Supercape Posted December 2, 2014 Share Posted December 2, 2014 OOC for thread Phantasmo and the Black Knight end up with some cold and bleak spookiness in Greenland. To Start off: Black Knight can give me a Knowledge (History) Roll DC 10 The ghost is a viking DC 15 He looks like Erik the Red! DC 20 You know about the Greenland and Vinland settlements of the Vikings, to which the Ghost is referring to Link to comment
Exaccus Posted December 2, 2014 Share Posted December 2, 2014 Knowledge history! 1d20+4=24 Link to comment
Supercape Posted December 2, 2014 Author Share Posted December 2, 2014 In order to faciltate PLOT, Phantasmo can indeed cast Teleport Via Mystic Stones, at this particular time, because Stonehenge is so active. Ill give a nominal DC 15 Arcane Knowledge Skill roll for that ritual, although failure will mean you cast it and it causes Fatigue as I side effect. Tanya wants to come, but you dont need to take her. Taking her does of course mean complications... Link to comment
MisterShoebox Posted December 2, 2014 Share Posted December 2, 2014 Does she have any powers or anything like that? Or what? And Phantasmo only has an Arcane Knowledge of 5...he knows a lot of history, but his main area of expertise is stage magicians. STill, he does have a BIT of mystical know-how. So here goes! 1d20+5: 21 [1d20=16] Looks like he's going Greenland way, huh? Link to comment
Supercape Posted December 2, 2014 Author Share Posted December 2, 2014 Tanya has no powers. She is a regular bystander with above average INT, WIS, CHA, and some reasonable skills, a bit feisty, a bit clever, perhaps even helpful, but mainly just complications! Something like STR 10 DEX 10 CON 10 INT 14 WIS 12 CHA 12 Attack +0 Defence +0 Fort +0, Reflex +0, Will +5 Feats: Attractive, Well Informed Skills: Bluff 4 (+5), Gather Information 4 (+5), Knowledge (History) 6 (+8), Knowledge (Art) 2 (+4), Knowledge (THeology) 2 (+4), Knowledge (Behavioural Sciences) 4 (+6), Knowledge (Pop Culture) 2 (+4), Sense Motive 4 (+5) Languages: English, Latin, Spanish, Greek, French Link to comment
Exaccus Posted December 3, 2014 Share Posted December 3, 2014 Ill Power stunt a teleportal on aldonite's array. Teleport 10:("Henge Gate"; Magic; 200,000 Miles; Extras: Portal, Accurate; Flaws: Long range, Medium (Standing stones)) {30/30} Link to comment
Supercape Posted December 3, 2014 Author Share Posted December 3, 2014 Not really necessary the HP, as its a PLOT teleport ,but sure thing! Link to comment
Supercape Posted December 3, 2014 Author Share Posted December 3, 2014 For reference, we are in cold conditions. Tanya and Black Knight need to make a fort save every hour. Phantasmo is of course immune. There is a small road nearby, but who knows where it leads? A Survival Check DC 5 will at least orientate you (which way the road leads - north or south). (Although you could substitute an INT roll or an Earth Sciences roll if you are being clever!) Other Survival checks as per core rule book, p 55 Link to comment
Exaccus Posted December 3, 2014 Share Posted December 3, 2014 Survival check! 1d20+2=20 Black knight is on a roll. Link to comment
MisterShoebox Posted December 3, 2014 Share Posted December 3, 2014 Huzzah for wisdom 20. Righty-o, here we go... 1d20+5=13 Welp - not as good as BK, but not bad. Link to comment
Exaccus Posted December 3, 2014 Share Posted December 3, 2014 I wouldn't worry about it shoe, dumb luck is on my side at the moment, but it's just waiting to pull the rug out from me when its really important. Link to comment
Supercape Posted December 3, 2014 Author Share Posted December 3, 2014 Ok its Time for Fort Saves (its an hour before you hit the road): 1d20+0=20 Tanya makes it comfortably. Black Knight has a DC 10 Fort Save to make, but gets +2 due to his high Survival Skill Roll. What do you mean, neither of you speak Inuit or Danish? Link to comment
Supercape Posted December 4, 2014 Author Share Posted December 4, 2014 So, feel free to do whatever as always - But if you fancy poring over newspapers and computer searches of stuff, then a Knowledge (Current Events) DC 10 (untrained). Give yourself a -2 Penalty as you cant read Greenlandic or Danish (there is lots of stuff in English however). DC 15 or DC 20 will give a little more info. You may also do other searches on Greenlandic history (Knowledge History) or other stuff if you wish, or even flirt with the librarian to get her to help you. Whatever you fancy! Link to comment
Exaccus Posted December 4, 2014 Share Posted December 4, 2014 I will try to diplomancy the librarian Platonicly 1d20+6=7. whoops! Gonna reroll i think, mostly because i don't wanna drag it out or write him as too much of a goof in one thread. 1d20+6=25 Much better. Link to comment
MisterShoebox Posted December 4, 2014 Share Posted December 4, 2014 Welp - Phantasmo's gonna see if any of the local drunks are chatty. Being a warm building in an ice-cold section of Cold-as-#*@!! Greenland probably means that there are a few - and booze makes people lose their guards. Here goes: 1d20+5=19 ....Huh. Not bad. Link to comment
Supercape Posted December 4, 2014 Author Share Posted December 4, 2014 For reference.. Black Knight - 0 HP Phatasmo - 1 HP Post away, Exaccus. A result of 25 means the librarian is now helpful. This will be enough to get a fair bit of exposition, plus her aide in any future endevours. Link to comment
Supercape Posted December 5, 2014 Author Share Posted December 5, 2014 So a pretty major scene cut. Ill stop there, but for reference please make some notice rolls. Anything else you fancy doing, go for it - e.g. Search, Knowledge, Arcane Rituals, Basket Weaving, Underwater Yoga, etc etc... Link to comment
Exaccus Posted December 5, 2014 Share Posted December 5, 2014 (edited) Notice check! 1d20+6=20 Knowledge (History) 1d20+4=16 Craft Artistic (making origami flower for Arna) 1d20=11 Knowledge (Civics) 1d20+4=24 Edited December 5, 2014 by Exaccus Link to comment
MisterShoebox Posted December 5, 2014 Share Posted December 5, 2014 (edited) Phantasmo: Attempts to set the good woman at ease with a good, nice talking performance: 1d20+8=25 - Yay! (Performance - Oratory) Looks around and scans the surrounding area usin' dem' zombie noticin' abilities. 1d20+9=20 - Yay! (Notice) Und finally - dips into his (admittedly amateur knowledge of ACTUAL magic) Knowledge of the Arcane to do some Magic Noticin'. 1d20+9=12 - D'oh! (Knowledge - Arcane Lore) Edited December 5, 2014 by MisterShoebox Link to comment
Supercape Posted December 6, 2014 Author Share Posted December 6, 2014 Post that perform away (Giving you +2 Circumstance Bonus on future CHA based rolls) I think it is time to ask for some initiative rolls! Link to comment
MisterShoebox Posted December 6, 2014 Share Posted December 6, 2014 Time for Inits, yo! 1d20+3=11 INITTTTTSSSSSSS!!!!!! Link to comment
Exaccus Posted December 6, 2014 Share Posted December 6, 2014 (edited) Initiative! 1d20=15 Edited December 6, 2014 by Exaccus Link to comment
Supercape Posted December 6, 2014 Author Share Posted December 6, 2014 Ok, so first off you have a round to do [whatever]. there are shapes moving under the ice beneath you. Technically Black Knight can react first, but as its just you guys, youcan shuffle around initiative or whatever. Link to comment
Exaccus Posted December 6, 2014 Share Posted December 6, 2014 getting out of the car and using lay waste, ill catch a few shadows if i can but im mostly trying to make a break so they can't sneak up behind on the vehicle. Link to comment
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