trollthumper Posted November 26, 2014 Posted November 26, 2014 Sorry for the long delay. Nick is using his Super Senses to look into the coffin.
Ari Posted November 26, 2014 Author Posted November 26, 2014 That'll be a DC30 Knowledge(Arcane Lore) roll to get the full breadth of what he's looking at, DC25 to get most of the details and a vital clue and DC20 for the gist.
Ari Posted November 29, 2014 Author Posted November 29, 2014 It's clearly life magic, though it's somehow bending through time and into other dimensions without actually leaving Earth's spiritual landscape. The body inside is surrounded by a protective cocoon of raw potential energy, which the coffin itself is a solidification of. Whoever is inside hovers between life and death, and is acting as a conduit for the web of power they're drawing through their body, focusing it into the ley line coursing through the river. They are slowly dying. The creative power is burning them out and slowly eroding the weakly-tethered soul.
Ari Posted January 19, 2015 Author Posted January 19, 2015 Combat time(unless major efforts are done). Initiatives: Shane: 18. Cabal: 13. Using the Cultist archetype from the Core Rules.
Ecalsneerg Posted January 22, 2015 Posted January 22, 2015 Initiative: 1d20+1 14 Equinox is slooowRaccoonitiative: 1d20+3 16 Raccoon is not.
Ari Posted January 22, 2015 Author Posted January 22, 2015 Nick: 4HP Shane-GM Hayley Equinox: 4HP Cabal(x8)-GM Pitch: 2HP Start us off, trollthumper.
trollthumper Posted January 24, 2015 Posted January 24, 2015 Move Action: Startle Shane. 30Standard Action: Ignis Fatuus (Blast 12, Will Save). 22
Ari Posted January 24, 2015 Author Posted January 24, 2015 24. Startled. FlatFooted. The Ignis hits, DC27 Will save:18. Failed by 9, Bruised and Dazed. Passing the turn to Hayley. Ecalsneerg, th'art up.
Ecalsneerg Posted February 6, 2015 Posted February 6, 2015 Hayley'll give up her move, as there's little for her to do hereEquinox is then up.She'll use her move action to keep her Impervious up as a move action: DC26 Concentration check to maintain Impervious as a move action: 1d20+16 28And her standard to launch fire at Shane. Power Attack for 2; DC28: 1d20+9 19
Ari Posted February 7, 2015 Author Posted February 7, 2015 DC28 Toughness save: 29. No harm done! The Cabal makes its move, doing a DC20 Arcane Lore Check to drag a thing out of the depths through their handy larval portal.Leader gets a 9, with the others adding a cumulative +14 for 23. There is now a thing in play. What is it? Sadly none of you get a clear look as Springsvale takes things to the spirit zone. In this topsy-turvy place, only shadows by the physical world are solid enough for visitors to stand on. Shane is caught by shadow, the Cabal mostly goes into freefall towards the darkness above, those who don't grand hold of something. The thing grabs hold of some Moonlight and makes its initiative roll: 17. It goes after Shane next round. Pitch is up.
Ari Posted February 20, 2015 Author Posted February 20, 2015 Okay, so with Supercape gone I will say Pitch goes off the grab the Cabalites before they plummet into the Abyss. trollthumper, you are up with Nick. Shane is still Dazed, and the Thing goes after his turn. Feel free to get creative.
trollthumper Posted February 20, 2015 Posted February 20, 2015 Well, if there's a lot of spooky BS happening now, Nick is going to pop Poltergeist's Rage (Area Telekinesis). 27 on an Opposed Grapple check, a successful DC22 Reflex save will cut that down to 21.
Ari Posted February 21, 2015 Author Posted February 21, 2015 Opposed Grapple roll: 60. The sheer backwash of power lets Equinox and Nick know that this is one of the Real Things, an Elder Evil from the depths of the Omniverse, a being of power and evil that, while but a shadow of its parents, the Nameless Ones, is still are far beyond most mages.
trollthumper Posted February 23, 2015 Posted February 23, 2015 Did Shane make his Opposed Grapple as well? It's an Area thing. Unless, say, the Elder Thing was Interposing.
Ari Posted February 23, 2015 Author Posted February 23, 2015 ...Darnit. My apologies troll, I totally missed that. No he is not being shielded. Reflex: 19. Failed. So that is that, he can't reach 27 so he auto-fails the Grapple roll. Bound and Pinned. (As for the other, I'm just going by it not actually having a Reflex save thanks to being so massive and ponderous) Elder Thing(henceforth the Demiurge) then activates its Confuse Field and spends its Move Action preparing a Transform (anything to Shadowstuff, Full-Round) effect. This, if completed, will spread a life-stealing mass for several hundred feet around the Demiurge, represented by a Drain Constitution effect.
Ari Posted February 26, 2015 Author Posted February 26, 2015 (edited) (Ecalsneerg, Hayley/Equinox are up!) EDIT: Nope. Bye now! Been fun. Edited February 26, 2015 by Arichamus
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