trollthumper Posted October 25, 2011 Posted October 25, 2011 Nick Cimitiere, Equinox, and Dead Head dive into serial killings and voodoo.
trollthumper Posted October 27, 2011 Author Posted October 27, 2011 Knowledge (theology and philosophy) roll for all involved. Nick don't know crap. Odds are he needs more coffee.
Ecalsneerg Posted October 27, 2011 Posted October 27, 2011 Equinox gets an auto-20, as unlike Nick, she has a degree :P
trollthumper Posted October 27, 2011 Author Posted October 27, 2011 All right, as Dead Head and Equinox are more alert than Nick is, here's what they get: It's pretty clear that's the veve of someone very familiar to everyone in Freedom City - Baron Samedi.
Ecalsneerg Posted November 1, 2011 Posted November 1, 2011 Notice check using Magical Awareness (1d20+15=17)
trollthumper Posted November 2, 2011 Author Posted November 2, 2011 All right. Here's what Equinox gets: There's a trace of something like magic coming from the living room. It feels like a ritual, but not as structured and purposed as your basic demon summoning. It also feels like the ritual took place months ago, as the signature is rather faded.
Dr Archeville Posted November 7, 2011 Posted November 7, 2011 Right, let me see about getting back into the swing of things. Dead Head's in the bedroom, scanning about for anything ghost-y/necromance-y Notice check for Magic Awareness, Notice check for Mental Awareness (1d20=15, 1d20=3)
trollthumper Posted November 8, 2011 Author Posted November 8, 2011 All right, here's what he finds: There are no ghosts in the room - if the deceased left, he passed on quickly or his spirit was taken elsewhere. However, there is a trace of fresh upturned earth on the edge of Dead Head's senses, which could come from either a garden being tilled or a plot being dug. Dead Head would know from his experience with Samedi that this death/fertility duality is common when dealing with the Ghede.
trollthumper Posted November 12, 2011 Author Posted November 12, 2011 Doc, you can go ahead and give me a Knowledge (arcane lore) to figure out what the bull is.
Dr Archeville Posted November 12, 2011 Posted November 12, 2011 Knowledge (Arcane Lore) check (1d20+10=21)
trollthumper Posted November 12, 2011 Author Posted November 12, 2011 Here's what he gets: Given that they're dealing with the Ghede, odds are that bull is a taureau-trois-graines. The taureau is a bucking, animalistic loa, and takes its name - and its characteristic anger - from the fact that it has three... ahem. Those that are possessed by the taureau-trois-graines often go into a wild rage, but the key word there is "possessed" - it's rare for such a thing to manifest corporeally.
Dr Archeville Posted November 16, 2011 Posted November 16, 2011 I've submitted edits for Dead Head since this thread started; is it okay to use them? (If so, he can mentally communicate with Mutt!)
Ecalsneerg Posted November 20, 2011 Posted November 20, 2011 Skill Mastery up 25 on K: Arcane to figure out the best way to bring down a ward.
trollthumper Posted November 21, 2011 Author Posted November 21, 2011 Equinox realizes that she's got a solid choice between the scalpel or the mortar round - either overwhelm it with sheer force, or find a weak point in the weave and pick at it until it comes apart.
trollthumper Posted November 25, 2011 Author Posted November 25, 2011 And now we enter initiative. For the taureau-trois-graines, we'll be using Ecal's very own Catoblepas, with the following changes: -The bull is adjusted for PL12 - that means Att +7 (+9 Melee), Defense +9 (+6 Base, +4 Dodge Focus, -1 Size), Toughness +14, Fortitude +10, Reflex +5, Will +5, and damage caps adjusted to match. -The Paralyze is stripped out entirely. So, Initiative! Nick goes on 9. The TTG goes on 18. Oh, and everyone gets a HP for the fact that there were civilians at risk in the warehouse.
Dr Archeville Posted November 28, 2011 Posted November 28, 2011 Dead Head's initiative (1d20+2=14) Mutt's initiative (1d20+2=13)
Ecalsneerg Posted November 28, 2011 Posted November 28, 2011 Equinox's initiative, Hayley's initiative (1d20+1=12, 1d20+3 =9)
trollthumper Posted November 29, 2011 Author Posted November 29, 2011 All right, here's the layout: Taureau-Trois-Graines: 18, Unharmed, 0 HP Dead Head: 14, Unharmed, 3 HP Mutt: 13, Unharmed, 0 HP Equinox: 12, Unharmed, 5 HP Hayley: 9, Unharmed, 0 HP Nick Cimitiere: 9, Unharmed, 4 HP Okay, the TTG goes first, and locks onto Nick. It charges forward, and attacks! And misses. Dead Head is up next.
Dr Archeville Posted December 6, 2011 Posted December 6, 2011 Dead Head holds so he & Mutt act at the same time, then both will try to Bluff/Trick the taureau-trois-graines into charging/focusing on them, not Nick or Equinox (or anyone else). Mutt Move Action: Trot to Dead Head's side Standard Action: Aids Dead Head's Bluff Bluff check to Aid Dead Head (DC 10) (1d20=16) Dead Head Standard Action: Bluff/Trick Bluff check to Trick taureau-trois-graines (1d20+3=22) w00t Reaction: ready to Interpose on behalf of anyone in case his taunts don't work
trollthumper Posted December 6, 2011 Author Posted December 6, 2011 Sadly, the bull does incredibly well at seeing through the trick. Taureau-Trois-Graines: 18, Unharmed, 0 HP Dead Head: 14, Unharmed, 3 HP Mutt: 13, Unharmed, 0 HP Equinox: 12, Unharmed, 5 HP Hayley: 9, Unharmed, 0 HP Nick Cimitiere: 9, Unharmed, 4 HP Equinox and Hayley are next.
Ecalsneerg Posted December 9, 2011 Posted December 9, 2011 Equinox Delays her action until after Hayley's. Hayley Move Action - Circle around the bull Standard Action - Charge its... trois-graines. DC17 Toughness save (1d20+6=20) Equinox Move Action - Bring up Impervious Force Field as a Move Action... DC21 Concentration check not to screw it up. (1d20+16=17) Aaaaand she messes that one up. Standard Action - set Blast descriptor to 'water', and... BOOM. DC26 water Blast (1d20+11=20) Just hits.
trollthumper Posted December 9, 2011 Author Posted December 9, 2011 The TTG succeeds against Hayley's attack, and takes a Bruise against Equinox's assault. Taureau-Trois-Graines: 18, Bruised x1, 0 HP Dead Head: 14, Unharmed, 3 HP Mutt: 13, Unharmed, 0 HP Equinox: 12, Unharmed, 5 HP Hayley: 9, Unharmed, 0 HP Nick Cimitiere: 9, Unharmed, 4 HP It's Nick's turn, and since he's closest to the bull, he whips out Ereshkigal's Talons... and misses. On to Round 2, when the bull turns on him and attempts to strike. And just misses. Dead Head and Mutt are up next.
Dr Archeville Posted December 28, 2011 Posted December 28, 2011 Sorry, all, I thought Ecal was up. Please remember Dead Head's using Interpose to protect Nick and 'Nox! I'm drawing a blank on what to do, and don't want to hold this up any longer, so I'll just have Dead Head continue interposing to keep Nick and 'Nox safe. Mutt, though, will fly into the warehouse and start working on getting those two guards out.
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