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Hazard Pay (OOC)


alderwitch

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  • 4 weeks later...
Posted

Okay, a few checks here if people want to make them.

DC25: Notice Check to notice something might be amiss.
DC20: Survival Check to notice something odd with the marks on the ground.

Posted

For those who pass the Notice check, you'll hear a faint hum in the distance that is almost washed out by the ambient noises of nature. 

Survival check will net you that there are some creatures that passed through this area on two feet, moving lightly but there are the definite depressions in the moist soil of a few sets of tracks. 

Posted

It's that time! Initiative, ladies and gentlemen. Everyone can claim an HP for the bad guys getting the drop on you with their wicked tech. Taylor would get HP, but she's been MacGuffin'd for the plot. Poor Phantom. If you want to try and suss out something about the tech, tell me the appropriate skill you are using to do so!

Posted

Raina's got bupkis, she leaves the braining to the monkey. She will, however, roll Arcane Lore to see if she can tell what's going on with Phantom from a magical perspective. She gets an 18.

Merlin's going to use Skill Mastery on his Know:Tech for a 28, see what he can see about what just happened. 

Just to be thorough, he will also roll Know: Phys Sci to see if there's anything extra to see. Terrible roll, he gets a 19. If Computers could apply, he also has a Skill Mastered 28 for that. 

Raina's Initiative Roll is a 9.

Merlin's Initiative Roll is a 10.

Posted

Alrighty, there are two bounty hunters and their leader. The bounty hunters are going on 18 (D20+3) and their leader is going on 14 (D20+6)

Initiative
Frostbyte: 24
Woodsman: 20
Bounty Hunters (2): 18
Ouroboros: 17
Bounty Hunter Leader: 14
Reagent: 10
Merlin: 10
Sparkler: 9

Frostbyte is up.
 

Posted

Free Action: Activate Protection

Move Action: Platform Fight towards and away from Bounty Hunters (Move by Action)

Standard Action: Trip, General Area (50ft radius)  DC 20 Ref save

Posted (edited)

Reflex Rolls:
Bounty Hunter #1: 1d20+5=14 Prone
Bounty Hunter #2: 1d20+5=7 Prone
Bounty Hunter Leader: 1d20+10=25 Standing

Initiative
Frostbyte: 24
Woodsman: 20
Bounty Hunters (2): 18
Ouroboros: 17
Bounty Hunter Leader: 14
Reagent: 10
Merlin: 10
Sparkler: 9

Woodsman is up.

Edited by alderwitch
Posted

For their move action, the bounty hunters will struggle to their feet and cuss. :D And then one of them will whip out a technological gadget to try and clear the air faster with their standard action. We'll say it'll take until the top of their next round to clear enough to see and Riley can take an HP for that GM fiat. The Bounty Hunter Leader will still be suffering under the obscure during his action this round. 

Riley, you can juuuuust make it to the treeline's edge in your thirty feet of movement. If you're scuttling up a tree, that'll take the next round's move.

Ouroboros, you're up after I get an IC post up.

 

 

Posted

The bounty hunter leader is still trying to clear his vision and will also curse the evil black cloud. Don't think we need an IC post for that though, Reagent is up!

Posted

Raina and Merlin are going to ascend out of reach of the cloud, and Raina will activate her concealment, using Selective so that her friends can still see her, but the bad guys cannot. Since she is using concealment, she will have to save her hella yellin for later. But it will come. 

Posted

Unlike the other's with her Infravision Frostbyte should be okay with Riley's stiny, stinky cloud. So she'll try to snare the Bounty Hunter Leader Attack Roll: 1d20+10 22, that's a DC20 Ref save. She'll also keep moving around, just in case...

Posted

Reflex Save for Bounty Hunter Leader: (1d20+10)=13

He is duly snared!

Woodsman is up after your IC post, the Concealment effect will fade on the Bounty Hunters turn and the Leader is snared. 

Initiative
Frostbyte: 24
Woodsman: 20
Bounty Hunters (2): 18
Ouroboros: 17
Bounty Hunter Leader: 14  SNARED
Reagent: 10
Merlin: 10
Sparkler: 9

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