trollthumper Posted May 6, 2013 Posted May 6, 2013 Temperance, Set and Sekhmet deal with some very upset mummies.
trollthumper Posted May 11, 2013 Author Posted May 11, 2013 And here we go! The Mummies will be represented by AA's at PL7 - ATT +3 (+9 Melee), DEF +9 (+3 Flat-Footed), TOU +5, FORT --, REF +3, WILL +3, and DMG at +5.The Mummies go on 23, 11, and 8.Temperance goes on 15.
Gizmo Posted May 13, 2013 Posted May 13, 2013 SetInitiative. (1d20+3=14)Knowledge (Arcane Lore) check. (1d20+15=33)Knowledge (Theology and Philosophy) check. (1d20+10=14)SekhmetInitiative. (1d20+5=10)Knowledge (Theology and Philosophy) check. (1d20+5=16)
trollthumper Posted May 13, 2013 Author Posted May 13, 2013 All right, then. Set realizes that this is very weird; mummies who awaken usually have their souls come back entire. He knows from past experience that mummies who arise as rampaging automatons have usually had something screwy done to them. Also, bonus HP as civilians are being directly menaced. Mummy 1: 23, Unharmed, 0 HP Temperance: 15, Unharmed, 4 HP Set: 14, Unharmed, 5 HP Mummy 2: 11, Unharmed, 0 HP Sekhmet: 10, Unharmed, 0 HP Mummy 3: 8, Unharmed, 0 HP Mummy 1 keeps menacing the woman in his grasp. Temperance takes the opportunity to hurl a bunch of ice at him to get him to stop. Or... not. Set is up next.
Gizmo Posted May 18, 2013 Posted May 18, 2013 SetMove Action: Taunt vs. Mummy 1. (1d20+10=22) He's specifically talking to the one actually attacking a woman. Not sure if they're mindless, but Set likes to hear himself talk regardless!Standard Action: Sand Snare. That's a Shapeable General Area effect, so DC 17 Reflex for all three mummies unless they're particularly spread out. He's using the sand descriptor in this case rather than shadows.
trollthumper Posted May 18, 2013 Author Posted May 18, 2013 The Mummy falls for it, and is Demoralized. As for the Snare, Mummy 1 escapes, Mummy 2 is Bound, and Mummy 3 is Entangled. Mummy 1: 23, Unharmed, Demoralized, 0 HP Temperance: 15, Unharmed, 4 HP Set: 14, Unharmed, 5 HP Mummy 2: 11, Unharmed, Bound, 0 HP Sekhmet: 10, Unharmed, 0 HP Mummy 3: 8, Unharmed, Entangled, 0 HP Mummy 2 attempts to sunder his bonds, http://invisiblecastle.com/roller/view/4055017/'>and does not miss. The Snare needs to make a DC20 Toughness save, http://invisiblecastle.com/roller/view/4055018/'>and it does. Sekhmet is up next.
Gizmo Posted May 20, 2013 Posted May 20, 2013 SekhmetStandard Action: Charge Mummy 1. (1d20+9=19) That should juuuust hit. DC 22 Toughness Save.Move Action: Shove civilian out of the way, begin Interposing. If the mummy's grip on the museum-goer is strong enough that she can't break it, let me know.
trollthumper Posted May 21, 2013 Author Posted May 21, 2013 Between the talons and the fact that divine wrath - a divine wrath the mummy would recognize - is charging down, yeah, Sekhmet can Interpose. The Mummy makes his save, though. Mummy 1: 23, Unharmed, Demoralized, 0 HPTemperance: 15, Unharmed, 4 HPSet: 14, Unharmed, 5 HPMummy 2: 11, Unharmed, Bound, 0 HPSekhmet: 10, Unharmed, 0 HPMummy 3: 8, Unharmed, Entangled, 0 HP Mummy 1 takes a swing at Sekhmet, and hits. DC20 Toughness save. Temperance decides to take a swing at said Mummy, and misses. Oh, screw this. Hero Point! ...you must be f**king joking. Oh, well, it still hits, and the Mummy must make a DC23 Toughness save. It does not, and is now Dazed and Staggered. Mummy 1: 23, Unharmed, Demoralized, Dazed (Temperance's Action), Staggered, 0 HPTemperance: 15, Unharmed, 3 HPSet: 14, Unharmed, 5 HPMummy 2: 11, Unharmed, Bound, 0 HPSekhmet: 10, Unharmed, 0 HPMummy 3: 8, Unharmed, Entangled, 0 HP Set is up next.
Gizmo Posted May 21, 2013 Posted May 21, 2013 SetReaction: Luck Control to force reroll of Mummy 1's save against Sekhmet's attack. Actually, if the mummies have +5 Toughness and Mummy 1 is demoralized, shouldn't that save have been at +3 not +7?
trollthumper Posted May 22, 2013 Author Posted May 22, 2013 I realized the error, but thought a -2 wouldn't change the fact as he'd still have made the save. But now that there's a vast difference, I'm rerolling.Yeah, that makes a difference. Seeing as Mummy 1 is now most definitely inanimate, Mummy 2 will be the target of Temperance's wrath.Temperance: 15, Unharmed, 3 HPSet: 14, Unharmed, 5 HPMummy 2: 11, Unharmed, Bound, Dazed (Temperance's Action), Staggered, 0 HPSekhmet: 10, Unharmed, 0 HPMummy 3: 8, Unharmed, Entangled, 0 HPSet is up next.
Gizmo Posted May 22, 2013 Posted May 22, 2013 SekhmetTakedown Attack vs. Mummy 2. (1d20+7=11) That should actually still hit thanks to the Snare. DC 22 Toughness.
trollthumper Posted May 22, 2013 Author Posted May 22, 2013 Hmm. If we are retconning Sekhmet's blow as before Temperance's, then... those two Staggered add up to an Unconscious. Hmm.Temperance: 15, Unharmed, 3 HPSet: 14, Unharmed, 5 HPSekhmet: 10, Unharmed, 0 HPMummy 3: 8, Unharmed, Entangled, 0 HPSet is still up.
Gizmo Posted May 23, 2013 Posted May 23, 2013 SetMove Action: Taunt Mummy 3. (1d20+10=11) Well.Standard Action: Lightning Bolt vs. Mummy 3. (1d20+7=13) Screw it, can't look like a chump against the shambling dead!Hero Point: Lightning Bolt vs. Mummy 3, HP Re-Roll. (1d20+7=26) Haha, wow.That has Autofire on it, up to +3. Since Mummy 3 is entangled, I believe that puts it at Defense 17, so the Toughness DC should be 22+3=25.
trollthumper Posted May 24, 2013 Author Posted May 24, 2013 Mummy 3 is Dazed and Staggered.Temperance: 15, Unharmed, 3 HPSet: 14, Unharmed, 5 HPSekhmet: 10, Unharmed, 0 HPMummy 3: 8, Unharmed, Entangled, Dazed (Set's Action), Staggered, 0 HPSekhmet is up next.
Gizmo Posted May 26, 2013 Posted May 26, 2013 SekhmetStandard Action: Attack Mummy 3. (1d20+7=9)...well.
trollthumper Posted May 27, 2013 Author Posted May 27, 2013 Mummy 3 is still Dazed, so he's not doing crap. Temperance takes advantage and unleashes another frosty Blast.Oh, you are kidding me. Yeah, I'm leaving this one to the god. Set is up next.
Gizmo Posted May 27, 2013 Posted May 27, 2013 SetMove Action: Taunt vs. Mummy 3. (1d20+10=21)Standard Action: Shadow Snare. That's a DC 17 Reflex Save.SekhmetStandard Action: Attack Mummy 3; Power Attack 2. (1d20+5=20) That's a DC 24 Toughness Save..
trollthumper Posted May 27, 2013 Author Posted May 27, 2013 Set Demoralizes the mummy, and ends up Bound. Sekhmet thus hits it, and is Injured.Temperance: 15, Unharmed, 3 HPSet: 14, Unharmed, 5 HPSekhmet: 10, Unharmed, 0 HPMummy 3: 8, Injured x1, Bound, Staggered, 0 HPMummy 3 tries to break the Snare, and at least hits it. DC20 TOU save for the Snare, which takes an Injury.Temperance: 15, Unharmed, 3 HPSet: 14, Unharmed, 5 HPSekhmet: 10, Unharmed, 0 HPMummy 3: 8, Injured x1, Bound (Snare - Injured x1), Staggered, 0 HPTemperance is up next, and she unleashes another frosty volley, which hits this time. Given that the mummy's bound and has an effective Defense of 5, full Autofire bonus applies for +4, meaning a DC27 TOU save. It takes another Injury, and is Dazed. Dear God, this is an enduring corpse.Temperance: 15, Unharmed, 3 HPSet: 14, Unharmed, 5 HPSekhmet: 10, Unharmed, 0 HPMummy 3: 8, Injured x2, Bound (Snare - Injured x1), Dazed (Temperance's Action), Staggered, 0 HPSet is up next.
Gizmo Posted May 27, 2013 Posted May 27, 2013 SetReaction: Luck Control to force the mummy to reroll the save against Sekhemt's attack.
Gizmo Posted June 15, 2013 Posted June 15, 2013 Jury-Rigged Ritual: Super Senses 7 (Detect Necromancy [Visual; Penetrates Concealment, Tracking 2]) [7PP]Knowledge [Arcane Lore] Check vs. DC 22. (1d20+15=35)
trollthumper Posted June 16, 2013 Author Posted June 16, 2013 Set will be able to see a thick, dark, golden trail that leads out of the museum and through the air into the streets of Freedom. It should eventually bring him to an old-style apartment building halfway across the neighborhood.
trollthumper Posted July 4, 2013 Author Posted July 4, 2013 And, as we're occupying somebody's bedroom while they're in the living room, Stealth rolls.As Temperance has no Stealth, this is straight DEX. 18.
Gizmo Posted July 4, 2013 Posted July 4, 2013 SetDexterity roll. (1d20+3=8)SekhmetStealth roll. (1d20+10=11) Whelp!
trollthumper Posted July 16, 2013 Author Posted July 16, 2013 And the Necromancers get 12, 20, and 12. So, so much for that.We'll be using my >Mummy Spiritualists at PL8. ATT +4 (+8 Soul Configuration), DEF +8 (+2 Flat-Footed), TOU +8, DMG +8, FORT --, REF +5, WILL +13/+5.They go on 23, 10, and 6.Temperance goes on 12.
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