Brown Dynamite Posted June 24, 2014 Posted June 24, 2014 (edited) OOC for >this thread Edited June 30, 2014 by HG Morrison
KnightDisciple Posted June 24, 2014 Posted June 24, 2014 Tagging. Also, thank you for adding in that Nevermore got to do some high-up interrogation.
EternalPhoenix Posted June 24, 2014 Posted June 24, 2014 As discussed in chat, I'll be joining this one. Let me know when I'm needed, please.
Blue Rose Posted July 3, 2014 Posted July 3, 2014 If anyone wants to keep an eye out for the little ginger thief, she's taking 10 on stealth, for a result of 27.
Brown Dynamite Posted July 3, 2014 Author Posted July 3, 2014 The little ginger thief can also make a notice check of her own. She might spot something that the trio don't see while talking to one another!
Blue Rose Posted July 3, 2014 Posted July 3, 2014 Oh! Oh! I know! Someone dropped a gift card to the Red Lobster! That's it, isn't it? Notice: 1d20+5 22
Blue Rose Posted July 4, 2014 Posted July 4, 2014 That was not a gift card for the Red Lobster. Sam will open up with a visual/audio illusion on my fellow heroes, to try and draw their attention to the correct edge of the building. DC16 Will to resist on interaction, though it'll be gone before there's any real chance to interact. Phantasm, so it's purely mind-affecting.If there's time, Sam will also use Emotion Control: Fear on whoever's closest to entering the building. Trying to get him to scream, or otherwise draw attention to himself without giving Sam's involvement away. DC17 Will to resist.
Brown Dynamite Posted July 5, 2014 Author Posted July 5, 2014 Let's see for narrative's sake considered auto failing the illusion. But then thought to myself, hey...let's have her be oblivious. Will Save vs Illusions: 1d20+6 18 Will Save vs Emotion Control: 1d20+3 5 He's a screaming, he's a crying.
Blue Rose Posted July 5, 2014 Posted July 5, 2014 I don't think you actually get a save against illusions unless you interact with them, but I'm not picky on the point at the moment.
EternalPhoenix Posted July 9, 2014 Posted July 9, 2014 Notice for the screaming is 16Will save vs Illusion is 23
Brown Dynamite Posted July 27, 2014 Author Posted July 27, 2014 DC15 Reflex on the Auditory/Visual Dazzle effects for Terrifica, Argonaut, and Nevermore. Evasion works as usual
EternalPhoenix Posted July 27, 2014 Posted July 27, 2014 (edited) 16 beats that. Terrifica doesn't have Evasion.10 for the eyes27 for the ears Edited July 27, 2014 by EternalPhoenix
Brown Dynamite Posted August 10, 2014 Author Posted August 10, 2014 So, the funny thing is. I was waiting for EP's Reflex Roll. And it turns out he had already gone! Which means I left you waiting for mine. Woosh, my bad. So only one reflex save for both the blinded and deafening. And one for the area. Alas the first one you noted was the one in which she failed. So Terrifica should be blinded and deafened. But, I shall instead make you this offer. You can take an HP and not only be blinded and deafened but lack of balance with the sudden affliction makes it so she falls out the window (to be saved before the splat of course). Or we can just count the last reflex save (Even though the one that should be in effect is the one that landed on 10. Reflex Save (DC15): 1d20+1 10 Reflex Save (DC15): 1d20+1 21
Blue Rose Posted September 7, 2014 Posted September 7, 2014 Illusion on the fear'd robber. DC16 to resist, and using it as a conduit to bluff whilst staying hidden, perhaps convincing him to not even try to disbelieve.Bluff: 1d20+13 21
Brown Dynamite Posted September 13, 2014 Author Posted September 13, 2014 He'll get the chance to disbelieve first, with a +4 from Terrifica's urging. Will Save vs Emotion Control: 1d20+10 16 However, we'll use the bluff to try and trick him that his disbelief wasn't real. Thus he lost track of the first illusion but not the one's taunting him afterwards if he fails Sense Motive vs Bluff: 1d20+5 17 Alright we'll have him more cognizant but still frightened out of his wits, and kinda doubting his own sanity now.
Brown Dynamite Posted October 25, 2014 Author Posted October 25, 2014 HP to Terrifica and Kit. He's in midfall not splat on the ground. Because we're not going grim and gritty here folks!
Blue Rose Posted October 25, 2014 Posted October 25, 2014 Oh dear.Is he on the sunny side of the building, or the shady side?
Brown Dynamite Posted October 26, 2014 Author Posted October 26, 2014 I'd say it's plenty shady considering the time of day.
Blue Rose Posted October 27, 2014 Posted October 27, 2014 In that case, swan dive to teleport, pulling him back inside.
Brown Dynamite Posted November 7, 2014 Author Posted November 7, 2014 Argonaut's Notice: 1d20+10 19 And Initiative Time two different set pieces. Argonaut's Initiative: 1d20+1 19 Mook 1's Initiative: 2#1d20+8 13 Mook 2's 25 Thief Leader Initiative: 1d20+3 7 Bringing one set piece to Round 1. And the other waiting on Nevermore. Round 1 25 - Argonaut - 1 HP - Unharmed19 - Mook 2 - GM - Unharmed13 - Mook 1 - GM - Unharmed As for Kit and Terrifica? Well, their robber friend is unconscious. But a notice check is needed.
Brown Dynamite Posted November 8, 2014 Author Posted November 8, 2014 Bringing the other set piece to Round 17 - Thief Leader - GM, 1 HP - Unharmed4 - Nevermore - 1 HP - Unharmed Argonaut's going to Move Action: Draw Power PikeStandard Action: Blast (DC22) vs Mook 1: 1d20+9 23 Mook 1's Tou Save (DC22): 1d20+3 8 Leaving him StaggeredMook 2 takes a shot with the Pistol (DC19): 1d20+6 8 Missing The Thief Leader shows his boxing chops with a Punch (DC21): 1d20+7 10 Suffice to say he misses
Recommended Posts