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Devil In The Dark(OOC)


Vahnyu

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Posted

Initiative Order

Pitch: 22 (3 HP)

Dreadknight A: 7 (NPC, 1 Bruise, Dazed, +3 PLs, Bound and Helpless)

Dreadknight B: 7 (NPC, 2 Bruises, Unconscious)

Humans(3): 1 (Minions, 2 Unconscious)

 

 :arrow: Dreadknight can't act.

 

 :arrow: Billy continues to run to safety.

 

Next Round: Pitch

Posted (edited)

Initiative Order

Pitch: 22 (3 HP)

Dreadknight A: 7 (NPC, 1 Bruise, +3 PLs, Bound and Helpless)

Dreadknight B: 7 (NPC, 2 Bruises, Unconscious)

Humans(3): 1 (Minions, 2 Unconscious)

 

  • Dreadknight tries to break the snare again. DC24 Toughness

Broken

Dreadknight follows Carmen as a Move Action

 

  •  Billy runs towards the stairs.

Next Round: Pitch

Edited by Vahnyu
Posted

right then!

 

Move Action: Ordering Tazel to fire her up into Pitch form!

 

Standard Action: Throwing a big ball of metal at the Demon! as she is fatigued, its -1 attack, so she won't shift. 

 

1d20+9=28 That looks like a hit to me! so DC 25 Toughness save. 

Posted (edited)

Initiative Order

Pitch: 22 (3 HP)

Dreadknight A: 7 (NPC, 1 Bruise, +3 PLs, Staggerd, Dazed, Disabled)

Dreadknight B: 7 (NPC, 2 Bruises, Unconscious)

Humans(2): 1 (Minions, 2 Unconscious)

 

  • The Dreadkinght is unable to act

 

Next Round: Pitch

Edited by Vahnyu
Posted

Right, seeing as the Demon is all but done for (...or is it..? dramaaaa!), Pitch will spend the round moving back towards Billy. I guess given her limp it will be the full round. 

Posted (edited)

Hailstorm Weather

 

-All Fire Effects suffer a -2 penalty on their DC

-All Water and Ice Effects gain a +2 Bonus on their DC

-All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC

 

The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects

Edited by Vahnyu
Posted

As soon as she steps out, Carmen senses magic is afoot, and needs to roll a Knowledge[Arcane Lore] check.

Posted

Carmen recognizes that the hailstorm is a magical conjuration. She is unable to trace its source, but she is definitely certain that it originated from somewhere in this island. The hailstorm acts as a seperating barrier, effectively cutting off the island and its surroundings from the rest of the world. As it is magical in nature, the hailstorm won't expire until it stops being cast. While that is true, no one can enter or leave the hailstorm, at least, not under normal circumstances.

  • 2 weeks later...
Posted

Ok, so if it works out to actually be a disadvanantage (they set off back up the hill), maybe can call on Pitch's complication: disability and make her fatigued from the walk (of course if she is going to rest and recover before further action thats not actually a problem). Just sounding you out about that. I think it would make sense for her to get fatigued after a long walk. 

  • 3 weeks later...
Posted

So id be inclined to move on back to the mansion if thats ok? Up to you whether to inflict the fatigue and whether its actually worth an HP for the complication!

  • 2 months later...
Posted

Initiative Order

Spidermouth Demon: 30 (NPC)

Pitch: 14 (4 HP)

Sailors: 8 (NPCs) x10

 

Hailstorm Weather

 

-All Fire Effects suffer a -2 penalty on their DC

-All Water and Ice Effects gain a +2 Bonus on their DC

-All Electricity Effects gain a +2 Bonus on their Attack Roll and a +2 Bonus on their Area Reflex DC

 

The effects apply while outdoors in the hailstorm. The insides of buildings and caves provide cover from the weather and its effects

 

 

Spidermouth will use its Creepy Chatter to Paralyze everyone in the area

DC20 vs Reflex to halve the effect

DC20 vs Reflex to save against Paralyze.

Spidermouth is Distracted.

Posted

1d20+4=21 Reflex DC vs Area

 

Which I presume halves the DC of the Paralyse Effect to DC 15

 

1d20+10=14 which she fluffs, so I guess is slowed. 

 

This is presuming its not an infernal descriptor - which she has immunity to unless her spinal tattoo is covered?

Posted (edited)

The sailors save vs DC20 Paralyze (-1 on the results displayed bellow)

Sailors #1 and #7 are still slowed.

Sailors #3 and #9 save

 

They all try to take a shot at the Spidermouth (the first two are at -1 due to Slow)

Three hit

 

Concentration check vs DC15

Makes it, Spidermouth keeps its Defensive Roll bonus on Toughness

Toughness Save vs DC20

Makes it.

Fails by 5, Dazed and Bruised

Edited by Vahnyu
Posted (edited)

Initiative Order

Spidermouth Demon: 30 (NPC, Dazed, Bruised x1, Suffocating)

Pitch: 14 (5 HP)

Sailors: 8 (NPCs, 6 Paralyzed, 2 Slowed) x10

 

 

The Spidermouth is no longer Distracted.

Edited by Vahnyu
Posted

As a move Action Pitch will attempt an intimidate. Wont be easy, a -5 penalty for being a move action, and a -4 penalty for target being unable to hear, so only a +3 bonus, but lets give it a whirl:

 

1d20+3=11 pretty bad. But if its a demon she gets another +2 on that from Favoured Enemy feat for a total of +13. 

 

As a Standard Action Pitch will continue Suffocating it, which I guess is a DC 11 CON check (and maybe with a penalty if her initimidate worked). 


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