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Sweet Dreams (Aren't made of this) (OOC)


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Posted (edited)

Could I get an Arcane Lore roll from Rene? To see what he knows from the masks.  I waited until after they were taken down as I figured he wouldn't be getting a clear look during their machete assault.

Edited by HG Morrison
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Posted

Arcane Lore 

 

So heres what such a result garners.

The masks are designed in honor of the mares.  In germanic folklore mares are a sort of Goblin like demon that sit on people's chest and bring about nightmares.  The Hand of Mara are demonic footsoldiers crafted from the shadows.  Able to travel through the darkness itself it is said there is no place the mare can reach.  They are also apt shape shifters.  The essence of these demons are kept inside of ancient clay jar with runes inscribed upon them.  The jars are often found sold to the highest bidder in the Dreamlands.  As creatures vulnerable to light they often wear cloaks to protect themselves from the light, but their cloaks are incapable of shifting with them.

Posted

Rene can roll initiative to join in not this round but the following round.

Creepy Lizard Guy's Tou save vs DC25: 1d20+9 26 Creepy Lizard guy makes it.

The crowd of students Grapple Miss Grue: 1d20+6 22
Grapple Check Vs Miss Grue: 1d20+11 13  She doesn't even have to roll to shake them off.


Power Attack(-5 Atk/+5 Dmg) with Claws (DC 21): 1d20+5 13 Swing and a miss

 

New notice check for Miss Grue (DC10)

Posted

Rene can make a DC30 Arcane Lore check to know that Mona's exposition is slightly off.  The creature was actually dreamt up in the Lost World.  And while pretty old falls closer to the hundreds of years old than the thousands range.

  • 3 weeks later...
Posted (edited)

We can just move the scene along if you two would prefer.  It's not as if the group of students or our lizard friend have much left in the tank.

Edited by HG Morrison
  • 5 months later...
  • 1 month later...
  • 1 month later...
Posted (edited)

Little late.  But for ease we will be using the Field Battle Rules for the mass of Mara footsoldiers.  Ignoring Morale Checks
 
Mara Forces Initiative Initiative: 1d20+4 13
Mara Forces Initiative Initiative: 1d20+4 20
 
Rarr's Initiative: 1d20+3 20
 
Deadbeat's Initiative: 1d20+0 19
 
Mona who is down to Injured x6's Initiative: 1d20+3 4

 

So take an HP and let us begin.  Enough time has passed that I say Rene is no longer bruised.

 

 

Round 1

20 - Rarr - GM - Unharmed

20 - Mara Forces - GM - Unharmed

20 - Deadbeat - GM - Unharmed

13 - Mara Forces 2- GM - Unharmed

12 - Miss Grue - 1 HP - Unharmed

04 - Mona - GM - Injured x6, Bruised x6 (She did at least burn off her disabled condition and poisoning.  She was in a bad way)

04 - Rene De Saens - 3 HP - Unharmed

Edited by HG Morrison
Posted

Rarr
Full-Round Action: Disappear out of view while his Mara do the dirty work.



Hand of Mara Forces (50)
So the first 50 forces converge from the side
Move Action:  Converge on Mona
Standard Action: Going for Mona and Attacking (DC26): 1d20+9 13 That hits due to being flat-footed.
Mona's Tou Save (DC26): 1d20+6 20 It's lethal damage so she is now Bruised 7, Injured 7 and Dazed


Deadbeat
Free Action: Summon Guitar
Standard Action: Lullaby which has no effect due to their immunity


Hand of Mara Forces 2 (50)
Move Action:  Converge on Miss Grue
Standard Action:  Attack Miss Grue (DC26): 1d20+9 10 That misses even while Flat-Footed!

 

I'll get to posting and Miss Grue is up!

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