trollthumper Posted April 30, 2012 Author Share Posted April 30, 2012 And the Demon is embers. Combat is over, we are back to normal. Link to comment
trollthumper Posted April 30, 2012 Author Share Posted April 30, 2012 And Knowledge (arcane lore) or Knowledge (theology and philosophy) rolls for all! Nick scores a 24. Link to comment
Shofet Posted April 30, 2012 Share Posted April 30, 2012 1d20+4=11 Figures, since the Penitent isn't much of a spellcaster anyway. But since it's just a Theology and Philosophy roll, I'm gonna take ten. That should get me 18. (yet another error with my sheet I noticed!) Link to comment
Tiffany Korta Posted April 30, 2012 Share Posted April 30, 2012 Arcane Lore 1d20+5=21. Link to comment
trollthumper Posted April 30, 2012 Author Share Posted April 30, 2012 What Penitent knows: The Scholomance is a bit of folklore around Romanian parts, surrounding a school that teaches in the dark arts. What Nick and Revenant know: The Scholomance is a school from Romanian folklore where ten students are called each year to learn sorcery at the hands of the Devil. Of these ten, nine are allowed to go back into the world to use their infernal gifts; the tenth is kept in the service of Hell. Link to comment
trollthumper Posted May 6, 2012 Author Share Posted May 6, 2012 Notice checks from all involved. Nick gets a 25. Link to comment
Tiffany Korta Posted May 7, 2012 Share Posted May 7, 2012 Revenants Notice 1d20+11=20 Link to comment
trollthumper Posted May 8, 2012 Author Share Posted May 8, 2012 Penitent and Revenant realize that the scent seems to be wafting up from below - perhaps the boiler room, appropriately enough. Nick, meanwhile... I'll save that for an IC post. Feel free to get yours up, Shofet and TK. Link to comment
Shofet Posted May 10, 2012 Share Posted May 10, 2012 Welp, that's not good. Rolled for initiative. 1d20=3 Link to comment
trollthumper Posted June 11, 2012 Author Share Posted June 11, 2012 Nick is going to be stunting an Illusion off of his Gifts of the Dead Array: Illusion (visual, audio) 12 (Flaws: Phantasm, Power Feats: Progression 2 [25 ft.]) [26 PP] And burning an HP to avoid Fatigue. Link to comment
Tiffany Korta Posted June 11, 2012 Share Posted June 11, 2012 In case needed a Bluff roll 1d20+12=29. Link to comment
trollthumper Posted July 11, 2012 Author Share Posted July 11, 2012 And we're in combat again! Everyone gets a Hero Point for the Hellhound seeing through the disguise. We'll be using AA's Combat Illusionist, Hellhound and Necromancer as written for our three infernalists. Illusionist goes on 13. Hellhound goes on 16. Necromancer goes on 11. Nick goes on 18. Link to comment
Shofet Posted July 13, 2012 Share Posted July 13, 2012 1d20=14 Got a 14 for the Penitent's initiative. Link to comment
Tiffany Korta Posted July 13, 2012 Share Posted July 13, 2012 Revenants Initiative 1d20+6=16 Link to comment
trollthumper Posted July 14, 2012 Author Share Posted July 14, 2012 And our order goes: Nick Cimitiere: 18, Unharmed, 2 HP Revenant: 16, Unharmed, 2 HP Hellhound: 16, Unharmed, 0 HP Penitent: 14, Unharmed, 1 HP Illusionist: 13, Unharmed, 0 HP Necromancer: 11, Unharmed, 0 HP Nick realizes that game knows game, so he decides to take out the necromancer first. He pops Ereshkigal's Talons and takes a swipe, given the close quarters environment. That hits, and as it's 7 over the Defense DC, Nick applies +3 from Autofire. Necromancer needs to make a DC30 Toughness save. He gets quite lucky and takes a Bruise. Nick Cimitiere: 18, Unharmed, 2 HP Revenant: 16, Unharmed, 2 HP Hellhound: 16, Unharmed, 0 HP Penitent: 14, Unharmed, 1 HP Illusionist: 13, Unharmed, 0 HP Necromancer: 11, Bruised x1, 0 HP Revenant is up next. Link to comment
Tiffany Korta Posted July 16, 2012 Share Posted July 16, 2012 A simple straight forward unarmed attack 1d20+12=22, that should be a hit for a DC 27 Toughness save. Link to comment
trollthumper Posted July 18, 2012 Author Share Posted July 18, 2012 Aaaaand AA chose this moment to clean up the Oddball thread. It's okay. We'll use his Jackal Necromancer build instead. The attack still hits, and is Dazed and Staggered. Nick Cimitiere: 18, Unharmed, 2 HP Revenant: 16, Unharmed, 2 HP Hellhound: 16, Unharmed, 0 HP Penitent: 14, Unharmed, 1 HP Illusionist: 13, Unharmed, 0 HP Necromancer: 11, Bruised x1, Dazed (Revenant's Action), Staggered, 0 HP Hellhound leaps onto Nick and attempts to pierce his defenses with a -2/+2 Power Attack. Nope. Penitent is up next. Link to comment
Shofet Posted July 18, 2012 Share Posted July 18, 2012 Starting a grapple on the illusionist. 1d20+10=15 Well, that's no good. Gonna spend a hero point, though. And I reroll -- 1d20+10=19 and since that is a hero point roll, that becomes 29 instead. So I pass. And now for the grapple. 1d20+20=30 Hopefully that succeeds. Link to comment
trollthumper Posted July 18, 2012 Author Share Posted July 18, 2012 That will succeed... but only barely. The illusionist is Pinned. Nick Cimitiere: 18, Unharmed, 2 HP Revenant: 16, Unharmed, 2 HP Hellhound: 16, Unharmed, 0 HP Penitent: 14, Unharmed, 1 HP Illusionist: 13, Unharmed, Pinned, 0 HP Necromancer: 11, Bruised x1, Dazed (Revenant's Action), Staggered, 0 HP She attempts to escape as a Move Action, but gets a 14 versus a 31, so she's still Pinned. She then attempts a Mental Blast against Penitent. DC25 Will save. Necromancer is Dazed, so he's not doing anything. We're back at the top of the round, and Nick decides to unleash Ereshkigal's Talons on the Necromancer. That's a 27 on a DC22, so +3 from Autofire, so DC30 Toughness. He's out. Nick Cimitiere: 18, Unharmed, 2 HP Revenant: 16, Unharmed, 2 HP Hellhound: 16, Unharmed, 0 HP Penitent: 14, Unharmed, 1 HP Illusionist: 13, Unharmed, Pinned, 0 HP Revenant is up next. Link to comment
Shofet Posted July 18, 2012 Share Posted July 18, 2012 1d20+6=21 Well dang. He's bruised. Link to comment
Tiffany Korta Posted July 31, 2012 Share Posted July 31, 2012 Stright up attack on Mr Necromancer again, 1d20+12=29 so another DC 27 Toughness roll for him. Link to comment
trollthumper Posted August 1, 2012 Author Share Posted August 1, 2012 The Necromancer is unconscious, so unless otherwise noted, I'm assuming that goes towards the Hellhound. And he's down. Nick Cimitiere: 18, Unharmed, 2 HP Revenant: 16, Unharmed, 2 HP Penitent: 14, Bruised x1, 1 HP Illusionist: 13, Unharmed, Pinned, 0 HP Penitent is up next. Link to comment
Shofet Posted August 1, 2012 Share Posted August 1, 2012 1d20+10=17 I'm not sure if that hits or not with the dodge bonus and -4 from being pinned, so I'll sit on my hands until I get a reponse on that. If he does hit, DC26 Toughness save. Link to comment
trollthumper Posted August 2, 2012 Author Share Posted August 2, 2012 Oh, yeah, that'll do it. She takes a Bruise. She then tries to break free, and gets a 20 to Penitent's 29, so she's still Pinned. She tries to unleash another Mental Blast, again on the guy who's grappling her. Another DC25 Will save for Penitent. Nick Cimitiere: 18, Unharmed, 2 HP Revenant: 16, Unharmed, 2 HP Penitent: 14, Bruised x1, 1 HP Illusionist: 13, Bruised x1, Pinned, 0 HP Nick then attempts to strike her with Ignis Fatuus to beat her at her own game, with a -2/+2 Power Attack. Um. I'd say that beats her. DC34 Will save. She's Bruised and Dazed. Nick Cimitiere: 18, Unharmed, 2 HP Revenant: 16, Unharmed, 2 HP Penitent: 14, Bruised x1, 1 HP Illusionist: 13, Bruised x2, Dazed (Nick's Action), Pinned, 0 HP Revenant is up next, once Shofet and I get IC posts in. Link to comment
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