Exaccus Posted November 2, 2014 Share Posted November 2, 2014 Save Vs Soporific: 1d20+10=24 Completely ignore the cultists next to me and move over to assist singh, spending a HP to gain access to the takedown feat Attacking the thug whoms knife is currently in singh 1d20+8=27 Takedown Attacking the Second if applicable 1d20+8=16 Moving back to engage his own if they're removed from the combat and he's got enough movement left. Link to comment
Supercape Posted November 2, 2014 Author Share Posted November 2, 2014 They cannot make those toughness saves, so they are both down. You have takedown feat for the remainder of this scene! Post awaaaay! Link to comment
Supercape Posted November 3, 2014 Author Share Posted November 3, 2014 Singh is up: Standard Action: Bleed over the floor. Which means... Round 2: 17 - Synapse - Unharmed - 1 HP 13 - Cultists [3] 13- Priest - Bruised 4 Ulysses 3 Singh Fort Save DC 11 vs the drugs. Synapse is up! Link to comment
Thevshi Posted November 3, 2014 Share Posted November 3, 2014 Synpase will mind blast the cultist that attacked her, DC 23 Will save (damage). She gets a 25 for her Fort save. Link to comment
Supercape Posted November 3, 2014 Author Share Posted November 3, 2014 Again, he cant match that, so third cultist is down. Post away! Link to comment
Supercape Posted November 3, 2014 Author Share Posted November 3, 2014 So the two standing Cultists' one tries to stab Ulysses (And I will say hits but of course impervious, so no effect!) The other tries to stab Synapse 1d20+2=3 and misses. The priest will try Mind Control 4 on Ulysses, which means a WILL DC 14 Save from Ulysses. Link to comment
Exaccus Posted November 3, 2014 Share Posted November 3, 2014 (edited) save vs mind control 1d20+6=24 Edited November 4, 2014 by Exaccus Link to comment
Supercape Posted November 4, 2014 Author Share Posted November 4, 2014 EDIT: Ulysses is up! He has a Fort 11 Save vs the Nauseate Narcotic first. Link to comment
Exaccus Posted November 4, 2014 Share Posted November 4, 2014 Save Vs Soporific 1d20+10=20 Attacking the first thugee thug. 1d20+8=13 Taking down the second if applicable 1d20+8=10 Hmm Not so hot this time, though ill Surge, move up too and smack the preist regardless (there are just some things a man's gotta do!) 1d20+8=22 much nicer! Link to comment
Supercape Posted November 4, 2014 Author Share Posted November 4, 2014 Ok so you can knock down one Cultist, and with your surge, the Priest too. That effectively ends the combat, so lets say you knock out both remaining thuggee cultists (to keep things neat). Post awaaaay! I make current status Synapse - 2 HP (Forgot to add the 1 HP for fiat above, so make it 2) Ulysses - 1 HP - Fatigued. Link to comment
Thevshi Posted November 5, 2014 Share Posted November 5, 2014 Dee will use that new hero point to get Jack of All Trades and then treat Singh with Medicine (+8 from Wis), so she will take 10 to treat him, getting an 18. Link to comment
Supercape Posted November 5, 2014 Author Share Posted November 5, 2014 Good stuff. Let us say that stabilises him and removed daze, as well as providing Care (+8 Recovery roll). Link to comment
Exaccus Posted November 5, 2014 Share Posted November 5, 2014 I think I will spend my last one on recovering from fatigue and run singh to the hospital. Link to comment
Supercape Posted November 5, 2014 Author Share Posted November 5, 2014 Thats all cool. So we are probably due a scene cut to a cave at the edge of the town? How soon, any preparations? Do you need a guide? Etc etc! Thoughts please! Link to comment
Thevshi Posted November 5, 2014 Share Posted November 5, 2014 Well, Dee does not have any real preparations to make, so she is ready to head straight there once Ulysses returns. As for a guide, she can just get the directions out of the minds of the unconscious Thugee as she waits for him to return. Link to comment
Supercape Posted November 8, 2014 Author Share Posted November 8, 2014 Ok its time for some Search rolls, as you are looking for traps! An explosive expert? with traps? surely not! Link to comment
Exaccus Posted November 9, 2014 Share Posted November 9, 2014 1d20=6 Oh the joys of participation. Link to comment
Supercape Posted November 9, 2014 Author Share Posted November 9, 2014 Bomb! This would be a damage 15 area effect, limited to 8 ranks for those with protection (and Ulysses would be completly unharmed!) It is of course easy to step around. It is DC 15 DIsable Device or Craft (Mechanical) to disarm. Modifications or other stuff, higher DC, depending on what or if you want to do with it. Link to comment
Thevshi Posted November 9, 2014 Share Posted November 9, 2014 Synapse cannot miss that Disable Device roll, so she will disarm the trap. Also, as I mentioned, Synapse had her forcefield up, which would qualify as protection. Link to comment
Supercape Posted November 10, 2014 Author Share Posted November 10, 2014 Yup, got that! It was more if anybody else stepped on it! So if you guys are going in - pacing bravely or stealth? (the latter requiring a stealth roll). And, sorry to be a pain, more notice rolls from you both? Link to comment
Thevshi Posted November 11, 2014 Share Posted November 11, 2014 Stealth is not exactly Dee’s strong point, and I think even less Ulysses’. Dee gets a 23 on her notice check. Link to comment
Exaccus Posted November 11, 2014 Share Posted November 11, 2014 Im afraid he's not very subtle but that doesn't mean we cant try, particularly considering we've got the element of surprise as far as i can tell. Notice check 1d20+6=11 Link to comment
Thevshi Posted November 11, 2014 Share Posted November 11, 2014 Okay, we will give stealth a chance...and it is not likely going well as Synapse gets a 9. Link to comment
Exaccus Posted November 11, 2014 Share Posted November 11, 2014 Ulysses will suprise everyone (self included) and get a 16 Link to comment
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