Airon Posted November 16, 2011 Posted November 16, 2011 OOC for this thread it continues the story started here [iC] and here [OOC]
Airon Posted November 17, 2011 Author Posted November 17, 2011 ok, the opening decription of the second part is up, for whenever you are finished role-playing the road trip (assuming you want to do that; otherwise, post away!) Before posting in the IC thread, I need a Notice Check: read what you earned with your roll and then post. DC 10 there are people screaming inside the mansion DC 20 the loudest of said people is a man with a thundering voice, screaming and enraged, but there's also a woman who sounds both angered and scared, and at least another person
Tiffany Korta Posted November 20, 2011 Posted November 20, 2011 Notice 1d20+8=10, well she's a little distracted. I'd like to slam the door, hopefully smashing it to matchwood, would you like me to roll? Finally I get to use my inhuman Strength .
Airon Posted November 20, 2011 Author Posted November 20, 2011 I'm guessing you'll use your Strike to hit the door, so TOUGHNESS DC 26 for the door it has a TOU of +5 (wood 3, +2 for thickness). 1d20+5 → [5,5] = (10) the door is destroyed beyond repair. the shouting comes from the upper floor. How do you want to proceed? I'm guessing not very stealthy :mrgreen:
Tiffany Korta Posted November 20, 2011 Posted November 20, 2011 As you noticed Revenant doesn't really do stealthy . She'll go straight to the source of the npoise, but I'll let Sc and specially Evi get a post in before I proceed.
Eviscerus Posted November 22, 2011 Posted November 22, 2011 okies here we are: Notice is 14 Okay, Leviathan's gonna follow everyone in, trying to hold off dropping his disguise to the last possible second.
Airon Posted November 22, 2011 Author Posted November 22, 2011 I'm setting the notice DC for the NPCs, to hear you come in, at 15. They may be shouting, but Revenant just tore down 3 inches of hardwood. NPC 11d20+1 → [19,1] = (20) NPC 21d20+10 → [12,10] = (22) ok, I'd say they heard her. also, I'm sad. None of you has a garish and caped costume to rightfully mock ( )
Eviscerus Posted November 22, 2011 Posted November 22, 2011 ok, gonna have Leviathan take a beleagured shot at talking the situation down a bit, considering he apparently looks like an Atlantean at the moment. 13 considering a +0 modifier it's not terrible but I wasn't expecting much, heh
Airon Posted November 23, 2011 Author Posted November 23, 2011 sorry, he was Unfriendly before, a diplomacy check between 5 and 15 doesn't change his attitude.
Supercape Posted November 24, 2011 Posted November 24, 2011 Steamy will try a bluff. 1d20+15=24 not bad.
Airon Posted November 24, 2011 Author Posted November 24, 2011 So, for present and future reference, for the warlord I'm using the Atlantean Monarch Oddball; the only difference is that instead of Flight 5, he has Swimming 6, Speed 2, Leaping 2. Sense Motive check vs Bluff. The bluff is not outlandish, but what you said doesn't agree at all with him. 1d20+10 → [14,10] = (24) well, that's uncommon. If I'm not mistaken, the win goes to the highest bonus, so to Lord Steam (+15 vs +10). However, seen as he was unfriendly before and Steam's methods are a bit sneaky... I don't know how much he would concede. Well, yes, I know, but it's not much.
Airon Posted November 27, 2011 Author Posted November 27, 2011 ok, he's a barbarian warlord looking for a fight. Unless somebody has a truly amazing idea right now, I'd say that Lord Steam gets an HP for his ill-advised snooty behaviour, and everybody gets to roll initiative.
Supercape Posted November 28, 2011 Posted November 28, 2011 1d20+3=17 for Steam (with a +3 bonus for tie breaking).
Tiffany Korta Posted November 28, 2011 Posted November 28, 2011 Initative : 1d20+2=17, well wow what do you know (Only a +2 bonus).
Airon Posted November 28, 2011 Author Posted November 28, 2011 initiative for: Brutus, the warlord 1d20+7 → [9,7] = (16) his guards 1d20+1 → [17,1] = (18) the guards are : Soldier archetype (core rulebook page 229) +Atlantean template (freedom city page 90) instead of assault rifles and grenades, they have shortspears (Strike 2, mighty, thrown, improved critical) for a total damage of +5 there are four of them, but so far only two engaged in battle the warlord is the Atlantean Monarch Oddball Round 1 18 - 2 guards, unharmed 17 (1) - Lord Steam, 3 HP, unharmed 17 (2) - Leviathan, 1 HP, unharmed 17 (3) - Revenant, 1 HP, unharmed 16 - Lord Brutus, unharmed If I forgot some HP, please tell me. The guards will use theri Move action to get close to Steam, and their standard action to attack him, since he offended their master. 1d20+5 → [3,5] = (8) 1d20+5 → [7,5] = (12) they may be tough compared to the average minion, but they still suck 18 - 2 guards, unharmed 17 (1) - Lord Steam, 3 HP, unharmed 17 (2) - Leviathan, 1 HP, unharmed 17 (3) - Revenant, 1 HP, unharmed 16 - Lord Brutus, unharmed Lord Steam is up. (Feel free to describe the clumsy attack of the guards when you'll write your IC post.)
Supercape Posted November 29, 2011 Posted November 29, 2011 Ok, well I presume they are Minions and I can therefore take 10 on my attack. To give my attacks a bit more clout I will Shift -3 Attack / +3 Damage, so a "to hit" roll of 18 and Toughness DC 23 on the nearest minion. As I have takedown feat, if I manage to hurt (And thus KO) one of them, I will repeat the attack on the other minion. If HE goes down to, and the Brutus is in range, well, I'll throw an attack on him too: 1d20+8=9 which also certainly fails. Thats standard action... Afterwards, for move action, Steam will try an Intimmidate on Brutus: At -5 Penalty. 1d20+5=9 which looks unlikely to work, but you never know...
Airon Posted November 29, 2011 Author Posted November 29, 2011 Brutus has Skill Mastery for sense motive, so no, that doesn't work either. 18 - 2 guards, unharmed 17 (1) - Lord Steam, 3 HP, unharmed 17 (2) - Leviathan, 1 HP, unharmed 17 (3) - Revenant, 1 HP, unharmed 16 - Lord Brutus, unharmed it is Leviathan's turn to keep up this parade of bad die rolls
Supercape Posted November 29, 2011 Posted November 29, 2011 And the cane attacks by lord steam on the minions?
Airon Posted November 29, 2011 Author Posted November 29, 2011 well, Defense is 10+bonus (guards have 10+5=15), so with a 9 you can't hit anything. You wrote "it certainly fails", so I thought you checked yourself, sorry ;)
Supercape Posted November 29, 2011 Posted November 29, 2011 Ok sorry, I should have made things clearer, but as per my original post... [Taking aside the intimidate roll which will fail given Skill mastery] His Standard Action is to attack a minion using a +3 damage / -3 attack shifted attack. As its a minion he is taking 10, so I didn't roll for that, its automatically a "to hit" roll of 18 (Which, if they have defence 15, will hit). Its then a DC 23 Toughness save. If they fail that (as its a minion, any fail = KO), then using takedown feat to attack on the next minion, which should also auto-hit, and a similar DC 23 Toughness save. The final roll I actually posted, is if he manages to KO both the first and second minion (via takedown feat as above), and if Lord Brutus is in range, he will attack him. However, in this case he can't take 10, so thus the posted roll. Hope that makes it clearer. NB: Not going to go rules lawyer on you, just wanted to clear up my logic. Whatever you go with, fine by me.
Eviscerus Posted November 29, 2011 Posted November 29, 2011 ok so Leviathan is going to try and snare the big Warlord, let's see if he can even hit the poor schlub 11 Not even close. I'll mark that down and have him move to a shadowy area of the room, if there's any to be had. I'll toss in an IC post as soon as Lord Steam's attacks versus the minions has been cleared up.
Airon Posted November 29, 2011 Author Posted November 29, 2011 Ok sorry, I should have made things clearer, but as per my original post... [Taking aside the intimidate roll which will fail given Skill mastery] His Standard Action is to attack a minion using a +3 damage / -3 attack shifted attack. As its a minion he is taking 10, so I didn't roll for that, its automatically a "to hit" roll of 18 (Which, if they have defence 15, will hit). Its then a DC 23 Toughness save. If they fail that (as its a minion, any fail = KO), then using takedown feat to attack on the next minion, which should also auto-hit, and a similar DC 23 Toughness save. The final roll I actually posted, is if he manages to KO both the first and second minion (via takedown feat as above), and if Lord Brutus is in range, he will attack him. However, in this case he can't take 10, so thus the posted roll. Hope that makes it clearer. NB: Not going to go rules lawyer on you, just wanted to clear up my logic. Whatever you go with, fine by me. you are very much right, I don't feel rule-lawyered at all and I apologize for the misreading TOU rolls for the minions 1d20+5 → [17,5] = (22) 1d20+5 → [5,5] = (10) these guys suuuuck 18 - 2 guards, unconscious 17 (1) - Lord Steam, 3 HP, unharmed 17 (2) - Leviathan, 1 HP, unharmed 17 (3) - Revenant, 1 HP, unharmed 16 - Lord Brutus, unharmed Eviscerus, did you use your Snare power, and thus losed your morph and reverted into a Deep One monstruosity?
Recommended Posts