Blue Rose Posted April 22, 2012 Share Posted April 22, 2012 Kit goes invisible. Phantasm effect, but it affects all senses. She's still watching with all six senses. Link to comment
Supercape Posted April 22, 2012 Share Posted April 22, 2012 Presuming time is not of the essence, taking 20 on search roll examining the "remains" site for clues, for a result of 30, then the same for investigate if any clues found for a result of 34 Link to comment
Shofet Posted April 24, 2012 Author Share Posted April 24, 2012 Complete success. The teeth show evidence of what seems like years of decomposition... In the sea. Meanwhile, the hair scraps show something interesting -- they're perfectly cut. No jagged edges even at the closest scrutiny, pointing to non-natural methods of removing it. Link to comment
Supercape Posted April 25, 2012 Share Posted April 25, 2012 Steam is now rather suspicious of the Captains Tale! In case needed, throwing you a sense motive roll: 1d20+15=34 Link to comment
Shofet Posted April 25, 2012 Author Share Posted April 25, 2012 You're absolutely certain he's being completely honest with you. Link to comment
Blue Rose Posted April 27, 2012 Share Posted April 27, 2012 I'm beginning to regret making Kit with a Perception of -1. ^^U Yay, scouting! Link to comment
Blue Rose Posted April 29, 2012 Share Posted April 29, 2012 Search: 1d20+5=13 Kit's going on into the ship to search for clues. Staying invisible to all but Blod, and using all six senses. If taking 20's an option, I do that for a result of 25 instead. Link to comment
Shofet Posted April 29, 2012 Author Share Posted April 29, 2012 It is. You hear a very faint struggle going on near the bunks. It sounds like someone is fighting something else, and you can smell sea-salt. Link to comment
Blue Rose Posted April 29, 2012 Share Posted April 29, 2012 Going on ahead, checking the combatants with soul awareness. Perception check of... ouch. 1d20-1=1 Link to comment
Tiffany Korta Posted April 30, 2012 Share Posted April 30, 2012 With Kit pointing it out does Hood get a Notice Roll? If so she'll take 10 for a total of 22. Here google also give her Magical Awareness if that helps Link to comment
Shofet Posted April 30, 2012 Author Share Posted April 30, 2012 Yeah, you notice. Both of you roll initiative. Link to comment
Tiffany Korta Posted April 30, 2012 Share Posted April 30, 2012 Initiative Roll 1d20+4=13 Link to comment
Blue Rose Posted April 30, 2012 Share Posted April 30, 2012 Initiative: 1d20+5=6 Yeah. Link to comment
Shofet Posted May 2, 2012 Author Share Posted May 2, 2012 1d20+1=18 For Thugman one 1d20+1=14 Looks like these guys have good reaction times. You'll be fighting two Goons from CROOKS! Attack +5, Defense +3, Fort +3, Ref +1, Will -1. Feat: Toughness, Skills: Intimidate +4. So the moves are: Goon One: Unharmed Goon Two: Unharmed Blodeuwedd: Unharmed, 2 HP Kit: Unharmed, 1 HP Goon one doesn't even notice either, and Goon two definitely does not. Surprise round this time. Sorry for the mix-up Link to comment
Ari Posted May 2, 2012 Share Posted May 2, 2012 History check for Wave-Eye to recall him some knowledge: 22. What he recalls: (12:39:21) Shofet: (whispers) Okay, you know the writings are the vinca symbols, which are from about 6000BC in Southeastern Europe. More importantly, you know this guy is speaking a pre-Indo European language, which is related to Basque, and was spoken by the ancestors of English tribes and the Irish before the Celtic Invasions of Britain (12:45:05) Shofet: (whispers) The First Ones are the pre-Indo European population of Europe, while the Horseriders are members of the Kurgan culture, from whom most of Europe is descended. From what you know of the Horseriders... They wiped out most of the First People. All you remember of the First People was that they liked to eat other people and were city-builders. Link to comment
Tiffany Korta Posted May 2, 2012 Share Posted May 2, 2012 Move Action : Draw Dyrnwyn While try to grapple the nearest crazy and drag them off the man. Attack Roll 1d20+8=10, oh that ain't going to do HP for a reroll 1d20+8=18 Grapple Roll 1d20+9=20 Link to comment
Blue Rose Posted May 2, 2012 Share Posted May 2, 2012 Move to a little hidey corner. Drop concealment, but stay mundanely stealth'd. Taking 10 for 27. Using Emotion Control (subtle) to incite despair (well, apathy, but mechanically, despair). DC17 Will to resist. Link to comment
Shofet Posted May 2, 2012 Author Share Posted May 2, 2012 1d20+8 means he is in-fact grappled. 1d20-1=5 Bummer, he's quite depressed now. So depressed, in fact, that he can't do anything at all. Link to comment
Blue Rose Posted May 6, 2012 Share Posted May 6, 2012 Search check on the depressed zombie-dude. 1d20+5=17 Link to comment
Shofet Posted May 6, 2012 Author Share Posted May 6, 2012 He has nothing of interest on him beyond the strong smell of sea-salt, and some ratty clothes. His wallet is gone and he has no ID. Second round! Depressed dude can't do anything, so... Thugly's opposed grapple time. 1d20+8=28 Oh my. Link to comment
Tiffany Korta Posted May 7, 2012 Share Posted May 7, 2012 Grapple Roll 1d20+9=25, so close... Link to comment
Blue Rose Posted May 8, 2012 Share Posted May 8, 2012 Any sign of any other standard pocketables? Spare change, deck of cards, pocket knife, or does it look like this guy stripped of everything not required to stay modest enough to be on-panel? Link to comment
Shofet Posted May 9, 2012 Author Share Posted May 9, 2012 Thug breaks free, and decides to open a can of PAIN. 1d20+5=12 However, he lacks the can opener, it seems. Link to comment
Tiffany Korta Posted May 14, 2012 Share Posted May 14, 2012 Straight foward strike on the still standing crewman 1d20+8=14, that's a DC 23 Toughness save. Link to comment
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