Vahnyu Posted June 14, 2013 Author Posted June 14, 2013 Carmen moves next to the Demon, and then attacks. It hits Toughness Save 1d20+10 → [9,10] = (19) Fails by more than 5. Bruised and Dazed
Vahnyu Posted June 14, 2013 Author Posted June 14, 2013 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
Supercape Posted June 15, 2013 Posted June 15, 2013 Ok, so Pitch will pause a moment and retrieve her cane, threatening the demon as she does so (Not making an intimidate roll, as its fanatic, just fluff!)
Vahnyu Posted June 18, 2013 Author Posted June 18, 2013 (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 1d20+9 → [4,9] = (13) Broken Dreadknight follows Carmen as a Move Action Billy runs towards the stairs. Next Round: Pitch Edited June 18, 2013 by Vahnyu
Supercape Posted June 18, 2013 Posted June 18, 2013 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.
Vahnyu Posted June 18, 2013 Author Posted June 18, 2013 (edited) Toughness Save 1d20+9 → [4,9] = (13) Fails by more than 10. Becomes disabled, staggered, and dazed Edited June 18, 2013 by Vahnyu
Vahnyu Posted June 18, 2013 Author Posted June 18, 2013 (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 June 18, 2013 by Vahnyu
Supercape Posted June 18, 2013 Posted June 18, 2013 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.
Vahnyu Posted June 23, 2013 Author Posted June 23, 2013 (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 June 23, 2013 by Vahnyu
Vahnyu Posted June 23, 2013 Author Posted June 23, 2013 As soon as she steps out, Carmen senses magic is afoot, and needs to roll a Knowledge[Arcane Lore] check.
Vahnyu Posted June 23, 2013 Author Posted June 23, 2013 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.
Supercape Posted July 2, 2013 Posted July 2, 2013 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.
Supercape Posted July 22, 2013 Posted July 22, 2013 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!
Vahnyu Posted October 21, 2013 Author Posted October 21, 2013 (edited) Spidermouth Demon Initiative: 1d20+10 → [20,10] = (30) Sailors Initiative 1d20+1 → [8,1] = (9) The Sailors use the Soldier Archetype from the PHB, pg229 Carmen gains an HP due to the Obscure (audio) power in effect Edited October 21, 2013 by Vahnyu
Vahnyu Posted October 21, 2013 Author Posted October 21, 2013 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.
Supercape Posted October 21, 2013 Posted October 21, 2013 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?
Vahnyu Posted October 21, 2013 Author Posted October 21, 2013 Sailors: Reflex Saves to halve the DC, then Will Saves to save vs the DC Reflex 1d20+1 → [19,1] = (20) 1d20+1 → [16,1] = (17) 1d20+1 → [12,1] = (13) 1d20+1 → [5,1] = (6) 1d20+1 → [6,1] = (7) 1d20+1 → [15,1] = (16) 1d20+1 → [15,1] = (16) 1d20+1 → [10,1] = (11) 1d20+1 → [8,1] = (9) 1d20+1 → [14,1] = (15) Will 1d20+1 → [11,1] = (12) 1d20+1 → [3,1] = (4) 1d20+1 → [6,1] = (7) 1d20+1 → [10,1] = (11) 1d20+1 → [6,1] = (7) 1d20+1 → [8,1] = (9) 1d20+1 → [16,1] = (17) 1d20+1 → [12,1] = (13) 1d20+1 → [11,1] = (12) 1d20+1 → [2,1] = (3) 2 fail by less than 5 8 fail by 5 or more
Supercape Posted October 21, 2013 Posted October 21, 2013 Ok so In retaliation, Pitch is going to stuff the horror's mouths full of smoke! Suffocate Attack: 1d20+10=22 I guess hits, and thats a DC 17 Fort Save Suffocation Attack.
Vahnyu Posted October 21, 2013 Author Posted October 21, 2013 Fort Save: 1d20+6 → [7,6] = (13) Fails Con Check vs DC10 1d20+1 → [6,1] = (7) +1 Hero Point to Pitch Improve Roll 1d20+1 → [6,1] = (7)+10 Saves
Vahnyu Posted October 22, 2013 Author Posted October 22, 2013 (edited) The sailors save vs DC20 Paralyze (-1 on the results displayed bellow) 1d20+2 → [10,2] = (12) 1d20+2 → [7,2] = (9) 1d20+2 → [20,2] = (22) 1d20+2 → [9,2] = (11) 1d20+2 → [18,2] = (20) 1d20+2 → [6,2] = (8) 1d20+2 → [18,2] = (20) 1d20+2 → [6,2] = (8) 1d20+2 → [20,2] = (22) 1d20+2 → [9,2] = (11) 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) 1d20+5 → [6,5] = (11) 1d20+5 → [10,5] = (15) 1d20+5 → [19,5] = (24) 1d20+5 → [9,5] = (14) Three hit Concentration check vs DC15 1d20+15 → [5,15] = (20) 1d20+15 → [10,15] = (25) 1d20+15 → [4,15] = (19) Makes it, Spidermouth keeps its Defensive Roll bonus on Toughness Toughness Save vs DC20 1d20+5 → [20,5] = (25) 1d20+5 → [15,5] = (20) Makes it. 1d20+5 → [10,5] = (15) Fails by 5, Dazed and Bruised Edited October 22, 2013 by Vahnyu
Vahnyu Posted October 22, 2013 Author Posted October 22, 2013 (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 October 23, 2013 by Vahnyu
Supercape Posted October 23, 2013 Posted October 23, 2013 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).
Vahnyu Posted October 23, 2013 Author Posted October 23, 2013 Sense Motive vs Intimidate Check 1d20+15 → [6,15] = (21) Passes Con check +1 vs DC11 1d20+2 → [2,2] = (4) Reroll (+10 if bellow 10): 1d20+2 → [5,2] = (7) Passes Pitch gains an HP
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