.
GranspearZX Posted October 20, 2011 Posted October 20, 2011 Arc goes for the intimidation route: Intimidate check (1d20+17=28)
Raveled Posted December 17, 2011 Author Posted December 17, 2011 Arcturus can make a Know/Arcane check on the book, but unless he can speak Lor or Grue he's not going to get much.
Raveled Posted December 20, 2011 Author Posted December 20, 2011 There's still magical formulae and whatnot he can attempt to decipher.
GranspearZX Posted January 3, 2012 Posted January 3, 2012 How the heck did I miss this?! Sorry, Rav. Knowledge (arcane lore): (1d20+14=34)
Raveled Posted January 3, 2012 Author Posted January 3, 2012 ... 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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