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The Snake-Charmers (OOC)


Ari

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Posted

I hate my memory.

That very much hits.

9. GM Fiating a reroll for that, HP for Sil.

25.

Halved Physical Damage effect makes that a success.

ORDER:

Silhouette: Unharmed, 6HP

Lesser Children of the Apeps(x3): Unharmed-GM

King of Suits: Unharmed, 4HP

Apep kiddies attack:

#1 will make a Move action a bunch of feet(say 20 or so), and make with the shadow-blasts, shooting a lance of darkness out of its mouth. Attack roll: 9,, misses that time.

#2 will and #3 will both move up to melee range of KoS and make Grapple attempts on him with their nefarious shadow-tentacles. #2 Attack roll: 27. Just hits., Grapple roll: 36. #3 Attack roll: 9. Miss. KoS's opposed check: 27. He's Pinned.

#4 forgoes reason and makes a Fatigue attempt: 12. Miss.

Sil's up.

Silhouette: Unharmed, 6HP

Lesser Children of the Apeps(x4): Unharmed,-GM

King of Suits: Unharmed, Pinned, 4HP.

Posted

So now KoS is no longer Grappled, and the last snake is up. #4 Attacks with a Snare against Silhouette: 20.

DC18 REF save.

EDIT: Sorry, screwed up. Roo pointed out Sil has a DEF bonus of +12 not Flat-footed, so that misses.

Moving on.

Posted

As well, KoS's turn, which is pretty simple:

Attack with the Area Blast against Kid of Apep #4, seeing as it can affect Insubstantial types. Roll: 31.

Well. That hits at least. DC20 TOU check, DC17 with the Halved effectiveness: 10. Failed.

All down.

  • 2 weeks later...
Posted

Skipping past the 'breaking down the grate' part, because it's kind of not relevant.

Alright, Notice checks, DC20.

KoS's: 28.

Posted

Both see pretty clearly that something is coating the walls just where the light gets weakest, something that puts even the local absence of light to shame for darkness.

Posted

Depends! Does Sil want to investigate the strange stuff, find a way around it, get its attention?

Kingy is going to try and drive it off with a few flash grenades for his part.

Posted

Dazzle attack on the shadowstuff. 27. Which hits..let's say a weak spot in the mass. Fortitude save, DC14(seeing as they come from a place that saps life, and are currently in a place that is abundant with it, +4 bonus): 14. Hahahahahaha!

  • 2 weeks later...
Posted

Trying again, Power-Attacking (+-3) with the Dazzle from the Device Array.

Attack roll: 25. Hoorah.

DC27 Fort save: 20, well whaddaya know.

Okay, it is overloaded with a lot of hateful light, the two heroes(and Jane) can now traverse it for a time with no danger.

Movement in the cramped confines is halved, and the stretch of the stuff is about 50ft., winding around a bend for a currently unguessable distance.

KoS is going to move ahead 30ft. with accelerated movement.

  • 1 month later...
Posted

Okay, Search roll to try and find a good exit. 21. He finds something that works(a hatchway leading to the surface), but not a perfect escape route through the vents.

The Cultists have the regular Cultist stats from the Core Rules, but with the Ritualist feat. There are 30 of them.

Posted

Per request, a Sense-Motive roll would have a DC of 14 to get wise to him, and know if he's speaking truthfully.

Posted

Clearly he's simply ignorant of the law, and that kidnapping is a serious offense against the same.

Kingy will try and persuade him to come peacefully, Diplomacy roll: 26. Target was Unfriendly, now is Friendly. He listens to reason, and does not do that thing he was totally not planning to do.

  • 2 weeks later...
Posted

Alright, sorry for taking so crazy-long with this! Lordy...

Messenger of Apep PL13

STR34 DEX10 CON22 WIS26 INT20 CHA18

TOU +13 FORT+12 REF +10 WILL +12

INIT +0 ATK +9 DEF +9(+4 Flat-footed), Grapple +24

Bluff 8 (+12), Intimidate 12 (+16), Knowledge(Arcane) 10(+15), Knowledge(Current Events) 8 (+13), Knowledge(Theology) 8 (+13), Notice 10(+18), Sense Motive 10 (+18)

Blast 10(Affects Insubstantial 2); Comprehend 3(Languages, All Spoken and Understood at once); Growth 12; Immunity 15(FORT Effects, half-effect), Obscure 10( Visual Senses, 100ft.); Strike 2(Mighty, affects Insubstantial 2); Super-Movement 1(Dimensional Movment: Schattenwelt to Earth); Super-Senses 1(Darkvision)

Vulnerability: Strong light Sources cause DC20 TOU saves.


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