Raveled Posted May 14, 2012 Share Posted May 14, 2012 The OOC for this thread. Wherein Crow, Glow, and El Heraldo will not have to fight more sharks. Nope, no sir. Link to comment
Ari Posted May 14, 2012 Share Posted May 14, 2012 Tagging, because What Could Go Wrong? Also I was reading Shaen's manifesto of threads, and just realized how handy his idea of 'backdoors'(pre-made excuses for heroes to take off in case the player can't post in the thread for a while/vanishes) would be for disappearances like Airon's. Do you think we should set up things like that for this Link to comment
Raveled Posted May 14, 2012 Author Share Posted May 14, 2012 Mind linking that here, Arich? Link to comment
Scuffles Posted May 14, 2012 Share Posted May 14, 2012 I really like that thread. Loads of helpful stuff. Link to comment
Scuffles Posted May 16, 2012 Share Posted May 16, 2012 Sorry for being slow.. I may be just a little bit grounded. Post will happen tonight I promise! Link to comment
Ari Posted May 21, 2012 Share Posted May 21, 2012 Notice check with El Heraldo and his Amazing Ears! 18. EDIT: Second Notice check requested: 18. ....What... Link to comment
Raveled Posted May 21, 2012 Author Share Posted May 21, 2012 El Heraldo notices a man standing near the warehouse closest to the water, the one Hayden pointed you at. At first glance he wearing a woolen cap and long coat, typical longshoremen gear, but a closer examination reveals the hat and coat to be a single piece, a long, dark robe that falls to his knees. You can also make out a long knife, almost a machete, stuck in his waistband and sawed-off shotgun snugged up under one arm. Link to comment
Quinn Posted May 22, 2012 Share Posted May 22, 2012 Notice check! (1d20+10=23) - Sorry I'm late! >_ Link to comment
Raveled Posted May 22, 2012 Author Share Posted May 22, 2012 Crow notices that the guy's robe has a swirling serpent design on it. Cultist's Intimidate check. (1d20-1=11) El Heraldo should make a Will or Sense Motive check to avoid being scared of the scarey man. Link to comment
Ari Posted May 22, 2012 Share Posted May 22, 2012 Going to use Sense Motive(because it's higher): 17. He sees through your scared-making, servant of Yig! Link to comment
Ari Posted May 23, 2012 Share Posted May 23, 2012 Okay, going to now try and take his weapons away. Attack Rolle: 13. Bah. Link to comment
Raveled Posted May 23, 2012 Author Share Posted May 23, 2012 Cultist's roll of disarm vs DC 20. (1d20+1=10) Loses either the knife or the gun. Your call. Link to comment
Ari Posted May 23, 2012 Share Posted May 23, 2012 The gun. Way more dangerous, after all. Link to comment
Ari Posted May 23, 2012 Share Posted May 23, 2012 Making an Intimidate roll, accompanied by an action to bend the barrel of the shotgun into a rough torus. The Roll: 26. Link to comment
Raveled Posted May 23, 2012 Author Share Posted May 23, 2012 He literally cannot beat that and runs away... into the warehouse. Link to comment
Scuffles Posted May 26, 2012 Share Posted May 26, 2012 Sorry for the hold-up! Having no-internet type problems :( Link to comment
Raveled Posted May 30, 2012 Author Share Posted May 30, 2012 Okay, time for Initiative! Lady Mamba, Dahlia, and Cottonmouth & Co. vs the heroes. Everyone gets a HP because technically, Lady Mamba is stunting this little spell. Lady Mamba and Dahlia are ref-approved rebuilds; Cottonmouth is using AA's Serpent Hero build; and the 10 Cultists are minions from the core book. Lady Mamba's Ini. (1d20+7=22) Cottonmouth's Ini. (1d20+2=5) Dhalia's Ini. (1d20+5=10) Cultists' Ini. (1d20+1=12) Link to comment
Ari Posted May 30, 2012 Share Posted May 30, 2012 Heraldo's Initiative: 22. His Init. bonus is +2. Link to comment
Scuffles Posted May 31, 2012 Share Posted May 31, 2012 Glow's initiative: 23 (woohoo) Link to comment
Raveled Posted May 31, 2012 Author Share Posted May 31, 2012 For the record, we're resetting Conditions and HP for this thread. Initiative 23 Glow -- Uninjured -- HPx3 22/+8 Crow -- Uninjured -- HPx3 22/+7 Lady Mamba -- Uninjured -- GM 22/+2 El Heraldo -- Uninjured -- HPx5 12 Cultist 1 -- Uninjured -- Minion 12 Cultist 2 -- Uninjured -- Minion 12 Cultist 3 -- Uninjured -- Minion 12 Cultist 4 -- Uninjured -- Minion 12 Cultist 5 -- Uninjured -- Minion 12 Cultist 6 -- Uninjured -- Minion 12 Cultist 7 -- Uninjured -- Minion 12 Cultist 8 -- Uninjured -- Minion 12 Cultist 9 -- Uninjured -- Minion 12 Cultist 10 -- Uninjured -- Minion 10 Dhalia -- Uninjured -- GM 5 Cottonmouth -- Uninjured -- GM Cottonmouth will be Interposing for Lady Mamba. Glow, you're up first. Link to comment
Scuffles Posted June 3, 2012 Share Posted June 3, 2012 Glow would like to start by playing skittles with the cultists by using her area attack from her telekinesis array. I'm assuming they're standing in a group? Will she be able to hit Dahlia as well? Anyway. It's a targeted area attack, so she makes an attack roll and that gets compared to the defense of everyone in the area: 1d20+6 = 17 - well that should be enough to hit cultists, and hopefully Dahlia too if she's flat footed? It's DC21 toughness. Link to comment
Raveled Posted June 3, 2012 Author Share Posted June 3, 2012 Let's say that it hits the cultists, but it's out of steam by the time it reaches Dahlia. Cultists' Toughness saves, vs DC 21. (1d20+2=13, 1d20+2=21, 1d20+2=13, 1d20+2=11, 1d20+2=10, 1d20+2=11, 1d20+2=5, 1d20+2=5, 1d20+2=3, 1d20+2=21) So that's all but two down. Nice going, Glow! Crow's up next. Link to comment
Recommended Posts